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| Special moves | Basic Moves

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 pc8~17 -22 KND KND Rage art
in rage f, n, d, d/f+1+4 m 41 18~19 (21~) cs1~ +5~+6 Launch Launch Rage drive
in rage f, n, d, d/f+1+4, u/f (Only when hit ) m, (throw), (DVK) 41,12 18(21~) cs1~ Throw(KND) Throw(KND) Rage drive
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~-13 -3~-2 0~+1s
1, 2, 4, 3 h, h, l, m 7,8,18,25 10 -2 KND CS
2 h 12 12 -3 +8 +8
2, 2 h, m 12,24 12 -10~-9 +6~+7 CS Tail spin
3 or 3+4 h 14 14 -8 +4 +4
3, 1 h, h 14,10 14 -1 +7 +7
3, 1, 4 h, h, m 14,10,17 14 -6~-5 +8~+9 CS
4 h 18 12 -9 +2 CS
(u/f)4~3 mm (TJ) 18,25 31~33, 35~37d (31~) js10~ -11~-9 KND KND
1+2 mm 5,20 12,28 -13 KND KND
f+2 m 25 20 pc8~19 -12 KND KND Power crush
f+3 m 22 19~20 -13~-12 +5~+6 +23g(KND)
f+4 m 20 19~20 +4~+5s +7~+8s KND
f+1+2 m 20 25 -9 KND KND Wall bounce
d/f+1 m 11 15~16 -7~-6 +9~+10 +9~+10
d/f+1, 2 m, m 11,20 15~16s -13s KND KND
d/f+1, 4 m, h 11,20 15~16 -3~-2 +17~+18kg +18~+19kg 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) 20 25s cs6~ -14 +3s KND
d/b+2 m 20 20s -9s KND KND
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 14~15 -8~-7 +4~+5 +4~+5
b+2,1 m,m 12,20 14~15 -14~-13 KND KND
b+2, 4 m, h 12,12 14~15 -3 +8 +8
b+2, 4, 1 m, h, m 12,12,22 14~15 -14~-12 KND KND
b+3 h 15 18~19 -8~-7 +3~+4 +3~+4
b+3, 1 h, h 15,10 18~19 0 +6 +6
b+3, 1, 4 h, h, l 15,10,10 18~19 -10~-9 +7~+8 +7~+8
b+3, 1, 4, 1 h, h, l, m 15,10,10,15 18~19 -14 KND KND
b+3, 1, 4, 3 h, h, l, l 15,10,10,12 18~19 -13 +1 +1
b+4 h 20 17~18 -5~-4 +16~+17kg KND Tail spin, Homing
b+1+2 m 21 22 -12 +5 CS(13)
b+1+4 ! 25 43~44 ar43~ Launch Launch Launch
B+1+4 ! 60 63~64 ar63~ Launch Launch Launch
u or u/f+3 m (TJ) 25 19~20 js9~ -9~-8 KND KND
u or u/f+4 m (TJ) 16 25~27 js9~ -12~-10 -1~+1 -1~+1
u/f+4, 4 m (TJ), l 16,12 25~27 9~ -23 KND KND
u/f+4, 4, 4 m (TJ), l, l 16,12,10 25~27 9~ -23 KND KND
u/f+4, 4, 4, 4 m (TJ), l, l, m 16,12,10,20 25~27 9~ -17 KND KND
f, F+2 h 30 13(14~) -11 KND KND
f, F+3 m 25 20~22 (21~) -3~-1s KND KND
f, F+4 m 22 17~18 (18~) -9~-8 +5~+6 bKZD
f, f, f+3 or WR+3 m (TJ) 30 22~25a (25~) js3~ +9~+12g KND KND
WS+1 m 10 13~14 -5~-4 +5~+6 +5~+6
WS+1, 2 m, m 10,12 13~14 -12~-11 Launch (JG?) Launch (JG?)
WS+2 m 25 16~17 -18~-17 CS CS Homing
WS+3 m 24 21~23 -5~-3 KND KND Homing, Tail spin
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
WS1+2 m 25 13~14 -9~-8 +11g / +23w +11g / +23w Wall crush
FC+d/f+3+4 m (TC) 24 23s cs1~ ar13~ -11s KND KND
SS+3 m 23 23(32~) -7 CS CS
SS+1+2 h 25 16~17 (25~) -3~-2 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 20 11~12 (14~) -10~-9 Launch (JG?) Launch (JG?)
f, n, d/f+2 h 23 11~12 (13~) +5~+6 Launch (JG?) Launch (JG?)
f, n, d/f+1 m 30 22~24 (24~) ar22~ -16~-14 Launch Launch
f, n, d/f+3 h (TJ) 40 18~27 (20~) js10~ -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 11~12 (15~) -10~-9 Launch (JG?) Launch (JG?)
f, n, d, d/f+2 h 23 11~12 (14~) +5~+6 Launch (JG?) Launch (JG?)
f, n, d, d/f+1 m? 30 22~24 (25~) ar22~ -16~-14 Launch Launch
f, n, d, d/f+3 h (TJ) 40 18~27 (21~) js10~ -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) m (DVK) 20 pc5~ -6 KND KND
DVK u/b+1+2 (Special) 16(19~)
DVK 1+2 h! 40 42~ KND KND KND
DVK 3+4 ! (TJ) 30 69a~ KND KND KND
DVK 3+4, 3+4 (Special) (TJ), ! (TJ) 30 113a~ KND KND KND
