Samurai Shodown/Kazuki Kazama

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Kazuki Kazama
風間 火月, Kazama Kazuki

Introduction

In spirit, Kazuki hearkens back to his incarnation in Samurai Shodown V Special, having good movement speed, a fairly decent poking game, high damage with the right resources, and a powerful air game, as well as a few funny tricks in his back pocket. His transition over to this game has given him some improved ground normals, a very fast and semi-flexible WFT, and a great boost to his damage potential in Rage, making him a great character for fighting up close or even a little bit at midrange if you counterpoke well.

However, Kazuki still has a lot of the same weaknesses from VSP, too. If he's kept out of close range and doesn't have fireball charges, he has a fairly weak fireball game, and he's still a relatively close-range character. Though he can still do great damage without having fireball charges stocked, he's still dependent on them for some of his best damage, and almost all his special moves, while powerful, tend to be unsafe on block.

Strengths Weaknesses
  • Good mobility
  • Good pokes, counterpokes, and air normals
  • High damage with Rage and or stocked up fireballs for combos
  • WFT has decent range and is fairly fast for its reach
  • Lacks range and can struggle to get in against characters with better buttons
  • Specials highly punishable if misused, especially fireball charge
  • Loses out on some of his best damage if he doesn't have resources
  • Needs good spacing to confirm into combos or certain special moves

Data

  • Damage Taken: 100%
  • Rage Factor: 0.36
  • Rage Duration: 6 seconds
  • Fastest rage meter gain and shortest duration

Gameplan

Kazuki tends to play a sort of in-and-out game, but mostly prefers close range. When he's up close, n.5A, n.2A, and n.5B are all relatively oppressive tools that convert into 623S on hit, giving him a knockdown and time to charge a fireball with 214K. Since it moves him forward, his 5D can be used to annoy people much like Charlotte's can, but can also be canceled into special moves; a classic Kazuki gimmick is going into 421S after 5D in order to catch an opponent trying to mash out on you. He can also get a charge off of his 6D, though it being a bit slower makes this somewhat rare.

Kazuki also has excellent conversion options from throw; when at midscreen or even if he pushes the opponent to the corner, he can get a 66B and convert into 623S, or even into a longer combo provided he has level 2 fireball charge.

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 5 - 16 +1 -2 Yes - No -
5B
5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 HL 11 - 34 -3 -12 Yes - Yes -
5C
5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
260 HL 18 - 60 -3 -16 No - Yes -
2A
2A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 7 - 18 +1 -2 Yes - No -
2B
2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 HL 13 - 36 -3 -12 Yes - Yes -
2C
2C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 HL 12 - 43 -4 -28 No - Yes -

Near Slashes

n.5B
n.5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 HL 8 - 31 -3 -12 Yes - Yes -
n.5C
n.5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
220 HL 15 - 45 -3 -28 No - Yes -

Kicks

5D
5D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 9~13 - 26 -2~+2 -5~-1 No - No -
6D
6D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 L 13 - 36 KD(+101) -13 Yes - No -
2D
2D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 L 5 - 19 -2 -5 No - No -
3D
3D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 L 12 - 41 KD(+95) -13 No - No -

Dash Normals

66A
66A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 HL 7 - 30 -3 -8 No - No -
66B
66B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 HL 9 - 32 -3 -35 Yes - Yes -
66C
66C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 HL 9 - 49 KD(+95) -18 No - Yes -
66D
66D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 L 11~14 - 40 KD(+95) -13~-10 No - No -

Air Normals

j.A
j.A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 H 8 - - - - - - - -
j.B
j.B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 H 10 - - - - - - - -
j.C
j.C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 H 13 - - - - - - - -
j.D
j.D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 H 8 - - - - - - - -

Unarmed Normals

u.5S
u.5S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 HL 6 - - -5 -10 - - - Yes
u.2S
u.2S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 HL 6 - - -4 -9 - - - Yes
ju.S
ju.S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 H 6 - - - - - - - Yes
u.66S
u.66S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 HL 5 - - KD -10 - - - Yes

Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D
Neutral / Forward Throw
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral / Forward - Throw 3 - 74 +20 - - - - -

Universal throw. Can be followed up with an attack.

Back - Throw 5 - 74 +25 - - - - -

Universal throw. Can be followed up with an attack.

Surprise Attack
Surprise Attack (Overhead)
5B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 H 20 - 43 +2 -11 - - - -

Universal overhead.

Dodge
Dodge
5A+B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - 38 - - - - - -

Universal dodge. Invincible frames 1~10 and strike invincible frames 11~16.

Counter / Blade Catch
Counter / Blade Catch
236A+B
Counter
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 0 N/A 2 11 34 +35~+59 N/A N/A N/A N/A No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally you counter a heavy slash or a running slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 22 KD N/A N/A N/A N/A Yes

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

Rage Explosion
Rage Explosion
5A+B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.

Command Moves

Wall Jump
Wall Jump
(near wall)9
Burning Ninja Training
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Kazuki can jump off walls. Doing so will increase jump height and change the landing trajectory, making it difficult for the opponent to position and time an anti-air.

Blazing Fang
Blazing Fang
j.2B
Blazing Fang
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - No

Since version 1.70, the neutral jump B becomes command move.

Special Moves

Soul Burner
Soul Burner
236S or K
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - No

Token Special Move description. For more info on how to add rekkas, stance moves, etc. go to Template:MoveData for examples.

Exploding Death
Exploding Death
623S or K
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Regular - - - - - - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Rage - - - - - - - - - - No

Token Special Move description. For more info on how to add rekkas, stance moves, etc. go to Template:MoveData for examples.

Annihilating Flames
Annihilating Flames
421S or K
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - No

Token Special Move description. For more info on how to add rekkas, stance moves, etc. go to Template:MoveData for examples.

Flames of Disaster
Flames of Disaster
214K
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - No

Can charge up until 3 times

Flaming Backdraft
Flaming Backdraft
L+K when knocked down
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Token Special Move description. For more info on how to add rekkas, stance moves, etc. go to Template:MoveData for examples.

Supers

Weapon Flipping Technique

Exploding Flames
236B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
350(420,490) HL 1+14 - - KD (+68) -41 - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit.

Super Special Move

Eternal Inferno
641236C+D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
700 HL 10+20 - - KD (+54) -45 - - - -

Available only once per match. Invincible frames 1~10.

Combos

List combos, use numpad notation.

Midscreen

Corner

Videos

Link to Kazuki videos and specify year it was produced or patch version in brackets.

Example: Kazuki combo video by "name of content creator" (2019).

Colors


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWardenWuYashamaruYoshitora