Kazuya movelist (Tekken 7): Difference between revisions

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m (RogerDodger moved page Kazuya movelist to Kazuya movelist (Tekken 7) without leaving a redirect: the great Tekken 8 migration)
Tag: Script
 
(3 intermediate revisions by 2 users not shown)
Line 9: Line 9:
|input=R.df+1+2
|input=R.df+1+2
|name=Rage Art
|name=Rage Art
|damage=55
|damage=55–82
|hit=-15d
|hit=-15d
|target=m
|target=m
|startup=i20
|startup=i20
|crush=pc8~
|crush=pc8~19
|recv=r46
|notes=Damage increases with lower health
}}
}}
{{MoveData|
{{MoveData|
Line 25: Line 27:
|startup=i18~19
|startup=i18~19
|crush=cs1~
|crush=cs1~
|recv=r36
}}
}}
{{MoveData|
{{MoveData|
Line 45: Line 48:
}}
}}
{{MoveData|
{{MoveData|
|block=-6
|block=-6~+4
|id=Kazuya-R.ub+1+2
|id=Kazuya-R.ub+1+2
|input=R.ub+1+2
|input=R.ub+1+2
|name=Rage Drive
|name=Rage Drive
|damage=0
|damage=0
|hit=+4a
|hit=+4a~+14a
|target=m
|target=m
|startup=i20~30
|startup=i20~30
|crush=pc5~
|crush=pc5~
|recv=r36 DVK
|recv=r36 DVK
|notes={{Plainlist|
*{{BB}}
*Same properties as the Rage Art power crush}}
}}
}}


Line 68: Line 74:
|target=h
|target=h
|startup=i10
|startup=i10
|recv=r17
|notes=Alternate input f+1
|notes=Alternate input f+1
}}
}}
Line 82: Line 89:
|startupRoot=i10
|startupRoot=i10
|tot=44
|tot=44
|notes=Combo from 1st hit
|recv=r19
|notes={{Plainlist|
* Jail from 1st attack
* Combo from 1st hit}}
}}
}}
{{MoveData|
{{MoveData|
Line 95: Line 105:
|target=,m
|target=,m
|startupRoot=i10
|startupRoot=i10
|notes=Combo from 2nd hit with 11f delay
|recv=r36
|notes={{Plainlist|
* {{BB}}
* Combo from 2nd hit with 11f delay}}
}}
}}
{{MoveData|
{{MoveData|
Line 109: Line 122:
|startupRoot=i10
|startupRoot=i10
|tot=40
|tot=40
|notes=Combo from 1st hit
|recv=r20
|notes={{Plainlist|
* Jail from 1st attack with 4f delay
* Combo from 1st hit with 4f delay}}
}}
}}
{{MoveData|
{{MoveData|
Line 122: Line 138:
|target=,h
|target=,h
|startupRoot=i10
|startupRoot=i10
|notes=Combo from 1st hit with 12f delay
|recv=r31
|notes={{Plainlist|
*Jail from 2nd attack
* Combo from 2nd hit
* Move can be delayed 2f}}
}}
}}
{{MoveData|
{{MoveData|
|block=-14
|block=-14~-13
|id=Kazuya-1,2,4
|id=Kazuya-1,2,4
|inputLead=1,2
|inputLead=1,2
Line 137: Line 157:
|startupRoot=i10
|startupRoot=i10
|startup=i23~24
|startup=i23~24
|recv=r32
|notes=Combo from 2nd CH with 7f delay
|notes=Combo from 2nd CH with 7f delay
}}
}}
Line 151: Line 172:
|target=,m
|target=,m
|startupRoot=i10
|startupRoot=i10
|notes=Combo from 3rd CH
|recv=r21
|notes={{Plainlist|
* {{BB}}
* Combo from 3rd CH}}
}}
}}
{{MoveData|
{{MoveData|
Line 161: Line 185:
|target=h
|target=h
|startup=i12
|startup=i12
|recv=r22
}}
}}
{{MoveData|
{{MoveData|
|block=-10
|block=-10~-9
|id=Kazuya-2,2
|id=Kazuya-2,2
|inputLead=2
|inputLead=2
Line 175: Line 200:
|startupRoot=i12
|startupRoot=i12
|startup=i24~25
|startup=i24~25
|recv=r30
|notes={{Plainlist|
|notes={{Plainlist|
* {{Tailspin}}
* {{Tailspin}}
Line 187: Line 213:
|target=h
|target=h
|startup=i14
|startup=i14
|recv=r26
|notes=Alternate input 3+4
|notes=Alternate input 3+4
}}
}}
Line 200: Line 227:
|target=,h
|target=,h
|startupRoot=i14
|startupRoot=i14
|recv=r20
|notes=Combo from 1st hit
|notes=Combo from 1st hit
}}
}}
{{MoveData|
{{MoveData|
|block=-6
|block=-6~-5
|id=Kazuya-3,1,4
|id=Kazuya-3,1,4
|inputLead=3,1
|inputLead=3,1
Line 215: Line 243:
|startupRoot=i14
|startupRoot=i14
|startup=i21~22
|startup=i21~22
|recv=r23
|notes={{Plainlist|
|notes={{Plainlist|
* {{Knee}}
* {{Knee}}
Line 233: Line 262:
}}
}}
{{MoveData|
{{MoveData|
|block=-9
|block=-11~-9
|id=Kazuya-4~3
|id=Kazuya-4~3
|input=4~3
|input=4~3
Line 241: Line 270:
|startup=i31~33 i35~37
|startup=i31~33 i35~37
|crush=js10~
|crush=js10~
|recv=FUFT
|recv=r28 FUFT
|notes={{Plainlist|
|notes={{Plainlist|
* Alternate input uf+4~3
* Alternate input uf+4~3
Line 255: Line 284:
|target=m,m
|target=m,m
|startup=i12 i28
|startup=i12 i28
|recv=r39 r32
|notes={{BB}}
}}
}}


