Kazuya T7 Frames



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Special Moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
in rage d/f+1+2 m 55 20 -22 KND KND Rage art
in rage f, n, d, d/f+1+4 m 45 18(21~) +5 Launch Launch Rage art
in rage f, n, d, d/f+1+4, u/f (Only when hit ) m(, (throw))(DVK) 45,18 18(21~) Throw(KND) Throw(KND) Rage art
1 h 7 10 +1 +8 +8
1, 1 h, h 7,6 10 -1 +8 +8
1, 1, 2 h, h, m 7,6,12 10 -17 KND KND
1, 2 h, h 7,8 10 -1 +7 +7
1, 2, 2 h, h, h 7,8,12 10 -12 +4 +4
1, 2, 4 h, h, l 7,8,18 10 -14 -3 0s
1, 2, 4, 3 h, h, l, m 7,8,18,25 10 -2 KND hKZD
2 h 12 12 -3 +8 +8 Rage art
2, 2 h, m 12,24 12 -10 +6 CS Tail spin
3 or 3+4 h 14 14 -8 +4 +4
3, 1 h, h 14,7 14 -1 +7 +7
3, 1, 4 h, h, m 14,7,17 14 -6 +8 CS
4 h 18 12 -9 +2 CS
4~3 mm (TJ) 18,25 31,35~36 RG (32~) -11~-10 KND KND
1+2 mm 5,20 12,28 -14 KND KND
f+2 m(h or m punch parry) 25 20 -12 KND KND Power crush
f+3 m 22 19 -13 +5 +23g(KND)
f+4 m 20 19~20 +4~+5s +7~+8s TUD
f+1+2 m 20 25 -16 CS 10 CS 10
d/f+1 m 11 15~16 -7~-6 +9~+10 +9~+10
d/f+1, 2 m, m 11,20 15~16 -11s +9s +9s
d/f+1, 4 m, h 11,20 15~16 -4 +17kg +17kg Tail spin
d/f+1, f+2 m, m 11,22 15~16 -12 KND KND
d/f+2 m 22 14 -12 +5 CS(13) Homing
d/f+3 m 13 18~19 -7~-6 +9~+10 +9~+10
d/f+3, 2 m, m 13,15 18~19 -11 +5 +5
d/f+3, 2, 1 m, m, m 13,15,21 18~19 -18 KND +24
d/f+4 m 10 13~14 -9~-8 +2~+3 +2~+3
d/f+4, 4 m, m 10,16 13~14 -15~-14 -4~-3s -4~-3s
d+1+2 l (TC) 18 25s -14 +1s KND
d/b+2 m 20 20s -6s +9s +9s
d/b+3 l (TC) 14 19~20s -12~-11 -1~0 +7~+8s
d/b+4 l 18 20~21 -12~-11 +4~+5 +17g
b+1 h 13 11~12 -10~-9 +1~+2 +1~+2
b+1, 2 h, m 13,20 11~12 -14 KND KND
b+2 m 12 14 -8 +4 +4
b+2, 4 m, h 12,12 14 -3 +8 +8
b+2, 4, 1 m, h, m 12,12,22 14 -14~-13 KND KND
b+3 h 15 18 -8 +3 +3
b+3, 1 h, h 15,10 18 0 +6 +6
b+3, 1, 4 h, h, l 15,10,10 18 -10 +7 +7
b+3, 1, 4, 1 h, h, l, m 15,10,10,15 18 -14 KND KND
b+3, 1, 4, 3 h, h, l, l 15,10,10,12 18 -13 +1 +1
b+4 h 20 19 -5 +17kg KND Tail spin, Homing
b+1+2 m 21 22 -8 +5 CS(13)
b+1+4 ! 30 43 Launch Launch Launch
B+1+4 ! 60 63 Launch Launch Launch
u or u/f+3 m (TJ) 25 19 -9 KND KND
u or u/f+4 m (TJ) 16 25 -12 -1 -1
u/f+4, 4 m (TJ), l 16,12 25 -23 KND KND
u/f+4, 4, 4 m (TJ), l, l 16,12,10 25 -23 KND KND
u/f+4, 4, 4, 4 m (TJ), l, l, m 16,12,10,20 25 -17 KND KND
f, F+2 h 30 13(14~) -11 KND KND
f, F+3 m 25 20(21~) -3s KND KND
f, F+4 m 22 17(18~) -9 +5 bKZD
