Kazuya T7 Frames

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To character select | Kazumi / King

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESSPECIAL MOVES
#1CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESin rage d/f+1+2m5520 pc8~17-22KNDKNDRage art
SPECIAL MOVESin rage f, n, d, d/f+1+4m4118~19 (21~) cs1~+5~+6LaunchLaunchRage drive
SPECIAL MOVESin rage f, n, d, d/f+1+4, u/f (Only when hit )m, (throw), (DVK)41,1218(21~) cs1~Throw(KND)Throw(KND)Rage drive
SPECIAL MOVES1h710+1+8+8
SPECIAL MOVES1, 1h, h7,610-1+8+8
SPECIAL MOVES1, 1, 2h, h, m7,6,1210-17KNDKND
SPECIAL MOVES1, 2h, h7,810-1+7+7
SPECIAL MOVES1, 2, 2h, h, h7,8,1210-12+4+4
SPECIAL MOVES1, 2, 4h, h, l7,8,1810-14~-13-3~-20~+1s
SPECIAL MOVES1, 2, 4, 3h, h, l, m7,8,18,2510-2KNDCS
SPECIAL MOVES2h1212-3+8+8
SPECIAL MOVES2, 2h, m12,2412-10~-9+6~+7CSTail spin
SPECIAL MOVES3 or 3+4h1414-8+4+4
SPECIAL MOVES3, 1h, h14,1014-1+7+7
SPECIAL MOVES3, 1, 4h, h, m14,10,1714-6~-5+8~+9CS
SPECIAL MOVES4h1812-9+2CS
SPECIAL MOVES(u/f)4~3mm (TJ)18,2531~33, 35~37d (31~) js10~-11~-9KNDKND
SPECIAL MOVES1+2mm5,2012,28-13KNDKND
SPECIAL MOVESf+2m2520 pc8~19-12KNDKNDPower crush
SPECIAL MOVESf+3m2219~20-13~-12+5~+6+23g(KND)
SPECIAL MOVESf+4m2019~20+4~+5s+7~+8sKND
SPECIAL MOVESf+1+2m2025-9KNDKNDWall bounce
SPECIAL MOVESd/f+1m1115~16-7~-6+9~+10+9~+10
SPECIAL MOVESd/f+1, 2m, m11,2015~16s-13sKNDKND
SPECIAL MOVESd/f+1, 4m, h11,2015~16-3~-2+17~+18kg+18~+19kgTail spin
SPECIAL MOVESd/f+1, f+2m, m11,2215~16-12KNDKND
SPECIAL MOVESd/f+2m2214-12+5CS(13)Homing
SPECIAL MOVESd/f+3m1318~19-7~-6+9~+10+9~+10
SPECIAL MOVESd/f+3, 2m, m13,1518~19-11+5+5
SPECIAL MOVESd/f+3, 2, 1m, m, m13,15,2118~19-18KND+24
SPECIAL MOVESd/f+4m1013~14-9~-8+2~+3+2~+3
SPECIAL MOVESd/f+4, 4m, m10,1613~14-15~-14-4~-3s-4~-3s
SPECIAL MOVESd+1+2l (TC)2025s cs6~-14+3sKND
SPECIAL MOVESd/b+2m2020s-9sKNDKND
SPECIAL MOVESd/b+3l (TC)1419~20s-12~-11-1~0+7~+8s
SPECIAL MOVESd/b+4l1820~21-12~-11+4~+5+17g
SPECIAL MOVESb+1h1311~12-10~-9+1~+2+1~+2
SPECIAL MOVESb+1, 2h, m13,2011~12-14KNDKND
SPECIAL MOVESb+2m1214~15-8~-7+4~+5+4~+5
SPECIAL MOVESb+2,1m,m12,2014~15-14~-13KNDKND
SPECIAL MOVESb+2, 4m, h12,1214~15-3+8+8
SPECIAL MOVESb+2, 4, 1m, h, m12,12,2214~15-14~-12KNDKND
SPECIAL MOVESb+3h1518~19-8~-7+3~+4+3~+4
SPECIAL MOVESb+3, 1h, h15,1018~190+6+6
SPECIAL MOVESb+3, 1, 4h, h, l15,10,1018~19-10~-9+7~+8+7~+8
SPECIAL MOVESb+3, 1, 4, 1h, h, l, m15,10,10,1518~19-14KNDKND
SPECIAL MOVESb+3, 1, 4, 3h, h, l, l15,10,10,1218~19-13+1+1
SPECIAL MOVESb+4h2017~18-5~-4+16~+17kgKNDTail spin, Homing
SPECIAL MOVESb+1+2m2122-12+5CS(13)
SPECIAL MOVESb+1+4!2543~44 ar43~LaunchLaunchLaunch
SPECIAL MOVESB+1+4!6063~64 ar63~LaunchLaunchLaunch
SPECIAL MOVESu or u/f+3m (TJ)2519~20 js9~-9~-8KNDKND
SPECIAL MOVESu or u/f+4m (TJ)1625~27 js9~-12~-10-1~+1-1~+1
SPECIAL MOVESu/f+4, 4m (TJ), l16,1225~27 9~-23KNDKND
SPECIAL MOVESu/f+4, 4, 4m (TJ), l, l16,12,1025~27 9~-23KNDKND
SPECIAL MOVESu/f+4, 4, 4, 4m (TJ), l, l, m16,12,10,2025~27 9~-17KNDKND
SPECIAL MOVESf, F+2h3013(14~)-11KNDKND
SPECIAL MOVESf, F+3m2520~22 (21~)-3~-1sKNDKND
SPECIAL MOVESf, F+4m2217~18 (18~)-9~-8+5~+6bKZD
SPECIAL MOVESf, f, f+3 or WR+3m (TJ)3022~25a (25~) js3~+9~+12gKNDKND
SPECIAL MOVESWS+1m1013~14-5~-4+5~+6+5~+6
SPECIAL MOVESWS+1, 2m, m10,1213~14-12~-11Launch (JG?)Launch (JG?)
