Kazuya

Menu

Please enjoy this lovely graphic of all of Kazuya's moves and inputs from /u/Max_Hamm.

Jab Attacks

Jab 1
6
22
--
Transitions to Jab 2 as early as frame 9 if it doesn't connect
3.0
5
5
--
-11
6—7
Jab 2
7
26
--
Transitions to Jab 3 as early as frame 9 if it doesn't connect
3.0
5
4
**
-15
7—8
Jab 3
7
30
--
Transitions to jab 4 as early as frame 8 if it doesn't connect
2.0
4
3
--
-20
7
Jab 4
10
39
--
Transitions to Jab 5 as early as frame 12 if it doesn't connect
3.0
5
4
--
-25
11—12
Jab 5
12
39
--
Transitions to Jab 6 as early as frame 14 if it doesn't connect
3.0
5
4
--
-23
12
Jab 6
23
52
--
Transitions to Jab 7 as early as frame 24 if it doesn't connect
4.0
5
5
--
-24
24—25
Jab 7
15
42
--
Transitions to Jab 8 as early as frame 16 if it doesn't connect
1.5
4
3
--
-24
14
Jab 8
18
46
--
Transitions to Jab 9 as early as frame 18 if it doesn't connect
1.5
4
3
--
-25
18
Jab 9
16
48
--
Transitions to Jab 10 as early as frame 17 if it doesn't connect
5.0
6
6
--
-26
16
Jab 10
29
70
--
Unblockable
12.0
Unblockable
Unblockable
--
Unblockable
29
Final Hit
Flash Punch Combo (Final Hit)
A, A, *delay*, A
7
36
--
First two hits are Jab 1 and Jab 2. Inputting the third A press on frame 10 of Jab 2 is the earliest possible that you get this. Windbox active on frames 2-6.
9.0
7
9
--
-20
7—10

Tilt Attacks

Forward Tilt (Oni Front Kick)
12
40
--
Leg intangible on frame 12-16
14.5
10
11
--
-17
12—16
First Kick Second Kick
Down-Forward Tilt (Tsunami Kick)
10/26
36/54
--
Second number is only if you press the button again. Leg intangible on frame 8-11 and 26-28 for the axe kick. Second kick's first active frame technically ignores shields, but hits aerial oppenents only (yes, this is weird).
7.0/10.5
7/8
7/14
--
-19/-14
10—11/14—16
Down Tilt (Neijiri Uraken)
16
45
--
Invulnerable on frame 13-15
15.0
10
14
--
-15
16—18
Down-Back Tilt (Stature Smash)
13
39
--
Leg intangible on frame 13-15
9.0
7
14
--
-12
13—15
Back Tilt (Flash Tornado)
11
34
--
Upper body and leg intangibility on frame 7-13
15.0
10
14
--
-9
11—13
Up-Back Tilt (Jump Side Kick)
14
39
--
Front leg intangible on frames 7-17, back leg on frames 7-21. Can autocancel on frame 24 to make the move +2 on shield on backward slants.
13.5
9
12
--
-13
14—17
First Hit Second Hit
Up Tilt (Twin Pistons)
9/24
29/52
--
Second number is only if you press the button again. Upper body intangible on frame 4-10, or 4-24 if you input the second hit and arm intangibility lasts until 26.
6.0/10.0
6/8
6/10
--
-14/-18
9—10/14—16
First Hit Second Hit Third Hit Fourth Hit
Up-Forward Tilt (Roundhouse to Triple Spin Kicks...)
14/30/49/67
42/64/81/100
--
Legs intangible on frame 4-16
6.0/3.0/10.5
6/5/8
6/6/10
first/multi/final
-22/-28/-26/-23
14—16/11—12/16—17/14—16
Demon's Wrath (Side Taunt)
18/31/47/62
89
--
--
6.0/3.0/6.0
6/5/6
6/4/6
first/multi/final
-21
7—10

Crouching Attacks

*Crouching* Down-Forward Tilt (Tombstone Crusher)
14
50
--
Invulnerable on frame 5-14, leg and arm intangible on frame 5-19. Kazuya must be crouching for at least six frames to access this move
16.5
10
16
--
-20
14—16
*Crouching* Down Tilt (Crouch Jab)
7
26
--
Lower hitbox only hits downed opponents. Arm intangible on frame 6-8. Can transition to another Crouch Jab on frame 16. Kazuya must be crouching for at least six frames to access this move.
5.0
6
6
--
-13
7—8
*Crouching* Down-Back Tilt (Crouch Spin Kick)
11
35
--
Leg intangible on frame 11-16. Kazuya must be crouching for at least six frames to access this move.
11.0
8
15
--
-9
11—16