f, f, f+3 or 2+4+3 m (TJ) 30 22~23a (25~) +9~+10g KND KND
WS+1 m 10 13 -5 +5 +5
WS+1, 2 m, m 10,12 13 -12 Launch (JG?) Launch (JG?)
WS+2 m 25 16 -18 CS CS Homing
WS+3 m 24 21 -5 KND KND Homing
WS+4 m 13 11~12 -3~-2 +8~+9 +8~+9
WS+4, 4 m, m 13,16 11~12 -15~-14 -4~-3s -4~-3s
FC+d/f+3+4 m (TC) 24 23s,a -11s KND KND
SS+3 m 23 23(32~) -7 CS CS
SS+1+2 h 25 16(25~) -6 KND KND Tail spin
Opponent Down d+3+4 On grounded opponent(l) 20 23 -12 -1 -1
Odd frame f, n (SSL) (Special) 23
Even frame f, n (SSR) (Special) 23
f, n, D/F+2 h 23 11(14~) -10 Launch (JG?) Launch (JG?)
f, n, d/f+2 h 23 11(13~) +5 Launch (JG?) Launch (JG?)
f, n, d/f+1 m 30 22~23 (24~) -16~-15 Launch Launch
f, n, d/f+3 h (TJ) 40 18~27 (20~) -9~0 KND KND
f, n, d/f+4 l 15 16(18~) -23 -3s (KND) KND
f, n, d, D/F (Special) 16(18~)
f, n, d, D/F+2 h 23 11(15~) -10 Launch (JG?) Launch (JG?)
f, n, d, d/f+2 h 23 11(14~) +5 Launch (JG?) Launch (JG?)
f, n, d, d/f+1 m 30 22~23 (25~) -16~-15 Launch Launch
f, n, d, d/f+3 h (TJ) 40 18~27 (21~) -9~0 KND KND
f, n, d, d/f+4 l 15 16(19~) -23 -3s (KND) KND
f, n, d, d/f+4, 4 l, l 15,12 16(19~) -23 KND KND
f, n, d, d/f+4, 1 l, m 15,27 16(19~) -16 KND KND
in rage u/b+1+2 (to DVK) (DVK) 16(19~) Rage art
DVK u/b+1+2 (Special) 16(19~)
DVK 1+2 h! 44 42~ KND KND KND
DVK 3+4 ! (TJ) 33 69a~ KND KND KND
DVK 3+4, 3+4 (Special) (TJ), ! (TJ) 33 113a~ KND KND KND
DVK f+4 m 22 19~20 +4~+5s +7~+8s (+15~+16) TUD
DVK f+1+2 m 23 22 -9 CS CS
DVK d/f+1 m 12 15~16 -7~-6 +9~+10 +9~+10
DVK d/f+1, 2 m, m 12,12 15~16 -12 Launch (JG?) Launch (JG?)
DVK u or u/f+1+2 (Sky)! 27 20~32 KND KND KND
DVK f, F+2 m 22(,4,4,5) 16(17~) -13 Throw(CS) Throw(CS)
DVK f, n, d, d/f+1 m 33 22~23 (25~) -16~-15 Launch Launch
DVK f, n, d, d/f+1 When hit U/F m, (throw) 33,16 22~23 (25~) -16~-15 Throw(KND) Throw(KND)
DVK f, n, d, D/F+2 m 25 11(15~) -10 Launch (JG?) Launch (JG?)
DVK f, n, d, d/f+2 m 25 11(14~) -6 Launch (JG?) Launch (JG?)
DVK f, n, d, d/f+4 l 16 16(19~) -23 -3s (KND) KND
DVK f, n, d, d/f+4, 1 l, m 16,29 16(19~) -16 KND KND
DVK f, n, d, d/f+4 , 1, f, n, d, d/f+1 l, m, m 16,29,22 16(19~) -17 Launch Launch
DVK f, n, d, d/f+4 , 1, f, n, d, d/f+1 When hit U/F l, m, (throw) 16,29,20,16 16(19~) -17 Throw(KND) Throw(KND)
DVK f, n, d, d/f+4, 4 l, l 16,13 16(19~) -23 KND KND
DVK SS+2 m 27 17(26~) -22 Launch Launch
DVK d+1+2 (Opponent Down) l(On grounded opponent) 21 23~25 -15~-13 KND KND