DVK f+4 m 20 19~20 +4~+5s +7~+8s (+15~+16) KND
DVK f+1+2 m? 21 22~23 -9~-8 CS CS
DVK d/f+1 m 11 15~16 -7~-6 +9~+10 +9~+10
DVK d/f+1, 2 m, m 11,11 15~16 -12~-11 Launch (JG?) Launch (JG?)
DVK u or u/f+1+2 (Sky)! 26 20~32 KND KND KND
DVK f, F+2 m 20, 15 16(17~) -12 Throw(CS) Throw(CS)
DVK f, n, d, d/f+1 m 30 22~24 (25~) ar22~ -16~-14 Launch Launch
DVK f, n, d, d/f+1 When hit U/F m, (throw) 30,15 22~24 (25~) ar22~ -16~-14 Throw(KND) Throw(KND)
DVK f, n, d, D/F+2 m 23 11~12 (15~) -10~-9 Launch (JG?) Launch (JG?)
DVK f, n, d, d/f+2 m 23 11~12 (14~) -6~-5 Launch (JG?) Launch (JG?)
DVK f, n, d, d/f+4 l 15 16(19~) -23 -3s (KND) KND
DVK f, n, d, d/f+4, 1 l, m 15,27 16(19~) -16 KND KND
DVK f, n, d, d/f+4 , 1, f, n, d, d/f+1 l, m, m 15,27,20 ar22~ -17~-15 Launch Launch
DVK f, n, d, d/f+4 , 1, f, n, d, d/f+1 When hit U/F l, m, (throw) 15,27,20,15 ar22~ -17~-15 Throw(KND) Throw(KND)
DVK f, n, d, d/f+4, 4 l, l 15,12 22~ -23 KND KND
DVK SS+2 m 25 17~18 (26~) -22~-21 Launch Launch
DVK d+1+2 (Opponent Down) l(On grounded opponent) 20 22~30 -16~-8 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 Rage art
3 h 14 14 -8 +4 +4
4 h 18 12 -9 +2 CS
f+1 h 7 10 +1 +8 +8
f+2 m(h or m punch parry) 25 20 pc8~19 -12 KND KND Power crush
f+3 m 22 19~20 -13~-12 +5~+6 +23g(KND)
f+4 m 20 19~20 +4~+5s +7~+8s KND
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
d/b or d+1 Sm (TC) 5 10s cs4~ -5 +6 +6
d+2 Sm (TC) 8 11s cs4~ -4 +7 +7
d+3 l (TC) 12 16s cs4~ -17 -3 -3
d+4 l (TC) 7 12s cs4~ -13 -2 -2
d/b or d+1 Sm (TC) 5 10s cs4~ -5 +6 +6
d/b+2 m 20 20s -9s KND KND
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+2 m 12 14~15 -8~-7 +4~+5 +4~+5
b+3 h 20 18~19 -8~-7 +3~+4 +3~+4
b+4 h 20 19~20 -5~-4 +16~+17kg KND Tail spin, Homing
u/b or u or u/f+1 m (TJ) 12 18 js9~ -8 +3 +3
u/b or u or u/f+2 h 17 15~16 -12~-11 +9~+10g +9~+10g
u/b+3 m (TJ) 25 21 js9~ -17 KND KND
u or u/f+3 m (TJ) 25 19~20 js9~ -9~-8 KND KND
u/b+4 m (TJ) 15 -19 -8 -8
u or u/f+4 m (TJ) 16 25~27 js9~ -12~-10 -1~+1 -1~+1
u/f, n+4 m 25 23(29,35) js9~33 -11(-13) Launch (JG?) Launch (JG?)
WS+1 m 10 13~14 -5~-4 +5~+6 +5~+6
WS+2 m 25 16~17 -18~-17 CS CS Homing
WS+3 m 24 21~23 -5~-3 KND KND Homing, Tail spin
WS+4 m 13 11~12 -3~-2 +8~+9 +8~+9
WS+1+2 m 12 12~13 -2~-1 +9~+10 +9~+10
FC+1 Sm (TC) 5 10s cs1~ -5 +6 +6
FC+2 Sm (TC) 18 11s cs1~ -4 +7 +7
FC+3 l (TC) 12 16s cs1~ -17 -3 -3
FC+4 l (TC) 10 12s cs1~ -15 -4 -4
SS+1 h 7 10(11~) +1 +8 +8
SS+2 h 12 12(13~) -3 +8 +8
SS+3 m 23 23(32~) -7 CS CS
SS+4 h 18 12(13~) -9 +2 CS
SS+3+4 h 14 14(15~) -8 +4 +4
BT 1 or 2 h 15 8 -8 +3 +3
BT 3 or 4 h 25 10 -8 KND KND
BT d+1 or 2 Sm 10 10s cs1~ -2 +9 +9
BT d+3 or 4 l 12 10s cs1~ -11 +3 +3


15 Responses

    1. Honestly it depends on the match up as they made him more of Mishima. It’s pretty fucking sad hope bad they’ve nerfed him since T6 & TTT2

  1. kazuya,s d/b 4 is only +3 on block. If kazuya try to hit a 14 frame move then it will result in a trade.

  2. 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)……

  3. 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.

  4. 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. 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.

      1. 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.

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