Dash Attacks

Double Dash Attack (Left Splits Kick)
F, F, A (66A)
13
40
--
Leg intangible on frame 7-15. Reflects on frames 7-17.
18.0
10
17
--
-10
13—15
Dash Attack
15
47
--
Legs intangible on frame 4-7. Back leg intangible on frame 13-19
14.0/16.0
10/10
13/14
Close/Far
-19
15—16(17—19)

Smash Attacks

Forward Smash
25
67
--
10.0% Damage based Armor on frame 7-24. Charge hold on frame 5.
23.0/26.0
13/14
25/28
Close/Far
-16/-13
25—26
Up Smash
12
47
--
Arm intangible on frame 12-17. 6.0% damage based Armor on frame 7-11. Charge hold on frame 5.
19.0/15.0
11/10
13/10
Early/Late
-22
12—13(14—16)
Down Smash
17
46
--
Arm intangible on frame 17-19. 6.0% damage basedArmor on frame 7-15. Charge hold on frame 2.
17.0/15.0/13.0/11.0
10
13
Clean Hand, Late Grounded Hand / Clean Arm, Late Grounded Arm / Late Aerial Hand / Late Aerial Arm
-16
17—18(19)

Input Attacks

Demon God Fist (Uncrouching Attack)
Crouch, then release crouch and press A while standing
13
40
--
Upper body intangible on frame 2-6 and arm intangible on frame 13-14. Press Neutral A within 19 frames of releasing crouch for this move to come out.
12.0
21
11
--
-16
13—14
Wind God Fist
F, D, DF, A (623A)
8
35
--
Upper body intangible on frame 1-7. Arm intangible on frame 8-11. Deals .5% less damage (13%) to airborne opponents.
13.5
9
14
--
-13
8—11
Electric Wind God Fist
F, D, DF, A (623A) [With exact timing and DF+A being simultaneously pressed]
8
35
--
Invulnerable on frame 1-8. Arm intangible on frame 1-12. When blocked, the opponent is forcibly pushed out of their shield, but takes no damage. Deals .5% less damage (14%) to airborne opponents.
14.5
10
--
--
--
8—11
Dragon Uppercut
F, D, DF, Hold A (623, Hold A)
5+15
47
--
5 frames of WGF/EWGF precede this move's startup. Invulnerable on frame 1-5. Upper body intangible on frame 7-11. Invulnerable on frame 12-19. Upper body intangible on frame 20-22.
22.0/18.0/16.0/14.0
19
10
Early/Mid/Late/Latest
-22
15(16/17/18-20)
Spinning Dragon to Left Hook
F, D, DF, B (623B)
10/34
66
--
Invulnerable on frame 4-9
7.0/14.5
7/10
7/13
--
-19
10—12/34—36

Aerial Attacks

Neutral Air
8
28
7
Autocancels on frame 25 onward
11.0/9.0/8.0/6.0
8/7/6
4/4/3
Clean Spike / Clean Hand / Clean Arm / Late
-3/-3/-4
8—9(10—16)
Forward Air
8
30
10
Autocancels on frame 25 onward
13.0/10.0
9/8
5/4
Early/Late
-5/-6
8—9(10—14)
Back Air
11
45
10
Autocancels on frame 1-4 and 35 onward
16.0/14.0/10.0
10/8
6/4
Clean Sweet / Clean Sour / Late
-4/-6
11—13(14—18)
Up Air
4
33
8
Leg intangible on frame 4-9. Autoacancels on frame 30 onward
12.0(9.0)
9
5
--
-3
4—6(7—9)
Normal Landing
Down Air
17/19
57
35
Autocancels on frame 50 onward
6.0/15.0/10.0
6/10
*/5
First/Second/Landing
-30
17—18/19—39/1—2