SPECIAL MOVESWS+2m2516~17-18~-17CSCSHoming
SPECIAL MOVESWS+3m2421~23-5~-3KNDKNDHoming, Tail spin
SPECIAL MOVESWS+4m1311~12-3~-2+8~+9+8~+9
SPECIAL MOVESWS+4, 4m, m13,1611~12-15~-14-4~-3s-4~-3s
SPECIAL MOVESWS1+2m2513~14-9~-8+11g / +23w+11g / +23wWall crush
SPECIAL MOVESFC+d/f+3+4m (TC)2423s cs1~ ar13~-11sKNDKND
SPECIAL MOVESSS+3m2323(32~)-7CSCS
SPECIAL MOVESSS+1+2h2516~17 (25~)-3~-2KNDKNDTail spin
SPECIAL MOVESOpponent Down d+3+4On grounded opponent(l)2023-12-1-1
SPECIAL MOVESOdd frame f, n (SSL)(Special)23
SPECIAL MOVESEven frame f, n (SSR)(Special)23
SPECIAL MOVESf, n, D/F+2h2011~12 (14~)-10~-9Launch (JG?)Launch (JG?)
SPECIAL MOVESf, n, d/f+2h2311~12 (13~)+5~+6Launch (JG?)Launch (JG?)
SPECIAL MOVESf, n, d/f+1m3022~24 (24~) ar22~-16~-14LaunchLaunch
SPECIAL MOVESf, n, d/f+3h (TJ)4018~27 (20~) js10~-9~0KNDKND
SPECIAL MOVESf, n, d/f+4l1516(18~)-23-3s (KND)KND
SPECIAL MOVESf, n, d, D/F(Special)16(18~)
SPECIAL MOVESf, n, d, D/F+2h2311~12 (15~)-10~-9Launch (JG?)Launch (JG?)
SPECIAL MOVESf, n, d, d/f+2h2311~12 (14~)+5~+6Launch (JG?)Launch (JG?)
SPECIAL MOVESf, n, d, d/f+1m?3022~24 (25~) ar22~-16~-14LaunchLaunch
SPECIAL MOVESf, n, d, d/f+3h (TJ)4018~27 (21~) js10~-9~0KNDKND
SPECIAL MOVESf, n, d, d/f+4l1516(19~)-23-3s (KND)KND
SPECIAL MOVESf, n, d, d/f+4, 4l, l15,1216(19~)-23KNDKND
SPECIAL MOVESf, n, d, d/f+4, 1l, m15,2716(19~)-16KNDKND
SPECIAL MOVESin rage u/b+1+2 (to DVK)m (DVK)20 pc5~-6KNDKND
SPECIAL MOVESDVK u/b+1+2(Special)16(19~)
SPECIAL MOVESDVK 1+2h!4042~KNDKNDKND
SPECIAL MOVESDVK 3+4! (TJ)3069a~KNDKNDKND
SPECIAL MOVESDVK 3+4, 3+4(Special) (TJ), ! (TJ)30113a~KNDKNDKND
SPECIAL MOVESDVK f+4m2019~20+4~+5s+7~+8s (+15~+16)KND
SPECIAL MOVESDVK f+1+2m?2122~23-9~-8CSCS
SPECIAL MOVESDVK d/f+1m1115~16-7~-6+9~+10+9~+10
SPECIAL MOVESDVK d/f+1, 2m, m11,1115~16-12~-11Launch (JG?)Launch (JG?)
SPECIAL MOVESDVK u or u/f+1+2 (Sky)!2620~32KNDKNDKND
SPECIAL MOVESDVK f, F+2m20, 1516(17~)-12Throw(CS)Throw(CS)
SPECIAL MOVESDVK f, n, d, d/f+1m3022~24 (25~) ar22~-16~-14LaunchLaunch
SPECIAL MOVESDVK f, n, d, d/f+1 When hit U/Fm, (throw)30,1522~24 (25~) ar22~-16~-14Throw(KND)Throw(KND)
SPECIAL MOVESDVK f, n, d, D/F+2m2311~12 (15~)-10~-9Launch (JG?)Launch (JG?)
