Kazuya movelist (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
Line 91: Line 91:
|damageLead=7,6
|damageLead=7,6
|damage=,12
|damage=,12
|hit=d
|hit=+20a (+15)
|targetLead=h,h
|targetLead=h,h
|target=,m
|target=,m

Revision as of 11:16, 11 July 2023

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
-22
-15d
i20
pc8~
Rage Drive

R.CD.df+1+4

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

R.CD.df+1+4,UF

m,​t
41,​12
+0d
i18(21~)
cs1~
DVK
Floor Break
  • Only on 1st hit
Rage Drive

R.ub+1+2

m
0
-6
+4a
i20~30
pc5~
r36 DVK

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
Alternate input f+1

1,1

h,​h
7,​6
-1
+8
i10
t44
Combo from 1st hit

1,​1,2

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

1,2

h,​h
7,​8
-1
+7
i10
t40
Combo from 1st hit

1,​2,2

h,​h,​h
7,​8,​12
-12
+4
i10
Combo from 1st hit with 12f delay

1,​2,4

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

1,​2,​4,3

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

2

h
12
-3
+8
i12

2,2

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

3

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

3,1

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

3,​1,4

h,​h,​m
14,​7,​17
-6
+8
i14
i21~22
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
-9
-1d
i31~33 i35~37
js10~
FUFT
  • Alternate input uf+4~3
Floor Break

1+2

m,​m
5,​20
-13
+13a
i12 i28

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

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
  • Throw break 1 or 2
  • Recovers BT on break

f+1+3

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

2+4

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

f+2+4

t
35
+0
+0d
i15
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