Special Attacks

Neutral B (Devil Blaster)
27
82
--
Shieldstun is 4 on all types of lasers when not blocked at point blank range.
11.0 / 12.0 / 10.0
13/13/12
11/12/10
normal/up/down
-31/-30/-33
27—43
Devil Blaster, Air
27
67
--
Shieldstun is 4 on all types of lasers when not blocked at point blank range.
10.0 / 11.0 / 9.0
12/13/11
10/11/9
normal/up/down
-18/-16/-20
27—43
Ground Air
Side B (Devil Fist)
16
66 (68 Air)
--
Invulnerable on frame 6-9. Kazuya does not suffer hitlag from this attack, but does suffer shieldlag. Hitting a shield stops him and forces 38-45 endlag, it seems that close hits suffer less endlag.
11.0/6.0
8/6
10/6
close/far
-32?? to -39??
16/17—22
Up B (Devil Wings)
12
66
24
Endlag can be cancelled if you land prematurely (like going up to the top battlefield platform)
18.0 / 16.0 / 13.0 / 10.0 / 7.0
10...7
16...7
early...latest
-38
**
Ground Grab Air Grab Falling Landing
Down B (Heaven's Door)
14
49 (59 in air)
--
10% damage based Armor on frame 4-13. 39 endlag from a successful ground slam, or 40 if you land on the same ground.
17.0
--
--
--
--
**
Grab Falling Landing
Rage Drive (Non Input)
14
57 (42 throw)
--
Replaces Down-B during rage effect. 39 endlag from a successful ground slam, or 40 if you land on the same ground. Intangible frames 1—4, Super Armor frames 5—13.
12.6 / 14.3
--
--
--
--
14—15
Grab (Input) Falling Landing (Input)
Rage Drive (Input)
F, D, DF, Hold A/B (623 Hold-A/B)
10
54 (42 throw)
--
39 endlag from a successful ground slam, or 40 if you land on the same ground. Intangible frames 1—3, Super Armor frames 4—10.
**
--
--
--
--
10—13

Grabs / Throws

Grab
7
39
--
--
--
7—8
Dash Grab
9
43
--
--
--
9—10
Pivot Grab
10
43
--
--
--
10—11
Grab Success
Gates of Hell (Gates of Hell, Success)
F, D, DF, Grab (623Grab)
7 (32/80/81)
36 (104)
--
Input sequence is "Down-Forward > Down > Down-Forward > Grab"
-- (10.0/13.0/1.0)
7—8
Pummel
5
33
--
Total frames includes 17 frames of hitlag (plus one in 1v1)
3.4
Forward Throw
11/39/42
75
--
--
5.0/5.0/2.0
Backward Throw
46
83
--
--
14.0
Up Throw
14
65
--
Fires Blaster on frame 40
2.0/10.0
Down Throw
34/35
54
--
--
7.0/1.0

Dodges / Rolls

Crouch Dash
F, D, DF (623)
19
--
Upper body intangible on frame 1-12. Fully intangible on frames 2-4. Does not stale other dodge options. Can be cancelled into both Wind God Fists, Dragon Uppercut, or Spinning Demon. You can cancel Crouch Dash with Jump on Frame 3 via a 6231 input, more information here.
Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15
Backward Roll
34
--
Invulnerable on frame 5-16
Neutral Air Dodge
47
**
Invulnerable on frame 3-30
Air Dodge, Down
64
**
Invulnerable on frame 3-21
Air Dodge, Diagonally Down
72
**
Invulnerable on frame 3-21
Air Dodge, Left/Right
78
**
Invulnerable on frame 3-21
Air Dodge, Diagonally Up
90
**
Invulnerable on frame 3-21
Air Dodge, Up
100
**
Invulnerable on frame 3-21

Misc Info

Stats
Weight — 113
Gravity — 0.108
Walk Speed — 0.66
Run Speed — 1.55
Initial Dash — **
Air Speed — 0.89
Total Air Acceleration — **
SH / FH / SHFF / FHFF Frames — 29 / 34 / 21 / 24
Fall Speed / Fast Fall Speed — 1.7 / 2.72
Out of Shield, Up Air — 11 frames
Out of Shield, Up Smash/Up B — 12 frames
Out of Shield, Neutral Air/Forward Air — 15 frames
Shield Grab (Grab, post-Shieldstun) — 11 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 7 frames (3 frames for every other character)
Ledge Grab
Normal
Ledge Hang