Line 1,260: Line 1,291:
|target=m
|target=m
|startup=i19~20
|startup=i19~20
|notes=+15c on crouching opponent hit
|notes=[[Kazuya combos#Rage|+15c]] on crouching opponent hit
}}
}}
{{MoveData|
{{MoveData|
Line 1,402: Line 1,433:
|hit=+2d
|hit=+2d
|target=t
|target=t
|startup=i12
|startup=i12~14
|notes={{Plainlist|
|notes={{Plainlist|
* Throw break 1 or 2
* Throw break 1 or 2
Line 1,414: Line 1,445:
|hit=+2d
|hit=+2d
|target=t
|target=t
|startup=i15
|startup=i15~17
|notes={{Plainlist|
|notes={{Plainlist|
* {{Homing}}
* {{Homing}}
Line 1,426: Line 1,457:
|hit=+0d
|hit=+0d
|target=t
|target=t
|startup=i12
|startup=i12~14
|notes={{Plainlist|
|notes={{Plainlist|
* Throw break 1 or 2
* Throw break 1 or 2
Line 1,439: Line 1,470:
|hit=+0d
|hit=+0d
|target=t
|target=t
|startup=i15
|startup=i15~17
|notes={{Plainlist|
|notes={{Plainlist|
* {{Homing}}
* {{Homing}}

Latest revision as of 15:57, 25 January 2024

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.df+1+2

m
55–82
-22
-15d
i20
pc8~19
r46
Damage increases with lower health
Rage Drive

R.CD.df+1+4

m
41
+5
+29a (+19)
i18~19
cs1~
r36
Rage Drive

R.CD.df+1+4,UF

m,​t
41,​12
+0d
i18(21~)
cs1~
DVK
Floor Break
  • Available only as combo from 1st hit
Rage Drive

