BR Kazuya frame data

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Aken
Iron Fist God
Joined: Feb 2005
Posts: 2274
From: Australia
#1 “Quote” Edit Post
One who knows the enemy and knows himself will not be in danger in a hundred battles.
said by Sun Tzu

this is why I think it is very important that every Kaz player should know more about his own character and frame

I mean a lot of ppl always go around asking how to punish this move? and how do I deal with ppl who ssl all the time? and bla bla bla

I think they should some how work their way around things them self coz Kaz is not the type of character that can be play in a simple way and still be effective like Jack-6 for example

but after reading this Im sure they can come up with their own conclusion
for example the tracking issue I use wd iws+1 and if I feel confidence that my opp will surely ss me I ll use wd iws+2 to catch them
I know it is -18 but heck if u r confidence that its gonna hit then why not?

also I didnt see anyone make any topic related to Kaz frame data so I guess we should start it like now

most of the frame data I got are all from my playing exp and some are from TDR frame data since most of his move remain the same

I ll add a little bit about tracking of each move as well in there as well if possible
hope these can be helpful

Frame data will be listed as follows: (stole it from Jack-6 frame data thread)

Move command [ execution frames ][ on block ][ on hit ][ on CH ] special notes(NC,NCc, JG, CS, jail, hit h,m,l, tracks L_R bold L_R
letter is for stronger tracking with out it the move only track a little

example
d/f+2 [i14][-12][+5][JG] m tracks L_R

credit to Brahma for giving me the motivation
http://www.tekkenzaibatsu.com/forum...mp;pagenumber=1

ok here goes the list of BR Kazuya frame data

Neutral

1 [i10][+1][+9][+9] h
2 [i12?][?][?][?] h
3 [i14][-6][+5][+5] h
4 [i16][-14][KND][KND] h_wall break able
1+2[i12][-14][KND][KND] mid,mid_free dewgfx3 as follow up but very hard to do_free d/b+2,B! if near wall
3,1,4 [i14][-6][+7][JG] h,h,m

Strings

1,1 [i10][-1][+9][+9] h,h_NC
1,1,2 [i10][-17][KND][KND] h,h,m_NC
1,2 [i10][-0][+8][+8] h,h NC
1,2,2 [i10][-12][+1][+1] h,h,h NC
1,2,4 [i10][-14][+1?][+1?] h,h,l NC
1,2,4,3 [i10][-9?][+4?][JG] h,h,l,m_third hit on CH the last kick is NC
2,2 [i12][-10?][+?][+?] h,m_NC tracks R
2,4 [i12][-9][+4][+4] h,h_NC tracks R
b+3,1 [i18][+0][+6][+6] h,h
b+3,1,4 [i18][-10][+7][+7] h,h,l
b+3,1,4,1[i18][-8][KND][KND] h,h,l,m_wall splat and wall break able in juggle work on big size characters as wall combo
b+3,1,4,3[i18][-13][-1][-1] h,h,l,l_good for wall combo work on all sizes characters

single mid

f+3 [i19][-12~13?][+5?][PLD] m
f+4 [i19][+3][+7][PLD] m_B!
b+2 [i14][-2][+2][+2] m tracks R but it has very short range
d/f+4[i13][-9][+2][+2] m_tracks R
d/f+2 [i14][-12][+5][JG] m tracks L_R_wall break able
ws+4 [i11][-3][+8][+8] m_tracks R
ws+1+2 [i12][-2][+9][+9] m
ws+1 [i13][-5][+7][+7] m_tracks R_L
ws+3 [i17?][-7~9?][KND][KND] m_ Kaz homing move_wall splat able
d/f+3 [i18][-?][+?][+?] m_tracks R_L can be hit on grounded in some angle
d+1 [i10][-5][+7][+7] sm_RC_High crush
d+2 [i11][-4][+7][+7] sm_RC_high crush
FC d/f+3+4 [i22~23][-11][KND][KND] m_RC_OC_High crush
u+3_u/f+3 [i19][-7?][KND][KND] m_B!_low crush_wall splat able
f+2 [i20][-11][KND][KND] m_tracks R_wall break able_wall splat able_auto punch parry

low poke

d/b+4 [i20][-11][+2][+3] l_tracks L can be hit grounded on some angle
d/b+3 [i19][-12][+0?][+6] l_RC_High crush_hit grounded
d+3 [i16][-15?][-3][-3] l_RC_tracks R_High crush_hit grounded
d+4 [i12][-15?][-4][-4] l_RC_High crush

