Kazumi movelist: Difference between revisions

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}}
}}
{{MoveData
{{MoveData
|id=1,1
|id=Kazumi-1,1
|inputLead=1
|inputLead=1
|input=,1
|input=,1
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}}
}}
{{MoveData
{{MoveData
|id=1,1,2
|id=Kazumi-1,1,2
|name=Flash Punch Combo
|name=Flash Punch Combo
|inputLead=1,1
|inputLead=1,1
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}}
}}
{{MoveData
{{MoveData
|id=1,2
|id=Kazumi-1,2
|inputLead=1
|inputLead=1
|input=,2
|input=,2
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}}
}}
{{MoveData
{{MoveData
|id=1,2,2
|id=Kazumi-1,2,2
|name=Demon Hunter
|name=Demon Hunter
|inputLead=1,2
|inputLead=1,2
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}}
}}
{{MoveData
{{MoveData
|id=2
|id=Kazumi-2
|input=2
|input=2
|target=h
|target=h
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}}
}}
{{MoveData
{{MoveData
|id=2,1
|id=Kazumi-2,1
|name=Binding Blows
|name=Binding Blows
|inputLead=2
|inputLead=2
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* Jail from 1st attack
* Jail from 1st attack
* Opponent recovers back turned if 2nd attack hits their right side}}
* Opponent recovers back turned if 2nd attack hits their right side}}
}}
{{MoveData
|id=Kazumi-3
|name=Impaling Knee
|input=3
|target=m
|damage=14
|range=2.53
|startup=i15~16
|recv=r26
|block=-8
|hit=+8
}}
{{MoveData
|id=3,1
|name=Impaling Knee to Steel Slicer
|inputLead=3
|input=,1
|targetLead=m
|target=,m
|damageLead=14
|damage=,20
|startupRoot=i15~16
|startup=,i23~24
|recv=r34
|block=-13
|hit=+8
|notes={{Plainlist|
* Tailspin
* Input can be delayed 1f
* Combo from 1st hit}}
}}
{{MoveData
|id=Kazumi-3,2
|name=Impaling Knee to Right Chop
|inputLead=3
|input=,2
|targetLead=m
|target=,h
|damageLead=14
|damage=,15
|startupRoot=i15~16
|startup=,i23~24
|recv=r29
|block=-1c
|hit=[[Kazumi combos#Mini-combos|+24d]]
|notes={{Plainlist|
* Spike
* Input can be delayed 1f
* Combo from 1st hit}}
}}
{{MoveData
|id=Kazumi-4
|name=Magic Four
|input=4
|target=h
|damage=15
|range=2.03
|startup=i11~12
|recv=r24
|block=-9
|hit=+5
|ch=[[Kazumi combos#Staples|+30a (+20a)]]
}}
{{MoveData
|id=Kazumi-1+2
|name=Thunder Punch Combo
|input=1+2
|target=m,m,s
|damage=3,7,20
|range=
|startup=i12 i21~22
|recv=r32
|block=-14
|hit=-8
|notes={{Plainlist|
* Jail from 1st attack
* 3rd attack only comes out if 1st hits
* Transition to r15 RSS with F on hit (+9)}}
}}
}}



Revision as of 21:41, 10 February 2021

Rage

Name
Alt

Input

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

R.d+1+2

m
55–82
3.02
-22
+7d
i20
pc8~19
r46
Damage increases with lower health
Rage Drive

R.f,F+1+2

m,​s
17,​20
2.79
-12
i13,i22
r43
  • Jail from 1st attack
  • 2nd attack only comes out if 1st connects

n

Jab

1

h
7
2.13
+1
+8
i10
r17

1,1

h,​h
5,​6
2.83
-3
+6
i10
,i15~16
r20
  • Jail from 1st attack
  • Move can be delayed 2f
Flash Punch Combo

1,​1,2

h,​h,​m
5,​7,​12
-17
+20a (+15a)
i10
,i13
r36
  • Move can be delayed 10f
  • Jail from 1st attack with 5f delay
  • Combo from 1st hit

1,2

h,​h
5,​8
3.02
-3
+5
i10
,i10
r22
  • Move can be delayed 2f
  • Jail from 1st attack
Demon Hunter

1,​2,2

h,​h,​h
5,​8,​12
-12
+4
i10
,i17
r31
  • Input can be delayed 4f
  • Move can be delayed 2f
  • Jail from 2nd attack with 2f delay

2

h
10
2.35
-3
+8
i12
r22
Binding Blows

2,1

h,​m
10,​10
3.25
-5
+7
i12
,i16
r24
  • Input can be delayed 3f
  • Move can be delayed 1f
  • Jail from 1st attack
  • Opponent recovers back turned if 2nd attack hits their right side
Impaling Knee

3

m
14
2.53
-8
+8
i15~16
r26
Impaling Knee to Steel Slicer

3,1

m,​m
14,​20
-13
+8
i15~16
,i23~24
r34
  • Tailspin
  • Input can be delayed 1f
  • Combo from 1st hit
Impaling Knee to Right Chop

3,2

m,​h
14,​15
-1c
i15~16
,i23~24
r29
  • Spike
  • Input can be delayed 1f
  • Combo from 1st hit
Magic Four

4

h
15
2.03
-9
+5
i11~12
r24
Thunder Punch Combo

1+2

m,​m,​s
3,​7,​20
-14
-8
i12 i21~22
r32
  • Jail from 1st attack
  • 3rd attack only comes out if 1st hits
  • Transition to r15 RSS with F on hit (+9)

External links