Kazumi is my Sub main in T7, and a lot of people wanted to know how to use Kazumi in a (orderly) manner
or for a pocket Kazumi.
I will integrate sections, so it's easier to read what section you particularly want to look at.
Frame data for Kazumi can be found at: https://rbnorway.org/kazumi-t7-frames/
Section 1:
Advantages/Disadvantages:
Advantages:
# Very small hitbox, can sidestep more than the usual cast
# Poke momentum character
# Range 1-2 she has really good whiff punishers
# good + frames
# Her punishers consist on a lot of KND. Gives you very good positioning.
# Very small move list, very easy to pick up
Disadvantages:
# Not a big move list, not much mind games compared to Eddy/Lei/Hwo
# Her hopkick has abysmal range (i15 launcher is impossible most of the time)
# Has no WS launcher until i18. (Hopkick range is very unreliable for a 15f punish)
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Moves that are considered useful, will be posted here. H/M/L (HIGH/MID/LOW), the frame start up and the situation it puts you in afterwards. Will also state if it is NC (Natural Combo) or nCC (Natural Counter Hit Combo)
Mentioning that all unrelated moves are not going to be listed in this guide.
NOTE; ALL HER PUNISHERS WILL NOT BE STATED IN THIS SECTION, WILL BE MOVED TO THE PUNISHER SECTION.
Block Frame, Hit Frame, and Counter Hit Frame. (Will be in this order)
1 Jab ~ H, 7 DMG, 10f, +1/+8/+8
Used as her main poke tool, has a lot of options from her on hit as they cannot step, df+1 tracks both ways, magic 4 keeps them in check, db+4 as well.
On block it's +1, but most options can be stepped to her weak side (right).
Can use magic 4 if 1 jab is blocked for a CH bait.
1,1 ~ H,H, 7,6 DMG, 10f, -3~-2/+6~7/+6~7
This is normally used into a hit confirm for her i10 punisher 1,1,2.
On hit all options from 1 jab can be used. Massive + frames.
2,1 ~ H,M, 10,10 DMG, 12f, -5/+7/+7
Should only use this move for the + frames. Ideally should only be sticking to punishing with 1,1,2 or 1,2,2.
MAGIC 4 (Standing 4) H, 18 DMG, 11-12f (Most of the time it is 11f) -8~-9/+5~+6/LAUNCH
Great to be used with standing 1 jab on block, keep out for a lot of people who press buttons.
Occasionally if magic 4 traded with another move the combo cannot continue.
f+2 ~ H, 25 DMG, 17~18f, -9/KND/KND
Mediocre Power armour move. Quite slow and is a high, leaves you at a very big disadvantage at -9 but is safe. BE wary when using.
f+4 ~ H, 20 DMG, 16~17f, -8~-7/+11~12/+11~12 (Spin Animation)
It is a S! attack so it does screw when on hit in the air. Very slow start up for a homing move, rather opt for b+2 instead.
df+1 ~ M, 10 DMG, 13f~14 (99% of the time it is 13f) -3~-2/+6~7/+6~7
Her main poking tool to keep in check with people who duck. df+1,2 is not HC! but because the + frames are good they cannot step.
d+4 ~ L, 10 DMG, 16~17f, -13~-12/-2~-1/-2~-1
I use this low occasionally because of the CRUSHING property it has. Crushes highs and crushes some mids. Be wary to use this against Kaz/Eddy however.
db+2 ~ L, 8 DMG, 23f, -14/-3/+6
Has a good crushing property (high and some mids also)
Quite risky to use. But also has (3,4) as an extension to bait the opponent.
db+2,3 ~ db+2,3,4 ~ L,L,L, 15,12,12 DMG, 23f (LOWS are 25f start up) -13~-14 (3,4) is -14
0~+1/+6~+7 (Same for other ender, but on CH is KND) +5 on hit
Extension for db+2, can be easily parried. But can be used a little bit.
db+4 ~ L, 17 DMG, 20f, -12/+4/+15 (Stun)
Her main low, should use this a lot. df+1,2 is uninterruptible here or df+1 for Poke momentum. If they step 1,1,2 can be used and b+2.
db+3 ~ L, 14 DMG, 17f, -14/+2/+2
Leaves them FC (Full crouch) on hit, crouch jab beats all options (unless parried or crushed), df+1 trades with all ws+4, and Magic 4 will CH them if they decide to press ws+4 or a move that makes them stand.
db+1+2 ~ M, 20 DMG, 25f, -4~-3/KND/KND
Her Back swing blow move. Safe on block and isn't too bad to use. d+2 guaranteed follow up or use 1+4.
b+1 and b+1,2 ~ H,M, 17,20 DMG, 20f, -9/+7~+8/+7~+8
Should be always using b+1,2.. never use b+1 because it is -16 on block.