SPECIAL MOVESDVK f, n, d, d/f+2m2311~12 (14~)-6~-5Launch (JG?)Launch (JG?)
SPECIAL MOVESDVK f, n, d, d/f+4l1516(19~)-23-3s (KND)KND
SPECIAL MOVESDVK f, n, d, d/f+4, 1l, m15,2716(19~)-16KNDKND
SPECIAL MOVESDVK f, n, d, d/f+4 , 1, f, n, d, d/f+1l, m, m15,27,20ar22~-17~-15LaunchLaunch
SPECIAL MOVESDVK f, n, d, d/f+4 , 1, f, n, d, d/f+1 When hit U/Fl, m, (throw)15,27,20,15ar22~-17~-15Throw(KND)Throw(KND)
SPECIAL MOVESDVK f, n, d, d/f+4, 4l, l15,1222~-23KNDKND
SPECIAL MOVESDVK SS+2m2517~18 (26~)-22~-21LaunchLaunch
SPECIAL MOVESDVK d+1+2 (Opponent Down)l(On grounded opponent)2022~30-16~-8KNDKND
BASIC MOVESBASIC MOVES
#2CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
BASIC MOVES1h710=+1=+8=+8
BASIC MOVES2h1212-3=+8=+8Rage art
BASIC MOVES3h1414-8=+4=+4
BASIC MOVES4h1812-9=+2CS
BASIC MOVESf+1h710=+1=+8=+8
BASIC MOVESf+2m(h or m punch parry)2520 pc8~19-12KNDKNDPower crush
BASIC MOVESf+3m2219~20-13~-12=+5~+6=+23g(KND)
BASIC MOVESf+4m2019~20=+4~+5s=+7~+8sKND
BASIC MOVESd/f+1m1115~16-7~-6=+9~+10=+9~+10
BASIC MOVESd/f+2m2214-12=+5CS(13)Homing
BASIC MOVESd/f+3m1318~19-7~-6=+9~+10=+9~+10
BASIC MOVESd/f+4m1013~14-9~-8=+2~+3=+2~+3
BASIC MOVESd/b or d+1Sm (TC)510s cs4~-5=+6=+6
BASIC MOVESd+2Sm (TC)811s cs4~-4=+7=+7
BASIC MOVESd+3l (TC)1216s cs4~-17-3-3
BASIC MOVESd+4l (TC)712s cs4~-13-2-2
BASIC MOVESd/b or d+1Sm (TC)510s cs4~-5=+6=+6
BASIC MOVESd/b+2m2020s-9sKNDKND
BASIC MOVESd/b+3l (TC)1419~20s-12~-11-1~0=+7~+8s
BASIC MOVESd/b+4l1820~21-12~-11=+4~+5=+17g
BASIC MOVESb+1h1311~12-10~-9=+1~+2=+1~+2
BASIC MOVESb+2m1214~15-8~-7=+4~+5=+4~+5
BASIC MOVESb+3h2018~19-8~-7=+3~+4=+3~+4
BASIC MOVESb+4h2019~20-5~-4=+16~+17kgKNDTail spin, Homing
BASIC MOVESu/b or u or u/f+1m (TJ)1218 js9~-8=+3=+3
BASIC MOVESu/b or u or u/f+2h1715~16-12~-11=+9~+10g=+9~+10g
BASIC MOVESu/b+3m (TJ)2521 js9~-17KNDKND
BASIC MOVESu or u/f+3m (TJ)2519~20 js9~-9~-8KNDKND
BASIC MOVESu/b+4m (TJ)15-19-8-8
BASIC MOVESu or u/f+4m (TJ)1625~27 js9~-12~-10-1~+1-1~+1
BASIC MOVESu/f, n+4m2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
BASIC MOVESWS+1m1013~14-5~-4=+5~+6=+5~+6
BASIC MOVESWS+2m2516~17-18~-17CSCSHoming
BASIC MOVESWS+3m2421~23-5~-3KNDKNDHoming, Tail spin
BASIC MOVESWS+4m1311~12-3~-2=+8~+9=+8~+9
BASIC MOVESWS+1+2m1212~13-2~-1=+9~+10=+9~+10
BASIC MOVESFC+1Sm (TC)510s cs1~-5=+6=+6
BASIC MOVESFC+2Sm (TC)1811s cs1~-4=+7=+7
BASIC MOVESFC+3l (TC)1216s cs1~-17-3-3
BASIC MOVESFC+4l (TC)1012s cs1~-15-4-4
BASIC MOVESSS+1h710(11~)=+1=+8=+8
BASIC MOVESSS+2h1212(13~)-3=+8=+8
BASIC MOVESSS+3m2323(32~)-7CSCS
BASIC MOVESSS+4h1812(13~)-9=+2CS
BASIC MOVESSS+3+4h1414(15~)-8=+4=+4
BASIC MOVESBT 1 or 2h158-8=+3=+3
BASIC MOVESBT 3 or 4h2510-8KNDKND
BASIC MOVESBT d+1 or 2Sm1010s cs1~-2=+9=+9
BASIC MOVESBT d+3 or 4l1210s cs1~-11=+3=+3

To character select | Kazumi / King

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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