Kazuya — Ultimate Frame Data (2024)

Jab Attacks

Kazuya — Ultimate Frame Data (1)

Jab 1

6

22

--

Transitions to Jab 2 as early as frame 9 if it doesn't connect

3.0

5

5

--

-11

6—7

15

Kazuya — Ultimate Frame Data (2)

Jab 2

7

26

--

Transitions to Jab 3 as early as frame 9 if it doesn't connect

3.0

5

4

**

-15

7—8

18

Kazuya — Ultimate Frame Data (3)

Jab 3

7

30

--

Transitions to jab 4 as early as frame 8 if it doesn't connect

2.0

4

3

--

-20

7

23

Kazuya — Ultimate Frame Data (4)

Jab 4

10

39

--

Transitions to Jab 5 as early as frame 12 if it doesn't connect

3.0

5

4

--

-25

11—12

27

Kazuya — Ultimate Frame Data (5)

Jab 5

12

39

--

Transitions to Jab 6 as early as frame 14 if it doesn't connect

3.0

5

4

--

-23

12

27

Kazuya — Ultimate Frame Data (6)

Jab 6

23

52

--

Transitions to Jab 7 as early as frame 24 if it doesn't connect

4.0

5

5

--

-24

24—25

27

Kazuya — Ultimate Frame Data (7)

Jab 7

15

42

--

Transitions to Jab 8 as early as frame 16 if it doesn't connect

1.5

4

3

--

-24

14

28

Kazuya — Ultimate Frame Data (8)

Jab 8

18

46

--

Transitions to Jab 9 as early as frame 18 if it doesn't connect

1.5

4

3

--

-25

18

28

Kazuya — Ultimate Frame Data (9)

Jab 9

16

48

--

Transitions to Jab 10 as early as frame 17 if it doesn't connect

5.0

6

6

--

-26

16

32

Kazuya — Ultimate Frame Data (10)

Jab 10

29

70

--

Unblockable

12.0

Unblockable

Unblockable

--

Unblockable

29

41

Final HitKazuya — Ultimate Frame Data (11)

Flash Punch Combo (Final Hit)

A, A, *delay*, A

7

36

--

First two hits are Jab 1 and Jab 2. Inputting the third A press on frame 10 of Jab 2 is the earliest possible that you get this. Windbox active on frames 2-6.

9.0

7

9

--

-20

7—10

26

Tilt Attacks

Kazuya — Ultimate Frame Data (12)

Forward Tilt (Oni Front Kick)

12

40

--

Leg intangible on frame 12-16

14.5

10

11

--

-17

12—16

24

First KickKazuya — Ultimate Frame Data (13)Second KickKazuya — Ultimate Frame Data (14)

Down-Forward Tilt (Tsunami Kick)

10/26

36/54

--

Second number is only if you press the button again. Leg intangible on frame 8-11 and 26-28 for the axe kick. Second kick's first active frame technically ignores shields, but hits aerial oppenents only (yes, this is weird).

7.0/10.5

7/8

7/14

--

-19/-14

10—11/14—16

20

Kazuya — Ultimate Frame Data (16)

Down-Back Tilt (Stature Smash)

13

39

--

Leg intangible on frame 13-15

9.0

7

14

--

-12

13—15

24

Kazuya — Ultimate Frame Data (17)

Back Tilt (Flash Tornado)

11

34

--

Upper body and leg intangibility on frame 7-13

15.0

10

14

--

-9

11—13

21

Kazuya — Ultimate Frame Data (18)

Up-Back Tilt (Jump Side Kick)

14

39

--

Front leg intangible on frames 7-17, back leg on frames 7-21. Can autocancel on frame 24 to make the move +2 on shield on backward slants.

13.5

9

12

--

-13

14—17

22

First HitKazuya — Ultimate Frame Data (19)Second HitKazuya — Ultimate Frame Data (20)

Up Tilt (Twin Pistons)

9/24

29/52

--

Second number is only if you press the button again. Upper body intangible on frame 4-10, or 4-24 if you input the second hit and arm intangibility lasts until 26.