Back Swing blow property with high + frames on hit. Can use her 1 jab options. (REFER to 1 jab on top)
b+2 ~ M, 12 DMG, 15~16f, -9~-8/+4~5/+4~5
Her main homing move you should be using, was nerfed in Season 3 with no wall splat, and no Spin animation. Still really good to use. Be wary as you are -9 on block afterwards.
b+4, M ~ 20 DMG, 19f, -13/+9/LAUNCH
Good use for a small wall carry, Launch on counter hit but the risk for reward isn't too great as it is quite slow.. do not use this move a lot.
b+1+2 (UNIQUE PARRY/ARMOR MOVE)
Automatic Parry.. nothing really special with armour built in.
wr+2 (Known as f,f,f+2) 24 DMG, 15~16f, -4~-3/KND/KND
Big hit box, KND on hit. Steppable but its quite difficult sometimes. Can be used in point blank situations. And massive pushback.
f,F+4 ~ M, 21 DMG, 20~21f, -7~-6/LAUNCH/LAUNCH
Pretty decent sometimes as it has some sort of big hit box. Hits grounded in some situations as well.
RSS (fearless warrior)
RSS 4,2
RSS 1
RSS 3
From raw f+3+4 is quite useful sometimes.
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PUNISHERS:
10f - 1,1,2 ~ 1,2,2 (1,2,2 is +4 on block) 1,1,2 is KND. Momentum dash from 1,1,2 or 1,2,2 for poke momentum.
11f - MAGIC 4 (standing 4) - Still advised in range to use 1,1,2 for its KND ability.
12f - 2,1 - only should be used for +7 on hit. Otherwise back to i10.
13f - df+1,2 - KND on hit.
15f - uf+4/3,1/3,2 - Advised to use 3,2 for consistency unless the move doesn't give any pushback at all. 3,2 follow up into d+2 or 1+4 and 3,1 for the wall.
18f - df+2/f+3,RSS 2
23f - uf~n~4 - Normally used to Punish hell sweeps or lows that have a massive stagger on block.
WS PUNISHMENT (Crouch punishment/While Standing)
10f - db+1 (crouch jab +6 on hit) only for moves that normally put you in crouch for -10 or a low that is -10 only. (prefer to parry if you can parry the low)
11f - ws+4,4 (+13 on hit)
13 - ws+1,2 - KND on hit.
15f - (occasional) uf+4 but range is very bad so be careful using this.
18f - ws+2
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Moves that launch:
uf+4
df+2
f+3~RSS 2
f,F+4
Standing 4 (Counter)
uf~n~4
f,F+1+2 (Rage only)
RSS 2
ws+2
b+4 (Counter)
Homing moves:
b+2
f+4
ws+(4),4
b,f+(2,1),4
Armour moves:
b+1+2 (automatic parry)
f+2
f,F+2
Wall bounce:
RSS 1
GRABS:
df+1+2 (wall splat and forward push to wall momentum
1+3/2+4 (Not Command)
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Combos (Staple) ONE FOR EACH LAUNCHER (On females some of these combos will not work)
To make some combos easier you can either end with f+3~f RSS 1, or RSS 4,2
uf+4, f+3~f RSS2, b,f+2,1,4, DASH, f+3~f RSS 3+4 (Or DASH b,f +2,1,1+2)
f,F+4, f+3+4 RSS 2, f+3~f RSS 2, b,f+2,1,4, DASH f+3~f RSS 4,2
df+2, f+3~f RSS2, b,f+2,1,4, DASH f+3~f RSS 3+4
f+3~f RSS 2, df+1, b,f+2,1,4, DASH f+3~f RSS 3+4
(Specific combo) 4 (CH), b+2, f+3+4 RSS 2, f+3, df+1, b,f+2,1,1+2
b+4 (CH), f+3~f RSS 2, b,f+2,1,4, DASH, f+3~f RSS 3+4 (MALES)
(For females) after b+4, f+3~f RSS 2, df+1, b+2, DASH, 1, f+3~f RSS 3+4
uf~n~4, f+3~f RSS2, b,f+2,1,4, DASH f+3~f RSS 3+4
RAGE drive f,F+1+2, uf+3,4,3, uf+3,4,1
After these combos you can also end in a rage art if needed d+1+2. (after S!)
WALL COMBOS:
MALES:
df+1,2, w! f+3~f RSS 2, 1+2
FEMALES:
df+1,2, 1, df+1, 1+2
(For both) after w! b,f+2,1,1+2 can be used. But inconsistent.
Wall combo also applies for the df+1+2 (grab)
after wr+2 on hit (for female) the Male combo works for some.
sometimes after w! you can use f+3~f RSS 1+2 for a tech trap, RSS 1+2 for stand up and b+4 for tech rolling.