R.ub+1+2

m
0
-6~+4
+4a~+14a
i20~30
pc5~
r36 DVK
Balcony Break
  • Same properties as the Rage Art power crush

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1

h
7
+1
+8
i10
r17
Alternate input f+1

1,1

h,​h
7,​6
-1
+8
i10
t44 r19
  • Jail from 1st attack
  • Combo from 1st hit

1,​1,2

h,​h,​m
7,​6,​12
-17
+20a (+15)
i10
r36
Balcony Break
  • Combo from 2nd hit with 11f delay

1,2

h,​h
7,​8
-1
+7
i10
t40 r20
  • Jail from 1st attack with 4f delay
  • Combo from 1st hit with 4f delay

1,​2,2

h,​h,​h
7,​8,​12
-12
+4
i10
r31
  • Jail from 2nd attack
  • Combo from 2nd hit
  • Move can be delayed 2f

1,​2,4

h,​h,​l
7,​8,​18
-14~-13
-3
+0c
i10
i23~24
r32
Combo from 2nd CH with 7f delay

1,​2,​4,3

h,​h,​l,​m
7,​8,​18,​25
-2
+24a (+15)
i10
r21
Balcony Break
  • Combo from 3rd CH

2

h
12
-3
+8
i12
r22

2,2

h,​m
12,​24
-10~-9
+6
i12
i24~25
r30
Tailspin
  • Combo from 1st hit

3

h
14
-8
+4
i14
r26
Alternate input 3+4

3,1

h,​h
14,​10
-1
+7
i14
r20
Combo from 1st hit

3,​1,4

h,​h,​m
14,​7,​17
-6~-5
+8
i14
i21~22
r23
Knee
  • Combo from 2nd CH with 6f delay
  • Move can be delayed 14f

4

h
18
-9
+2
i12
t40 r28

4~3

m,​M
18,​25
-11~-9
-1d
i31~33 i35~37
js10~
r28 FUFT
  • Alternate input uf+4~3
Floor Break

1+2

m,​m
5,​20
-13
+13a
i12 i28
r39 r32
Balcony Break

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+2

m
25
-12
+13a (+4)
i20
pc8~19

f+3

m
22
-13
+5
+54a (+23)
i19~20

f+4

m
20
+4c
+7c
i19~20
t42 r23

f+1+2

m
20
-9
+13a (+4)
i25
Wall Bounce

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1

m
11
-7
+9
i15~16
t41 r26

df+1,2

m,​m
11,​20
-13c
i15~16
Combo from 1st hit

df+1,4

m,​h
11,​20
-3
+18g
i15~16
i16~17
Tailspin
  • Combo from 1st hit

df+1,f+2

m,​m
11,​22
-12
+13a (+4)
i15~16
Combo from 1st hit

df+2

m
22
-12
+5
i14
t46 r32
Homing

df+3

m
13
-7
+9
i18~19

df+3,2

m,​m
13,​15
-11
+5
i18~19
Combo from 1st hit with 10f delay

df+3,​2,1

m,​m,​m
13,​15,​21
-18
+7a (-2)
i18~19
  • Combo from 2nd CH
  • Move can be delayed 16f

df+4

m
10
-9
+2
i13~14
t41 r28

df+4,4

m,​m
10,​16
-15
-4c
i13~14
i15~16
Combo from 1st hit with 11f delay

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

d+1

s
5
-5
+6
i10
cs4~
FC
  • Alternate input db+1
  • Transition to standing with F

d+2

s
8
-4
+7
i11
cs4~
FC

d+3

L
12
-17
-3
i16
cs4~
FC

d+4

l
7
-13
-2
i12
cs4~
FC

d+1+2

L
20
-14
+3c
i25
cs6~
FC
Cancel with B

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

db+2

m
20
-9c
i20
FC

db+3

L
14
-12
-1
+7c
i19~20
cs6~
FC

db+4

L
18
-12
+4
+17g
i20~21

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

b+1

h
13
-10~-9
+1
i11~12
t40 r29

b+1,2

h,​m
13,​20
-14
+9a (+0)
i11~12
  • Combo from 1st hit with 10f delay
  • Move can be delayed 14f