low atk

cd+4 [i20][-27][+?][KND] l_tracks L
cd+4,4 [i20][-27?][FUFA][FUFA] l,l_if only the 2nd trip connect Kaz get JG
cd+4,1 [i20][-15][KND][KND] l,m_wall break able
d+3+4 [i23][-12][+?][+?] l_grounded only

poke strings

b+2,4 [i14][-3][+8][+8]m,h_NC
b+2,4,1 [i14][-14][KND][KND]m,h,m_NCc?
d/f+1,f+2 [i16][-12][KND][KND]m,m_NC
d/f+4,4 [i13][-15][-3][-3]m,m_NC_OC hit confirm able
ws+4,4[i11][-15][-3][-3]m,m_NC_OC
d/f+3,2 [i18][-11?][?][?]m,m_NC
d/f+3,2,1 [i18][-17][KND][JG]m,m,m if 2nd hit is ch the last hit is NC
b+1,2 [i11][-14][KND][KND] h,m_track R_wall splat_NC

Launchers

ewgf [i13~][+5][JG][JG] h_tracks L
wgf [i15~][-10][JG][JG] h_tracks L_R_high crush due to longer cd motion
ws+1,2 [i13][-13][JG][JG] m,m_tracks L_R_NC
ws+2 [i16][-18][JG][JG] m_tracks L_R
d/f+1,4 [i16][-9?][JG][JG] m,h_tracks L wall break able_NC
d/f+1,2 [i16][+1][B!][B!] m,h_tracks L_NC_OC_B!
f,f+3 [i19~22][+0][JG][JG] m_tracks L_OC_B! (f,f+3,b+2,4 does not connect Jack-6 and Kuma due to their sizes best to follow up with dash d/f+3 or dash d+3+4 as oki)
f+1+2 [i25][-16][JG][JG] m_tracks?
f+1+2,2 [i25][-10~12?][KND][KND] m,m_NC
f,f+2 [i18~19][-10][JG][JG] m_tracks? give face down JG but u can turn ur opp around using d/f+1,4

evasive move

b+1+2 [?][-9?][+?][JG] m_tracks?

magic 4

b+4 [i12][-10?][-1][JG] h_tracks? work wonder magic 4 with shitty recovery

weird move

ss+1+2 [i25~][-6][PLD][PLD] h_tracks? u can perform ss+1+2 then d/b+4,d/f+1,2,B! near wall but u need to ss the right way in order to do it kinda hard to explain basically if u ssr Kaz will use right hand and ssl Kaz will use his left hand so just make sure u ss the right way in order for him to punch ur opp right in to the wall but why use it at all if u can use ss ewgf?
cd+3 [i22~][-10][KND][KND] h_tracks?_wall break able
ss+3 [i30?][-10][JG][JG] m_tracks? can be follow up with dash d/b+2,B! (I find this move very useful against those who r waiting for whiff punishing)
b,b+2 [][][][]
b,b+2,2 [][][][]
u_u/f+4,4,4,4[][][][] use able online!! just joking use to end wall combo vs Kuma and jack-6

[B]Kazuya actual frame Data[B/]
Credit noodalls

http://imageshack.us/photo/my-image...framedata1.jpg/
http://imageshack.us/photo/my-image...framedata2.jpg/
http://imageshack.us/photo/my-image...framedata3.png/

All done by me with no reference to anyone else's frame data (for better or for worse).

The advantage this has to every other frame data is

+ initiation frames for all hits in sequences
+ frame data for moves that juggle or knock down
+ input windows for moves
+ (rarely) data on moves that have >1 hit frame

Last edited by Aken on Oct 16th, 2011 at 19:43

DarthSolidus
Master
Joined: Apr 2005
Posts: 196
From: Germany
XBL: Rheinlander
#2 “Quote” Edit Post
thanks very much for the list! though it's incomplete atm it's still a good start!
Signature Better hard sex than hardly sex...

Trust me, I know what I'm doing
moN nihciM
Iron Fist God
Joined: Mar 2009
Posts: 1077
#3 “Quote” Edit Post
Very nice, Aken!

I really want to know how much + frames on hit for:

- b+2>4
- d/f+3>2
- 22 (i think it's +6?)

Thanks!
SilentDragon180
Raijin
Joined: Jun 2009
Posts: 614
From: USA New Jersey
#4 “Quote” Edit Post
Thanks For the Tip Aken
Signature ?
moN nihciM
Iron Fist God
Joined: Mar 2009
Posts: 1077
#5 “Quote” Edit Post
Hey guys, here is a list of Kaz move set and their damage.