THIS GUIDE IS ON SHORT TIME AS I DO NOT HAVE MUCH TIME ANY MORE

I will integrate sections, so it's easier to read what section you particularly want to look at.
Frame data for Kazumi can be found at: https://rbnorway.org/kazumi-t7-frames/
Section 1:
Advantages/Disadvantages:
Advantages:
# Very small hitbox, can sidestep more than the usual cast
# Poke momentum character
# Range 1-2 she has really good whiff punishers
# good + frames
# Her punishers consist on a lot of KND. Gives you very good positioning.
# Very small move list, very easy to pick up
Disadvantages:
# Not a big move list, not much mind games compared to Eddy/Lei/Hwo
# Her hopkick has abysmal range (i15 launcher is impossible most of the time)
# Has no WS launcher until i18. (Hopkick range is very unreliable for a 15f punish)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Moves that are considered useful, will be posted here. H/M/L (HIGH/MID/LOW), the frame start up and the situation it puts you in afterwards. Will also state if it is NC (Natural Combo) or nCC (Natural Counter Hit Combo)
Mentioning that all unrelated moves are not going to be listed in this guide.
NOTE; ALL HER PUNISHERS WILL NOT BE STATED IN THIS SECTION, WILL BE MOVED TO THE PUNISHER SECTION.
Block Frame, Hit Frame, and Counter Hit Frame. (Will be in this order)
1 Jab ~ H, 7 DMG, 10f, +1/+8/+8
Used as her main poke tool, has a lot of options from her on hit as they cannot step, df+1 tracks both ways, magic 4 keeps them in check, db+4 as well.
On block it's +1, but most options can be stepped to her weak side (right).
Can use magic 4 if 1 jab is blocked for a CH bait.
1,1 ~ H,H, 7,6 DMG, 10f, -3~-2/+6~7/+6~7
This is normally used into a hit confirm for her i10 punisher 1,1,2.
On hit all options from 1 jab can be used. Massive + frames.
2,1 ~ H,M, 10,10 DMG, 12f, -5/+7/+7
Should only use this move for the + frames. Ideally should only be sticking to punishing with 1,1,2 or 1,2,2.
MAGIC 4 (Standing 4) H, 18 DMG, 11-12f (Most of the time it is 11f) -8~-9/+5~+6/LAUNCH
Great to be used with standing 1 jab on block, keep out for a lot of people who press buttons.
Occasionally if magic 4 traded with another move the combo cannot continue.
f+2 ~ H, 25 DMG, 17~18f, -9/KND/KND
Mediocre Power armour move. Quite slow and is a high, leaves you at a very big disadvantage at -9 but is safe. BE wary when using.
f+4 ~ H, 20 DMG, 16~17f, -8~-7/+11~12/+11~12 (Spin Animation)
It is a S! attack so it does screw when on hit in the air. Very slow start up for a homing move, rather opt for b+2 instead.
df+1 ~ M, 10 DMG, 13f~14 (99% of the time it is 13f) -3~-2/+6~7/+6~7
Her main poking tool to keep in check with people who duck. df+1,2 is not HC! but because the + frames are good they cannot step.
d+4 ~ L, 10 DMG, 16~17f, -13~-12/-2~-1/-2~-1
I use this low occasionally because of the CRUSHING property it has. Crushes highs and crushes some mids. Be wary to use this against Kaz/Eddy however.
db+2 ~ L, 8 DMG, 23f, -14/-3/+6
Has a good crushing property (high and some mids also)
Quite risky to use. But also has (3,4) as an extension to bait the opponent.
db+2,3 ~ db+2,3,4 ~ L,L,L, 15,12,12 DMG, 23f (LOWS are 25f start up) -13~-14 (3,4) is -14
0~+1/+6~+7 (Same for other ender, but on CH is KND) +5 on hit
Extension for db+2, can be easily parried. But can be used a little bit.
db+4 ~ L, 17 DMG, 20f, -12/+4/+15 (Stun)
Her main low, should use this a lot. df+1,2 is uninterruptible here or df+1 for Poke momentum. If they step 1,1,2 can be used and b+2.
db+3 ~ L, 14 DMG, 17f, -14/+2/+2
Leaves them FC (Full crouch) on hit, crouch jab beats all options (unless parried or crushed), df+1 trades with all ws+4, and Magic 4 will CH them if they decide to press ws+4 or a move that makes them stand.
db+1+2 ~ M, 20 DMG, 25f, -4~-3/KND/KND
Her Back swing blow move. Safe on block and isn't too bad to use. d+2 guaranteed follow up or use 1+4.
b+1 and b+1,2 ~ H,M, 17,20 DMG, 20f, -9/+7~+8/+7~+8
Should be always using b+1,2.. never use b+1 because it is -16 on block.