6.0/10.0

6/8

6/10

--

-14/-18

9—10/14—16

13

First HitKazuya — Ultimate Frame Data (21)Second HitKazuya — Ultimate Frame Data (22)Third HitKazuya — Ultimate Frame Data (23)Fourth HitKazuya — Ultimate Frame Data (24)

Up-Forward Tilt (Roundhouse to Triple Spin Kicks...)

14/30/49/67

42/64/81/100

--

Legs intangible on frame 4-16

6.0/3.0/10.5

6/5/8

6/6/10

first/multi/final

-22/-28/-26/-23

14—16/11—12/16—17/14—16

25

Kazuya — Ultimate Frame Data (25)

Demon's Wrath (Side Taunt)

18/31/47/62

89

--

--

6.0/3.0/6.0

6/5/6

6/4/6

first/multi/final

-21

7—10

79

Crouching Attacks

Kazuya — Ultimate Frame Data (26)

*Crouching* Down-Forward Tilt (Tombstone Crusher)

14

50

--

Invulnerable on frame 5-14, leg and arm intangible on frame 5-19. Kazuya must be crouching for at least six frames to access this move

16.5

10

16

--

-20

14—16

34

Kazuya — Ultimate Frame Data (27)

*Crouching* Down Tilt (Crouch Jab)

7

26

--

Lower hitbox only hits downed opponents. Arm intangible on frame 6-8. Can transition to another Crouch Jab on frame 16. Kazuya must be crouching for at least six frames to access this move.

5.0

6

6

--

-13

7—8

18

Kazuya — Ultimate Frame Data (28)

*Crouching* Down-Back Tilt (Crouch Spin Kick)

11

35

--

Leg intangible on frame 11-16. Kazuya must be crouching for at least six frames to access this move.

11.0

8

15

--

-9

11—16

19

Dash Attacks

Kazuya — Ultimate Frame Data (29)

Double Dash Attack (Left Splits Kick)

F, F, A (66A)

13

40

--

Leg intangible on frame 7-15. Reflects on frames 7-17.

18.0

10

17

--

-10

13—15

25

Kazuya — Ultimate Frame Data (30)

Dash Attack

15

47

--

Legs intangible on frame 4-7. Back leg intangible on frame 13-19

14.0/16.0

10/10

13/14

Close/Far

-19

15—16(17—19)

28

Smash Attacks

Kazuya — Ultimate Frame Data (31)

Forward Smash

25

67

--

10.0% Damage based Armor on frame 7-24. Charge hold on frame 5.

23.0/26.0

13/14

25/28

Close/Far

-16/-13

25—26

41

Kazuya — Ultimate Frame Data (32)

Up Smash

12

47

--

Arm intangible on frame 12-17. 6.0% damage based Armor on frame 7-11. Charge hold on frame 5.

19.0/15.0

11/10

13/10

Early/Late

-22

12—13(14—16)

31

Kazuya — Ultimate Frame Data (33)

Down Smash

17

46

--

Arm intangible on frame 17-19. 6.0% damage basedArmor on frame 7-15. Charge hold on frame 2.

17.0/15.0/13.0/11.0

10

13

Clean Hand, Late Grounded Hand / Clean Arm, Late Grounded Arm / Late Aerial Hand / Late Aerial Arm

-16

17—18(19)

27

Input Attacks

Kazuya — Ultimate Frame Data (34)

Demon God Fist (Uncrouching Attack)

Crouch, then release crouch and press A while standing

13

40

--

Upper body intangible on frame 2-6 and arm intangible on frame 13-14. Press Neutral A within 19 frames of releasing crouch for this move to come out.

12.0

21

11

--

-16

13—14

26

Kazuya — Ultimate Frame Data (35)

Wind God Fist

F, D, DF, A (623A)

8

35

--

Upper body intangible on frame 1-7. Arm intangible on frame 8-11. Deals .5% less damage (13%) to airborne opponents.

13.5

9

14

--

-13

8—11

24

Kazuya — Ultimate Frame Data (36)

Electric Wind God Fist

F, D, DF, A (623A) [With exact timing and DF+A being simultaneously pressed]

8

35

--

Invulnerable on frame 1-8. Intangible on 1-3 upper body, 4-8 full body, and 9-12 arm. When blocked, the opponent is forcibly pushed out of their shield, but takes no damage. Deals .5% less damage (14%) to airborne opponents.