閃光烈拳 [8.7.14] ---- 1,1,2
鬼哭連拳 [8.9.14] ---- 1,2,2
双殴両刃 [8.9.12.30] ---- 1,2,4,3
六腑砕き [13] ---- d/f+1
六腑凶襲拳 [13.20] ---- d/f+1,2
六腑凶鳴拳 [13.26] ---- d/f+1,f+2
六腑閃烈脚 [13.18] ---- d/f+1,4
雷神拳中段脚 [30.18] ---- cd+1,3
雷神拳下段脚 [30.14] ---- cd+1,4
速疾號打 [15.24] ---- b+1,2
二重裏拳 [14.24] ---- 2,2
閃震盪 [14.18] ---- 2,4
心中突き [30] ---- f+2
鬼斬り包丁 [27] ---- ff+2
風神拳 [27] ---- EWGF
忌怨拳 [24] ---- d/f+2
獅子斬り包丁 [24] ---- d/b+2
魔神連震殴打 [14.14.26] ---- b+2,4,1
螺旋裏拳 [21.18] ---- bb+2,2
貫乱烈洸 [19.8.20] ---- 3,1,4
鬼蹴り [26] ---- f+3
左踵落とし [30] ---- ff+3
空斬脚 [36?] ---- WR+3
迅烈脚 [30] ---- cd+3
胸尖双突 [15.16.25] ---- d/f+3,2,1
地背脚 [16] ---- d/b+3
魔神烈衝拳 [18.12.12.18] ---- b+3,1,4,2
魔神烈衝砕 [18.12.12.14] ---- b+3,1,4,3
烈火脚 [30] ---- u/f+3
破砕蹴 [11.30?] ---- 4~3
右踵落とし [24] ---- f+4
奈落旋風 [18.32] ---- cd+4,1
奈落払い [18.14] ---- cd+4,4
踵切り [12.19] ---- d/f+4,4
閃烈脚 [15?] ---- b+4
腿砕き [20] ---- d/b+4
螺旋幻魔脚 [19.14.12.24] ---- u/f+4,4,4,4
絶影拳 [12.14] ---- ws+1,2
魔神閃焦凶鳴拳 [24.24] ---- f+1+2,f+2
蜘蛛切 [25] ---- b+1+2
鬼神滅裂 [36] ---- b+1+4
真・鬼神滅裂 [72] ---- B+1+4
螺旋岩砕蹴 [28] ---- FC+3+4
ダブルアッパー [12.14] ---- ws+1,2
魔神拳 [30] ---- ws+2
怨月旋 [24] ---- ws+3
踵落とし [15.19] ---- ws+4,4
爆髄蹴 [24] ---- ss+3
骸斬拳 [21] ---- ws+1+2
震撃 [30] ---- d+3+4
moN nihciM
Iron Fist God
Joined: Mar 2009
Posts: 1077
#6 “Quote” Edit Post
What shocks me is that the last hit for cd+4,1 (hellsweep) does 32 damage. Total damage including juggle scaling would be 34 damage.

ff+3 and u/f+3 does the same damage. Looks like I gotta use more u/f+3 as a B! move at the wall.
Aken
Iron Fist God
Joined: Feb 2005
Posts: 2274
From: Australia
#7 “Quote” Edit Post
^

nice !!
thx for the update

DarthSolidus
Master
Joined: Apr 2005
Posts: 196
From: Germany
XBL: Rheinlander
#8 “Quote” Edit Post
why does the damage from your list differ so immensely from this list:

http://www.sunlightyellow.com/tekke...ter/kazuya.html

which one is correct? could this have something to do with counters?
Signature Better hard sex than hardly sex...

Trust me, I know what I'm doing
moN nihciM
Iron Fist God
Joined: Mar 2009
Posts: 1077
#9 “Quote” Edit Post
Originally posted by DarthSolidus
why does the damage from your list differ so immensely from this list:

http://www.sunlightyellow.com/tekke...ter/kazuya.html

which one is correct? could this have something to do with counters?
Sunlight Yellow hasn't updated their list since Tekken 6.0.

http://k10in.seesaa.net/article/120897617.html

This guy did extensive testing and it's pretty much accurate for BR standards.
DarthSolidus
Master
Joined: Apr 2005
Posts: 196
From: Germany
XBL: Rheinlander
#10 “Quote” Edit Post
ah ok. thanks for the clarification. so sunlight yellow basically only added the New Moves from BR without adjusting the damage scaling. I see now
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Trust me, I know what I'm doing
moN nihciM
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Posts: 1077
#11 “Quote” Edit Post
f+3 19 +5 -13
d/f+3,2,1 18 +9/+5/KD -7/-11/-19