b+2

m
12
-8
+4
i14~15
t42 r28

b+2,1

m,​m
12,​20
-14
+23a (+14)
i14~15
i31~32
Tailspin
  • Combo from 1st CH
  • Move can be delayed 10f

b+2,4

m,​h
12,​12
-3
+8
i14~15
  • Combo from 1st hit with 5f delay
  • Move can be delayed 10f

b+2,​4,1

m,​h,​m
12,​12,​22
-14
+11a (+2)
i14~15
i19~21
Combo from 2nd CH

b+3

h
20
-8
+3
i18~19

b+3,1

h,​h
15,​10
+0
+6
i18~19
Combo from 1st hit

b+3,​1,4

h,​h,​l
15,​10,​10
-10
+7
i18~19
i16~17

b+3,​1,​4,1

h,​h,​l,​m
15,​10,​10,​15
-14
+15a (+6)
i18~19

b+3,​1,​4,3

h,​h,​l,​l
15,​10,​10,​12
-13
+1
i18~19

b+4

h
20
-5
+16g
i17~18
t46 r29
Homing
Tailspin

b+1+2

m
21
-12
+5
i22

b+1+4

m!
25
+20a (+10)
i43~44
fs43~

B+1+4

m!
60
+20a (+10)
i63~64
fs63~

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ub+1

m
12
-12
-1
i18
js9~
  • Alternate input:
    • u+1
    • uf+1

ub+2

h
17
-12
+9
i15~16
  • Alternate input:
    • u+2
    • uf+2

ub+3

m
25
-17
+14a (+4)
i21
js9~

ub+4

m
-19
-8
i15
js9~

u+3

m
25
-9
+17a (+8)
i19~20
js9~
Alternate input uf+3

u+4

m
16
-12
-1
i25~27
js9~
Alternate input uf+4

uf+4,4

m,​L
16,​12
-23
+28a
i25~27
Combo from 1st CH

uf+4,​4,4

m,​L,​l
16,​12,​10
-23
+28a
i25~27

uf+4,​4,​4,4

m,​L,​l,​m
16,​12,​10,​20
-17
+14a (+5)
i25~27

uf,n,4

m
25
-11
i23~25
js9~33

Motion input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f,F+2

h
30
-11
+35d (-23)
i13

f,F+3

m
25
-3c
i20~22
t50 r30

f,F+4

m
22
-9
+5
i17~18
t47 r30

f,f,F+3

m
30
+9
+13a (+3)
i22~25
js3~
Alternate input wr3

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Jab

hFC.1

s
5
-5
+6
i10
cs1~
r24 FC
Transition to r24 with F
Crouch Straight

hFC.2

s
8
-4
+7
i11
cs1~
r23 FC
Crouch Spin Kick

hFC.3

L
12
-17
-3
i16
cs1~
r33 FC
Crouch Shin Kick

hFC.4

l
10
-15
-4
i12
cs1~
r34 FC

FC.df+3+4

m
24
-11c
i23
  • cs1~
  • js13~

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ws1

m
10
-5
+5
i13~14

ws1,2

m,​m
10,​12
-12
i13~14
i22~23
Combo from 1st hit

ws2

m
25
-18
i16~17
Homing

ws3

m
24
-5
+20a (+11)
i21~23
Homing
Tailspin

ws4

m
13
-3
+8
i11~12
t33 r22

ws4,4

m,​m
13,​16
-15
-4c
i11~12
Combo from 1st hit

ws1+2

m
25
-9
+11g
i13~14
Wall crush on hit +23g

SS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ss3

m
23
-7
i23

ss1+2

h
25
-3
+28a
i16~17
t41 r25
Tailspin

Other

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

OTG.d+3+4

L
20
-12
-1
i23

MS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f,n

MS
  • Direction differs on number of frames f was held:
    • Odd number of frames - left
    • Even number of frames - right