14.5

10

--

--

--

8—11

24

Kazuya — Ultimate Frame Data (37)

Dragon Uppercut

F, D, DF, Hold A (623, Hold A)

5+15

47

--

5 frames of WGF/EWGF precede this move's startup. Invulnerable on frame 1-5. Upper body intangible on frame 7-11. Invulnerable on frame 12-19. Upper body intangible on frame 20-22.

22.0/18.0/16.0/14.0

19

10

Early/Mid/Late/Latest

-22

15(16/17/18-20)

27

Kazuya — Ultimate Frame Data (38)

Spinning Demon to Left Hook

F, D, DF, B (623B)

10/34

66

--

Invulnerable on frame 4-9

7.0/14.5

7/10

7/13

--

-19

10—12/34—36

30

Aerial Attacks

Kazuya — Ultimate Frame Data (39)

Neutral Air

8

28

7

Autocancels on frame 25 onward

11.0/9.0/8.0/6.0

8/7/6

4/4/3

Clean Spike / Clean Hand / Clean Arm / Late

-3/-3/-4

8—9(10—16)

Kazuya — Ultimate Frame Data (40)

Forward Air

8

30

10

Autocancels on frame 25 onward

13.0/10.0

9/8

5/4

Early/Late

-5/-6

8—9(10—14)

Kazuya — Ultimate Frame Data (41)

Back Air

11

45

10

Autocancels on frame 1-4 and 35 onward

16.0/14.0/10.0

10/8

6/4

Clean Sweet / Clean Sour / Late

-4/-6

11—13(14—18)

Kazuya — Ultimate Frame Data (42)

Up Air

4

33

8

Leg intangible on frame 4-9. Autoacancels on frame 30 onward

12.0(9.0)

9

5

--

-3

4—6(7—9)

NormalKazuya — Ultimate Frame Data (43)LandingKazuya — Ultimate Frame Data (44)

Down Air

17/19

57

35

Autocancels on frame 50 onward

6.0/15.0/10.0

6/10

*/5

First/Second/Landing

-30

17—18/19—39/1—2

Special Attacks

Kazuya — Ultimate Frame Data (45)

Neutral B (Devil Blaster)

27

82

--

Shieldstun is 4 on all types of lasers when not blocked at point blank range.

11.0 / 12.0 / 10.0

13/13/12

11/12/10

normal/up/down

-31/-30/-33

27—43

Devil Blaster, Air

27

67

--

Shieldstun is 4 on all types of lasers when not blocked at point blank range.

10.0 / 11.0 / 9.0

12/13/11

10/11/9

normal/up/down

-18/-16/-20

27—43

GroundKazuya — Ultimate Frame Data (46)AirKazuya — Ultimate Frame Data (47)

Side B (Devil Fist)

16

66 (68 Air)

--

Invulnerable on frame 6-9. Kazuya does not suffer hitlag from this attack, but does suffer shieldlag. Hitting a shield stops him and forces 38-45 endlag, it seems that close hits suffer less endlag.

11.0/6.0

8/6

10/6

close/far

-32?? to -39??

16/17—22

Kazuya — Ultimate Frame Data (48)

Up B (Devil Wings)

12

66

24

Endlag can be cancelled if you land prematurely (like going up to the top battlefield platform)

18.0 / 16.0 / 13.0 / 10.0 / 7.0

10...7

16...7

early...latest

-38

**

Ground GrabKazuya — Ultimate Frame Data (49)Air GrabKazuya — Ultimate Frame Data (50)FallingKazuya — Ultimate Frame Data (51)LandingKazuya — Ultimate Frame Data (52)

Down B (Heaven's Door)

14

49 (59 in air)

--

10% damage based Armor on frame 5-13. 39 endlag from a successful ground slam, or 40 if you land on the same ground.