Back Swing blow property with high + frames on hit. Can use her 1 jab options. (REFER to 1 jab on top)
b+2 ~ M, 12 DMG, 15~16f, -9~-8/+4~5/+4~5
Her main homing move you should be using, was nerfed in Season 3 with no wall splat, and no Spin animation. Still really good to use. Be wary as you are -9 on block afterwards.
b+4, M ~ 20 DMG, 19f, -13/+9/LAUNCH
Good use for a small wall carry, Launch on counter hit but the risk for reward isn't too great as it is quite slow.. do not use this move a lot.
b+1+2 (UNIQUE PARRY/ARMOR MOVE)
Automatic Parry.. nothing really special with armour built in.
wr+2 (Known as f,f,f+2) 24 DMG, 15~16f, -4~-3/KND/KND
Big hit box, KND on hit. Steppable but its quite difficult sometimes. Can be used in point blank situations. And massive pushback.
f,F+4 ~ M, 21 DMG, 20~21f, -7~-6/LAUNCH/LAUNCH
Pretty decent sometimes as it has some sort of big hit box. Hits grounded in some situations as well.
RSS (fearless warrior)
RSS 4,2
RSS 1
RSS 3
From raw f+3+4 is quite useful sometimes.
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PUNISHERS:
10f - 1,1,2 ~ 1,2,2 (1,2,2 is +4 on block) 1,1,2 is KND. Momentum dash from 1,1,2 or 1,2,2 for poke momentum.
11f - MAGIC 4 (standing 4) - Still advised in range to use 1,1,2 for its KND ability.
12f - 2,1 - only should be used for +7 on hit. Otherwise back to i10.
13f - df+1,2 - KND on hit.
15f - uf+4/3,1/3,2 - Advised to use 3,2 for consistency unless the move doesn't give any pushback at all. 3,2 follow up into d+2 or 1+4 and 3,1 for the wall.
18f - df+2/f+3,RSS 2
23f - uf~n~4 - Normally used to Punish hell sweeps or lows that have a massive stagger on block.
WS PUNISHMENT (Crouch punishment/While Standing)
10f - db+1 (crouch jab +6 on hit) only for moves that normally put you in crouch for -10 or a low that is -10 only. (prefer to parry if you can parry the low)
11f - ws+4,4 (+13 on hit)
13 - ws+1,2 - KND on hit.
15f - (occasional) uf+4 but range is very bad so be careful using this.
18f - ws+2
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Moves that launch:
uf+4
df+2
f+3~RSS 2
f,F+4
Standing 4 (Counter)
uf~n~4
f,F+1+2 (Rage only)
RSS 2
ws+2
b+4 (Counter)
Homing moves:
b+2
f+4
ws+(4),4
b,f+(2,1),4
Armour moves:
b+1+2 (automatic parry)
f+2
f,F+2
Wall bounce:
RSS 1
GRABS:
df+1+2 (wall splat and forward push to wall momentum
1+3/2+4 (Not Command)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combos (Staple) ONE FOR EACH LAUNCHER (On females some of these combos will not work)
To make some combos easier you can either end with f+3~f RSS 1, or RSS 4,2
uf+4, f+3~f RSS2, b,f+2,1,4, DASH, f+3~f RSS 3+4 (Or DASH b,f +2,1,1+2)
f,F+4, f+3+4 RSS 2, f+3~f RSS 2, b,f+2,1,4, DASH f+3~f RSS 4,2
df+2, f+3~f RSS2, b,f+2,1,4, DASH f+3~f RSS 3+4
f+3~f RSS 2, df+1, b,f+2,1,4, DASH f+3~f RSS 3+4
(Specific combo) 4 (CH), b+2, f+3+4 RSS 2, f+3, df+1, b,f+2,1,1+2
b+4 (CH), f+3~f RSS 2, b,f+2,1,4, DASH, f+3~f RSS 3+4 (MALES)
(For females) after b+4, f+3~f RSS 2, df+1, b+2, DASH, 1, f+3~f RSS 3+4
uf~n~4, f+3~f RSS2, b,f+2,1,4, DASH f+3~f RSS 3+4
RAGE drive f,F+1+2, uf+3,4,3, uf+3,4,1
After these combos you can also end in a rage art if needed d+1+2. (after S!)
WALL COMBOS:
MALES:
df+1,2, w! f+3~f RSS 2, 1+2
FEMALES:
df+1,2, 1, df+1, 1+2
(For both) after w! b,f+2,1,1+2 can be used. But inconsistent.
Wall combo also applies for the df+1+2 (grab)
after wr+2 on hit (for female) the Male combo works for some.
sometimes after w! you can use f+3~f RSS 1+2 for a tech trap, RSS 1+2 for stand up and b+4 for tech rolling.
THIS GUIDE IS ON SHORT TIME AS I DO NOT HAVE MUCH TIME ANY MORE

Last edited by LukeSoySauce on Mar 11th, 2020 at 21:31