MS.df

CD

CD

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f,n,d,df

cs
CD

CD.df+1

m
30
-16
+30a (+20)
i22~24
fs22~

CD.df+2

h
20
-10
i11~12
t40 r29

CD.df#2

h
23
+5
i11~12
t36 r25

CD.df+3

h
40
-9
+12a (+2)
i18~27
js9~

CD.df+4

L
15
-23
-3c
i16

CD.df+4,1

L,​m
15,​27
-16
+16a (+7)
i16

CD.df+4,4

L,​L
15,​12
-23
i16

DVK

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

DVK.ub+1+2

  • Disables DVK
  • Practice mode only

DVK.1+2

h!
40
+14d (-44)
i40~63
  • Hits on i43 point blank
  • Jack and Alisa can recover 20 health with 2 input

DVK.3+4

M!
30
-23d (-81)
i60~120
js25~

DVK.3+4,3+4

M!
30
-52d
i106~166
js25~

DVK.f+4

m
20
+4c
+7c
i19~20
+15c on crouching opponent hit

DVK.f+1+2

m
21
-9
i22~23

DVK.df+1,2

m,​m
11,​11
-13
i15~16
i18~19
Combo from 1st hit

DVK.u+1+2

h!
26
i18~35
  • Fires laser diagonally upward
  • Cannot hit opponent on the ground (tested on Fahkumram and Kuma)
  • Alternate input uf+1+2

DVK.f,F+2

m
20,​15
-12
+5d
i16
BT

DVK.CD.df+1,UF

m,​t
30,​15
-4d
i22~24
Floor Break
  • Available only as combo from 1st hit

DVK.CD.df+2

m
23
-10
i11~12
t40 r29

DVK.CD.df#2

m
23
-6
i11~12
t36 r25

DVK.CD.df+4,​1,f,n,d,df+1

L,​m,​m
15,​27,​20
-17
+28a (+18)
i16
i26~28
js22~

DVK.CD.df+4,​1,​f,​n,​d,​df+1,UF

L,​m,​t
15,​27,​20,​15
-4d
i16
Available only as combo from 3rd hit

DVK.ss2

m
25
-22
i17~18

DVK.OTG.d+1+2

L
20
-16
+5d
i22~30
+5d on waking up opponent hit, -5d (-15) on OTG hit

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1+3

t
35
+0
+2d
i12~14
  • Throw break 1 or 2
  • Recovers BT on break

f+1+3

t
35
+0
+2d
i15~17
Homing
  • Same throw as 1+3

2+4

t
35
+0
+0d
i12~14
  • Throw break 1 or 2
  • Recovers BT on break
  • Side switch on hit

f+2+4

t
35
+0
+0d
i15~17
Homing
  • Same throw as 2+4

Left throw

t
40
-3
+1
Floor Break
  • Throw break 1

Right throw

t
40
-3
-4d
Throw break 2

Back throw

t
50
+3d

f,F+1+2

t
35
+0
+26d (+8)
i12
  • Throw break 1+2
  • Side switch on break
  • 15 additional damage on wall hit

FC.df,d,df+1+2

t
40
-6
-3d
i12
Throw break 1+2
Ultimate Tackle

db+1+2

t
40
-5
+3d
i26
Tackle
  • Alternate input:
    • df+1+2
    • FC.1+2
  • Throw break:
    • 2 in first 4f
    • 1+2 before takedown
  • Recovers in BT on break
Ultimate Punch

Tackle.1,2,1,2

5,​5,​5,​15
+0
+0d
  • Alternate input Tackle.2,1,2,1
  • Throw break 1 or 2

External links