Basic Moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
1 h 7 10 +1 +8 +8
2 h 12 12 -3 +8 +8
3 h 14 14 -8 +4 +4
4 h 18 12 -9 +2 CS
3+4 h 14 -8 +4 +4
b+1 h 13 11~12 -10~-9 +1~+2 +1~+2
b+2 m 12 14 -7 +4 +4
b+3 h 20 18 -8 +3 +3
b+4 h 20 18 -5 +k KND Tail spin, Homing
f+1 h 7 10 +1 +8 +8
f+2 m(h or m punch parry) 25 20 -12 KND KND Power crush
f+3 m 22 19 -13 +5 +g?(KND?)
f+4 m 20 19~20 +4~+5?s +7~+8s KND
f, F+1 h 7 10(11~) +1 +8 +8
f, F+2 h 30 13(14~) -11 KND KND
f, F+3 m 25 20(21~) -3 OC KND KND
f, F+4 m 22 16~17?(17?~) -9~-8? +6~+7? CS
d/b or d+1 Sm (TC) 5 10 RC -5 +6 +6
d+2 Sm (TC) 8 11 RC -4 +7 +7
d+3 l (TC) 12 16 RC -17 -3 -3
d+4 l (TC) 7 12 RC -13 -2 -2
d/b or d+1 Sm (TC) 5 10 RC -5 +6 +6
d/b+2 m 20 20 RC 0 OC +9 OC +9 OC
d/b+3 l (TC) 14 19~20 RC -12~-11 -1~0 +7~+8 OC
d/b+4 l 18 20~21 -12~-11 +4~+5? +10~?g
FC+1 Sm (TC) 5 10 RC -5 +6 +6
FC+2 Sm (TC) 18 11 RC -4 +7 +7
FC+3 l (TC) 12 16 RC -17 -3 -3
FC+4 l (TC) 10 12 RC -15 -4 -4
WS+1 m 10 13 -5 +5 +5
WS+2 m 25 16 -18 CS CS Homing
WS+1+2 m 12~13 -2~-1 +9~+10 +9~+10
WS+3 m 24 21 -5 KND KND Homing
WS+4 m 13 11~12 -3~-2 +8~+9 +8~+9
d/f+1 m 11 15~16 -7~-6 +9~+10 +9~+10
d/f+2 m 22 14 -12? +5 CS(13) Homing
d/f+3 m 13 18~19 -7~-6 +9~+10 +9~+10
d/f+4 m 10 13~14 -9~-8 +2~+3 +2~+3
u/b or u or u/f+1 m (TJ) 18 -8 +3 +3
u/b or u or u/f+2 h 22 15 -12 +9 +9
u/b+3 m (TJ) 21 -17 KND KND
u or u/f+3 m (TJ) 25 19 -9 KND KND
u/b+4 m (TJ) 15 -19 -8 -8
u or u/f+4 m (TJ) 16 25 -12 -1 -1
SS+1 h 7 10(11~) +1 +8 +8
SS+2 h 12 12(13~) -3 +8 +8
SS+3 m 23 23(32~) -9? CS CS
SS+4 h 18 12(13~) -9 +2 CS
SS+3+4 h 14(15~) -8 +4 +4
BT 1 or 2 h 20 8 -8 +3 +3
BT 3 or 4 h 33 10 -8 KND KND
BT d+1 or 2 Sm 10 10s -2 +9 +9
BT d+3 or 4 l 12 10s -11 +3 +3
Last updated 22.06.2017


10 Responses to Kazuya T7 Frames

  1. Moruma says:

    Kazuya B+4 is not safe. It is no more than -11

    • ugaki says:

      it looks just like dvjs b+4 and if it is the same then it is safe

      • Moruma says:

        It doesn’t look exactly the same. Jin had a slightly different animation back then (TTT) and they gave it to Kazuya. It isn’t the same move. Kazuyas is slightly better than DVJs. It has increased hitbox at the expense of it being -11 which is not a bad tradeoff. DVJs b+4 leaves him -8-9, not unsafe.

