Kazuya Frame Data

Information listed here is taken from Ina Tekken Wiki and converted to US notation. Thank you to all who helped compile this!

Notes Convention

JG = Juggle RC = Recover Crouching
KND = Knockdown OC = Opponent Recover Crouching
SLD = Slide FS = Fall Stun
PLD = Playdead CS = Crumple Stun

Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 5 10 +1 +9 +9
2 h 10 10 -2 +7 +7
3 h 18 14 -6 +5 +5
4 h 30 16 -14 KND KND

Advancing

INPUT RANGE DMG SPEED BLOCK HIT CH
f+1 h 6 10 +3 +9 +9
f+2 m 30 20 -11 KND KND
f+3 h 19 14 -7 +4 +4
f+4 m 27 19 +5 +8(+18 OC) SLD

Dashing

INPUT RANGE DMG SPEED BLOCK HIT CH
f,f+1 h 6 10(11~) +3 +9 +9
f,f+2 m 23 18(19~) -10 JG JG
f,f+3 m 30 19(22~) ±0 OC KND KND
f,f+4 m 27 19(20~) +5 +8(+18 OC) SLD

Poking

INPUT RANGE DMG SPEED BLOCK HIT CH
d/f+1 m 15 16 -10 +6 +6
d/f+2 m 27 14 -13 +5 CS
d/f+2 (close) m 21 14 -4 +5 CS
d/f+3 m 17 18 -7 +9 FS
d/f+4 m 10 13 -9 +2 +2

Standing to Crouch

INPUT RANGE DMG SPEED BLOCK HIT CH
d/b+1 or d+1 Sm 5 10 -5 RC +6 RC +6 RC
d/b+2 m 23 18 ±0 OC RC -1 OC RC +4 OC RC
d+2 Sm 8 11 -4 RC +7 RC +7 RC
d/b+3 L 14 19 -15 RC ±0 RC SLD RC
d+3 L 12 16 -17 RC -3 RC -3 RC
d/b+4 l 19 20 -9 +7 +7
d+4 l 7 12 -13 RC -2 RC -2 RC

While Crouching

INPUT RANGE DMG SPEED BLOCK HIT CH
FC+1 Sm 5 10 -5 RC +7 RC +7 RC
FC+2 Sm 8 11 -4 RC +7 RC +7 RC
FC+3 L 12 16 -17 RC -3 RC -3 RC
FC+4 l 10 12 -15 RC -4 RC -4 RC

While Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+1 m 10 12 -5 +7 +7
WS+2 m 25 16 -18 CS CS
WS+2 (far) m 25 16 -18 -3 -3
WS+1+2 m 12 12 -2 +9 +9
WS+3 h 28 16 -16 KND KND
WS+4 m 13 11 -3 +8 +8

Jumping

INPUT RANGE DMG SPEED BLOCK HIT CH
u/b+1 or u+1 or u/f+1 m 12 18 -8 +3 +3
u/b+2 or u/f+2 M 18 42 -23 -12 -12
u+2 M 18 42 -23 -12 -12
u/b+3 m 25 21 -17 KND KND
u+3 or u/f+3 m 25 19 -7 KND KND
u/b+4 m 11 15 -19 -8 KND
u+4 or u/f+4 m 25 25 -12 KND KND

Sidestep

INPUT RANGE DMG SPEED BLOCK HIT CH
SS+1 h 5 10(11~) +1 +9 +9
SS+2 h 10 10(11~) -2 +7 +7
SS+3 h 18 14(15~) -6 +5 +5
SS+4 h 30 16(17~) -14 KND KND