1,1,2 10 +8/+8/KD +1/-1/-17
2,2 12 +8/+6 -3/-10
1+2 12 KD -14
f+4 19 +6 +3
f+1+2, 2 25 KD -10

d/f+1,4 16 -10/KD -7
d/f+2 14 +5 -12
d/f+4,4 13 +2/-4 -15
d/b+3 19 0 -14
d/b+4 20 +2 -11

b+1,2 11 0/KD 0/-14
u_u/f+3 19 KD -9
f,f+3 20(21) KD 0

ws+1,2 13 +7/KD -13
ws+2 16 KD -18
ws+4,4 11 +2/-9 -3/-15

EWGF 11(14) KD +5
CD+4,1 16(18) KD -27/-15

---------------------

WOW... Kazuya got nerfed hard.

d/b+4 is +2 on hit.

ws+4 is +2 on hit. WTF? I thought it was +8.

f+3 is i19? Talk about SLOW.

2 is really i12 now.

His only saving grace is b+1 which is 0 on block. I guess imma spam that shit out of that move.
Tuansil
Legend
Joined: Sep 2006
Posts: 522
From: Australia
#12 “Quote” Edit Post
Originally posted by moN nihciM

WOW... Kazuya got nerfed hard.

d/b+4 is +2 on hit.

ws+4 is +2 on hit. WTF? I thought it was +8.

f+3 is i19? Talk about SLOW.

2 is really i12 now.

His only saving grace is b+1 which is 0 on block. I guess imma spam that shit out of that move.


1. db4 is possibly, +3 on hit at the tip, and +5 if u hit them real close. not very confirmed...but due to them standing +3 means nothing they can just back dash and magic 4/crush the shit out of you.
2. ws4 isn't it +8 on hit?
3. pretty sure f3 is i14 maybe its really i16...not sure.

kaz is really crap is t6br.
moN nihciM
Iron Fist God
Joined: Mar 2009
Posts: 1077
#13 “Quote” Edit Post
Originally posted by Tuansil
1. db4 is possibly, +3 on hit at the tip, and +5 if u hit them real close. not very confirmed...but due to them standing +3 means nothing they can just back dash and magic 4/crush the shit out of you.
2. ws4 isn't it +8 on hit?
3. pretty sure f3 is i14 maybe its really i16...not sure.

kaz is really crap is t6br.
Frame data is from the Arcadia magazine. I hope it's not true.
Aken
Iron Fist God
Joined: Feb 2005
Posts: 2274
From: Australia
#14 “Quote” Edit Post
Originally posted by moN nihciM
Frame data is from the Arcadia magazine. I hope it's not true.


I can still feel the different between the recovery of d/f+4 and ws+4
also ws+1 still give +7 on hit
so there is a very high chance that it was a typo

d/b+4 got to be at least +3...+2 just doesn't sound right to me
and they even list ewgf as 14f =/

so lets hope Acadia isn't all that accurate about frame
yomikumaish
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Posts: 290
From: Singapore
#15 “Quote” Edit Post
Awesome shit. Nice job.
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Sk37ch
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Joined: Sep 2006
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PSN: Sketchstation3
XBL: Sketch on 360
#16 “Quote” Edit Post
Nice lists. Very informative.

Check out Kazuya's frame data in TZ notation based on Ina Tekken Wiki.

Frame Data for Kazuya Mishima

Feel free to register on this site and post up and errors or changes that need to be made in the list.

-Sketch
Signature
Aken
Iron Fist God
Joined: Feb 2005
Posts: 2274
From: Australia
#17 “Quote” Edit Post
edit some tracking on the move

Kazuya move that tracks well to his right side are d/f+2, b+2 and wd iws+1,2


moN nihciM
Iron Fist God
Joined: Mar 2009
Posts: 1077
#18 “Quote” Edit Post
ws+2 tracks to his right.

d/f+3 tracks both sides? (not sure.)

d+3 tracks to his right.
Aken
Iron Fist God
Joined: Feb 2005
Posts: 2274
From: Australia
#19 “Quote” Edit Post
Originally posted by moN nihciM
ws+2 tracks to his right.


it does but still possible to ss ... my friend ss it b4
that's why I didnt mark it as tracking R
yollo
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Joined: Jun 2009
Posts: 296
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PSN: yolloa
#20 “Quote” Edit Post
Originally posted by Aken


Neutral

1 [i10][+1][+9][+9] h

Jab Strings

1,1 [i10][-?][+9][+9] h,h_NC

1,2 [i10][-?][+8][+8] h,h NC




I really want to know the frames on 1,2 and 1,1. Also df+1 poke. CD+1 is -14 on block? I think I saw this in a youtubevid.

Searched HH and DJ forum aswell to see if I could find any frames on them, but they are also left out. There are link to some korean/Japaneese site but I cannot read that.

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