  2. neck says:

    Kazuya’s b4 is definitely punishable, it would be totally broken if it wasn’t… not that he isn’t already broken but he could just mash b4 at the wall until the guy gets up an block it and can’t even punish ? no way they have to use db4 as a 50/50 with b4.

  3. df+2 says:

    I think Kazuya’s df+2 is 13 frames.

  4. Aman says:

    b+4 is atleast -11

    df+1+2,2 move (the old df+1,2) is officially removed from his moveset.

    df+1,2 is a new move, 2 looks like db+2 but atleast -11 and force both players on crouch (WS4 punish possible), regular db+2 frames are same as ttt2.

    f+3 on counter hit gives you on a1least +17 frames without guard and no knockdown, full dewgf launch is possible.

    devil kazuya f+4 if hits crouched opponent gives you +16 frames and forces opponent on crouch, mid ewgf and df+1,2 twin piston launch is possible.

    devil kazuya ewgf doesn’t give pushback but is safe on block (between -6~-9), but wgf is still -10 (ewgf recovers faster).

    devil kazuya cd+4,1 can be followed up with tgf,uf…..work in combos too.

    rage art is atleast -15, hop kick punishable.

  5. Aman says:

    Note: percentages are not given in Tekken 7 practice mode, but theses are for reference (for comparison with ttt2)….damages are matched and checked by taking screenshots.

    db+2, f+1+2 and f+4 do same amount of damage. base damage is 20 (100%), means 27 (135%).

    b+1+2 does 21 (100%), 28 (135%).

    df+2 damage is increased, f+3 and df+2 now do same amount of damage, 22 (100%), 29 (135%)….the new move b+4 also does same amount of damage as df+2 and f+3.

    ewgf and ss3 (damage is increased) now do same amount of damage, 23 (100%), 31 (135%), ss3 is a safe move now, atleast -9

    FCdf+3+4 and WS3 do same amount of damage, 24 (100%), 32 (135%), d+3+4 (oni stomp) does same amount of damage on grounded opponent as FCdf+3+4 and WS3 do on standing opponent i.e 24…don’t know whether ground hit percentage is changed or not (used to be 100% in ttt2, standing hit percentage is 135% in ttt2)

    f,f+3, f+2, uf+3, WS2 and ss1+2 (damage increased) now do same amount of damage, 25 (100%), 33 (135%).

    b+1+4, f,f,f+3 do same amount of damage, 30 (100%), 40 (135%), tgf (f,n,d,df+1) damage is increased, and is same as b+1+4 and f,f,f+3.

    B+1+4 damage is increased, now looks twice the damage of b+1+4….like in tekken 6.

  6. Aman says:

    if regular kazuya df+1 hits on standing opponent, opponent will receive damage as on “standing” for the follow up ender of choice i.e 2,4 or f+2….the damage and animation will be registered as on standing opponent…this is now different from previous games….for example in ttt2 df+1,2 bounds but if df+1 whiffs…2 doesn’t bound on standing opponent. This is because if df+1 hits …2,4 and f+2 are registered as juggle hits i.e with 60% damage…..

    df+1,4 can’t launch anymore (now give + frames on hit) and do same amount of damage as df+1,2 (also gives + frames and forces crouch on hit)……

  7. CosMik says:

    New command put in tekken 7 for kazuya

    f, n, d/f+4, 1 ,1
    f, n, D/F+4, 1, 1
    f, n, d, d/f+4, 1, 1

    https://www.youtube.com/watch?v=DD2Qz2qhDUo&t=3m46s

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