Special Skills

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 5 10 +1 +9 +9
1,1 hh 5,6 +1 +9 +9
1,1,2 hhm 5,6,11 -17 KND KND
1,2 hh 5,8 ±0 +8 +8
1,2,2 hhh 5,8,12 -12 +1 +1
1,2,4 hhl 5,8,10 -14 +2(-14) +2(-14)
2 h 10 10 -2 +7 +7
2,2 hh 10,12 -13 +2 +2
3 h 18 14 -6 +5 +5
3,1 hh 18,5 -1 +7 +7
3,1,4 hhm 18,5,17 -6 CS CS
4~3 M 25,(25) 31(32~) Kaz KND KND Kaz KND KND Kaz KND
u/f+4~3 M 25,(25) 30(31~) Kaz KND KND Kaz KND KND Kaz KND
1+2 mm 10,12 12 -12 CS CS
f+2 m 30 20 -11 KND KND
f+2 (parries punch) 30 KND
f+1+2 m 25 25 -16 CS CS
f+1+2,f+2 mm 25,18 -10 KND KND
d/f+1 m 15 16 -10 +6 +6
d/f+1,2 mh 15,17 +1 +2 +5
d/f+1,4 mh 15,15 -7 JG JG
d/f+1,f+2 mm 15,18 -13 KND KND
d/f+2 (close) m 27 14 -4 +5 CS
d/f+2 m 21 14 -13 +5 CS
d/f+3 m 17 18 -7 +9 CS
d/f+4 m 10 13~14 -9 +2 +2
d/f+4,4 mm 10,18 -15 -3~-4 -3~-4
d/b+2 m 23 18 ±0 OC RC -1 OC RC +4 OC RC
d/b+3 L 14 19 -15 RC ±0 RC SLD RC
d/b+4 l 19 20 -9 +7 +7
b+1 m 18 16 +3 +6 SLD
b+2 m 12 14 -2 +2 +2
b+2,4 mh 12,12 -12 -3 -3
b+2,4,1 mhm 12,12,22 -14 KND KND
b+3 h 17 18 -8 +3 +3
b+3,1 hh 17,10 ±0 +6 +6
b+3,1,4 hhl 17,10,12 -10 +7 +7
b+3,1,4,1 hhlm 17,10,12,17 -8 KND KND
b+3,1,4,3 hhll 17,10,12,12 -13 -1? -1?
b+4 h 18 12 -10 -1 FS
b+1+4 m 40 43 KND KND KND
B+1+4 m 80 63 KND KND KND
u+3 or u/f+3 m 25 19 -7 KND KND
u+4 or u/f+4 m 25 25 -12 KND KND
u+4,4 or u/f+4,4 mL 25,15 -26 KND KND
u+4,4,4 or u/f+4,4,4 mLL 25,15,12 -26 PLD PLD
u+4,4,4,4 or u/f+4,4,4,4 mLLm 25,15,12,25 -10 KND KND
f,f+2 m 23 18(19~) -10 JG JG
f,f+3 m 30 19(22~) ±0 OC KND KND
b,b+2 h 21 17(20~) -2 +3 +?
b,b+2,2 hL 21,21 -13 PLD PLD
f,n,d,d/f+2 h 23 11(15~) -10 JG JG
f,n,d,D/F+2 h 23 11(14~) +5 JG JG
f,n,d,d/f+1 (clean) m 29(43) 22(26~) -15 KND KND
f,n,d,d/f+1 (delay) m 29 23(27~) -14 +? +?
f,n,d,d/f+1,3 mm 29,20 -14 KND KND
f,n,d,d/f+1,4 mL 29,12 -14 PLD PLD
f,n,d,D/F+3 h 35 20(23~) -10 KND KND
f,n,d,D/F+4 L 12 16(20~) -27 -? -?
f,n,d,D/F+4 (clean) L 18 16(20~) -27 PLD PLD
f,n,f,D/F+4,4 LL 15,12 -27 PLD PLD
f,n,f,D/F+4:4 LL 18,12 -27? PLD PLD
f,n,f,D/F+4,1 Lm 15,25 -15 KND KND
f,f,f+3 or Running 3 m 30 22(25~) +17 KND KND
WS+2 m 25 16 -18 CS CS
WS+2 (far) m 25 16 -18 -3 CS
WS+1 m 10 12 -5 +7 +7
WS+1,2 mm 10,15 -12 JG JG
WS+4 m 13 11 -3 +8 +8
WS+4,4 mm 13,18 -15 -3~-4 -3~-4
FC,d/f+3+4 m 27 22~23 -11 OC RC KND RC KND RC
SS+1+2 h 18 17(25~) -6 PLD PLD
Opponent Down d+4 L 21 23 -12 -1 -1

Mist Step

INPUT RANGE DMG SPEED BLOCK HIT CH
f,n Mist Step
f,n,d/f+2 h 23 11(14~) -10 JG JG
f,n,D/F+2 h 23 11(13~) +5 JG JG
f,n,d/f+1 m 29 22(25~) -15 KND KND
f,n,d/f+1 (delay) m 29 23(26~) -14 +? +?
f,n,D/F+1,3 mm 29,20 -14 KND KND
f,n,D/F+1,4 mL 29,12 -14 PLD PLD
f,n,D/F+3 h 35 20(22~) -10 KND KND
f,n,D/F+4 L 12(18,15) 16(19~) -27 PLD PLD
f,n,D/F+4,4 LL 15,12 -27 PLD PLD

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9 Responses to Kazuya Frame Data

  1. aZ1d says:

    Were’s B,b+2,2 frame stats? :(

  2. n8nmonster says:

    its near the middle, after the f,f moves and before the f,n,d,df’s.

  3. Wave Kid says:

    Lol i didn’t ever know that 124 is punishable i thought that the last kick as same property as db4. Thanks sdteken ^^

  4. SasukeUciha says:

    Can someone tell me how to do Kazuya’s Light Dash and Wave Dash? What is the button input? Thx.

  5. SasukeUciha says:

    And, how to use Kazuya’s mist step properly? Because it seems can’t avoid enemy attack.

  6. Bilal says:

    @SasukeUciha
    Search on TZ (TekkenZaibatsu.com) for more information but WD can be done by canelling one CD to another and its notation would be:

    f,n,d,d/f,f,n,d,d/f……..

    If you can perform 5 or more WD per second, it would be an LD.

    @n8nmonster

    You have copied the frame-data of ‘f+4’ to ‘f,f+4’ as well which should be same as regular/standing 4.

  7. ssl says:

    so db4 is -9 on block and therefore safe ?

  8. luis pajares says:

    quiero ser un master en tekken tag 2

  9. luis pajares says:

    quiero ser en master en tekken tag 2

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