17.0

--

--

--

--

**

GrabKazuya — Ultimate Frame Data (53)FallingKazuya — Ultimate Frame Data (54)LandingKazuya — Ultimate Frame Data (55)

Rage Drive (Non Input)

14

57 (42 throw)

--

Replaces Down-B during rage effect. 39 endlag from a successful ground slam, or 40 if you land on the same ground. Intangible frames 1—4, Super Armor frames 5—13.

12.6 / 14.3

--

--

--

--

14—15

Grab (Input)Kazuya — Ultimate Frame Data (56)FallingKazuya — Ultimate Frame Data (57)Landing (Input)Kazuya — Ultimate Frame Data (58)

Rage Drive (Input)

F, D, DF, Hold A/B (623 Hold-A/B)

10

54 (42 throw)

--

39 endlag from a successful ground slam, or 40 if you land on the same ground. Intangible frames 1—3, Super Armor frames 4—10.

**

--

--

--

--

10—13

Grabs / Throws

Kazuya — Ultimate Frame Data (59)

Grab

7

39

--

--

--

7—8

Kazuya — Ultimate Frame Data (60)

Dash Grab

9

43

--

--

--

9—10

Kazuya — Ultimate Frame Data (61)

Pivot Grab

10

43

--

--

--

10—11

GrabKazuya — Ultimate Frame Data (62)SuccessKazuya — Ultimate Frame Data (63)

Gates of Hell (Gates of Hell, Success)

DF, D, DF, Grab (323Grab)

7 (32/80/81)

36 (104)

--

Input sequence is "Down-Forward > Down > Down-Forward > Grab"

-- (10.0/13.0/1.0)

7—8

Kazuya — Ultimate Frame Data (64)

Pummel

5

33

--

Total frames includes 17 frames of hitlag (plus one in 1v1)

3.4

Kazuya — Ultimate Frame Data (65)

Forward Throw

11/39/42

75

--

--

5.0/5.0/2.0

Kazuya — Ultimate Frame Data (66)

Backward Throw

46

83

--

--

14.0

Kazuya — Ultimate Frame Data (67)

Up Throw

14

65

--

Fires Blaster on frame 40

2.0/10.0

Kazuya — Ultimate Frame Data (68)

Down Throw

34/35

54

--

--

7.0/1.0

Dodges / Rolls

Kazuya — Ultimate Frame Data (69)

Crouch Dash

F, D, DF (623)

19

--

Upper body intangible on frame 1-12. Fully intangible on frames 2-4. Does not stale other dodge options. Can be cancelled into both Wind God Fists, Dragon Uppercut, or Spinning Demon. You can cancel Crouch Dash with Jump on Frame 3 via a 6231 input, more information here. You can cancel Crouch Dash on Frame 2 by reseting the stick to neutral, more information here.

Spot Dodge

20/25

--

Intangible on frame 3-17

Forward Roll

29

--

Intangible on frame 4-15

Backward Roll

34

--

Intangible on frame 5-16

Neutral Air Dodge

47

**

Intangible on frame 3-30

Air Dodge, Down

64

**

Intangible on frame 3-21

Air Dodge, Diagonally Down

72

**

Intangible on frame 3-21

Air Dodge, Left/Right

78

**

Intangible on frame 3-21

Air Dodge, Diagonally Up

90

**

Intangible on frame 3-21

Air Dodge, Up

100

**

Intangible on frame 3-21

Misc Info

Stats

Weight — 113

Gravity — 0.108

Walk Speed — 0.66

Run Speed — 1.55

Initial Dash — 1.58

Air Speed — 0.89

Total Air Acceleration — **

SH / FH / SHFF / FHFF Frames — 29 / 34 / 21 / 24

Fall Speed / Fast Fall Speed — 1.7 / 2.72

Out of Shield, Up Air — 11 frames

Out of Shield, Up Smash/Up B — 12 frames

Out of Shield, Neutral Air/Forward Air — 15 frames

Shield Grab (Grab, post-Shieldstun) — 11 frames

Shield Drop — 11 frames (universal)

Jump Squat (pre-Jump frames) — 7 frames (3 frames for every other character)

Ledge Grab

NormalKazuya — Ultimate Frame Data (70)

Ledge Hang

Kazuya — Ultimate Frame Data (71)

Kazuya — Ultimate Frame Data (2024)

References

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