Street Fighter X Tekken/Kazuya

From SuperCombo Wiki
Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Kazuya

Sfxt kazuya face.jpg

Ideal Team Position: Either


As a child, Kazuya was thrown off a cliff by his father Heihachi, due to him being a "weakling". Kazuya managed to climb back up after gaining the power of the Devil. He became a vicious and evil man from then on, hating his father for what he did. Kazuya had a son named Jin Kazama, who hates him as much as Kazuya hates his father. Kazuya has mastered the power of his Devil transformation and has become one of the most powerful characters in the Tekken series.

There’s two ways to play the Cold-Blooded Prince: the easy way, and the dominant way. The easy way involves utilizing the numerous tools at his disposal to confirm into a combo ender or a safe tag into his partner. The dominant way involves mastering the Electric Wind Godfist, a 2- frame input variation of his regular Wind Godfist (wavedash + MP/HP), to blow through opponent’s attacks and confirm into meterless 400+ damage on the regular. The Electric Wind Godfist is not only completely safe on block and invulnerable to anything other than crouching attacks, but it launches the opponent into a juggle state and actually has extra juggle points that the regular Wind Godfist does not. Furthermore, it does more damage than a regular Wind Godfist. If a player can master this difficult technique, he can put an opponent constantly on the defensive in fear that if they do try to start an offense in neutral, they could potentially pay for it dearly. And again, Kazuya has plenty of other options to frustrate opponents like his Rising Sun techniques, the forced 50/50 of his Hellsweep options, numerous overheads that lead to full combos on counterhit, excellent buttons that can frequently be confirmed into safe pressure, and a respectable arsenal of air normals. Whether it be as a setup man or a damage dealer, Kazuya is a capable character on any team.


Strengths Weaknesses
  • Extremely high damage output even without meter and has multiple ways to get that damage.
  • EWGF is a meterless launcher that is safe on block and has upper body and throw invulnerability.
  • Wavedash let's him easily get around fireballs, excluding the low fireballs of Sagat and Juri.
  • Several safe tag options to get partner in.
  • Solid normals to play footsies with.
  • Multiple mix up options to keep the opponent guessing.
  • High execution requirement in order to get the most out of the character.
  • Characters with strong fast low attacks can limit some of Kazuya's options.
  • Reversal options either lose to lows, or cost meter and the invulnerability does not cover the startup.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Flash Punch Combo
Lp.png ---.png Lp.png ---.png Mp.png
Hardknockdown.png on 3rd hit
Knockdown.png vs airborne on 2nd hit
Agony Spear
Lk.png ---.png Lp.png ---.png Mk.png
Speccancel.png on 3rd hit
Knockdown.png vs airborne on
2nd and 3rd hit
Left Right Combo
Lp.png ---.png Mp.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne in 2nd hit
Demon Slayer
Lp.png ---.png Mp.png ---.png Mp.png
Knockdown.png vs airborne on
2nd and 3rd hit
Twin Fang Stature Smash
Lp.png ---.png Mp.png ---.png Mk.png
Low.png on 3rd hit
Knockdown.png vs airborne on
2nd and 3rd hit
Twin Fang Double Kick
Lp.png ---.png Mp.png ---.png
Mk.png ---.png Lk.png
Low.png on 3rd hit
Hardknockdown.png on 4th hit
Knockdown.png vs airborne on
hits 2 - 4
Left Splits Kick
F.png + Lk.png
High.png
Hardknockdown.png vs airborne
Right Splits Kick
F.png + Mk.png
High.png
Hardknockdown.png vs airborne
Oni Front Kick
B.png + Hk.png
High.png
Hardknockdown.png
Demon's Wrath
B.png + Lk.png ---.png Lp.png ---.png
Mk.png ---.png Lp.png
Low.png on 3rd hit
High.png on 4th hit
Knockdown.png on 4th hit
Knockdown.png vs airborne
Reign of Terror
B.png + Lk.png ---.png Lp.png ---.png
Mk.png ---.png Lk.png
Low.png on 3rd hit
Low.png on 4th hit
Hardknockdown.png on 4th hit
Knockdown.png vs airborne
Rampaging Demon
B.png + Mp.png ---.png Mk.png ---.png Lp.png
Knockdown.png vs airborne
Low.png on 1st hit
Hardknockdown.png on 3rd hit
Knockdown.png vs airborne

Throws

Name
Command
Notes
Double Face Kick
F.png or N.png + Lp.png + Lk.png
Throw.png
Skull Smash
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Mist Step
F.png N.png D.png Df.png
   Rising Uppercut
Mist Step ---.png Mp.png or Hp.png
Ex.png
Knockdown.png ;
if performed perfectly, increases
damage and speed of move.
   Dragon Uppercut
Mist Step ---.png Lp.png
Knockdown.png
       Dragon Uppercut to
       Middle Kick
Dragon Uppercut ---.png K.png
High.png
Knockdown.png
       Dragon Uppercut to
       Low Spinning Kick
Dragon Uppercut ---.png D.png + K.png
Low.png
hardknockdown
   Spinning Demon
Mist Step ---.png K.png
Low.png
Hardknockdown.png
       Spinning Demon
Spinning Demon ---.png K.png
Low.png
Hardknockdown.png
       Spinning Demon Hook
Spinning Demon ---.png P.png
High.png
hardknockdown
Rising Sun
Qcb.png + K.png
Ex.png
Low.png on 2nd hit for M.png and H.png
Low.png on 3rd hit for H.png
Knockdown.png on 2nd and 3rd hits
       Roundhouse to Triple Spin Kick
Hk.png or Ex.png Rising Sun ---.png
K.png
Knockdown.png
       Sweep
Ex.png Rising Sun ---.png
D.png + K.png
Low.png
Knockdown.png
Slaughter Hook
Qcb.png + Lp.png
Ex.png ;
Ex.png with Lp.png + Mp.png
High.png on 2nd hit
Groundbounce.png on 2nd hit
Slaughter High Kick
Qcb.png + Mp.png
Ex.png ;
Ex.png with Mp.png + Hp.png
Knockdown.png vs airborne
Devastator
Qcb.png + Hp.png
Ex.png ;
Ex.png with Lp.png + Hp.png
Hardknockdown.png on 2nd hit
Knockdown.png vs airborne
Demon God Fist
Qcf.png + P.png
Ex.png Chrg.png
Hardknockdown.png

Super Combo

Name
Command
Notes
Devil Beam
Qcf.png + 3p.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far\Close LP H 30 4 3 8 +6 +2 SM,EX,SA,CA 1 1 1 -
Far\Close MP H 60 5 4 11 +6 +2 SM,EX,SA,CA 2 1 1 -
Far\Close HP H 90 10 4 17 +4 -1 SM,EX,SA,CA 3 1 1 -
Far\Close LK H 30 5 2 9 +6 +2 - 1 1 1 -
Far\Close MK H 30.40 4 2,2 21 -2 -6 1st hit SM,EX,SA,CA 2,2 1,1 1 -
Far\Close HK H 90 12 4 19 +2 -3 - 3 1 1 -
Crouch LP H 30 4 3 8 +6 +2 SM,EX,SA,CA 1 1 1 -
Crouch MP H 60 5 3 9 +9 +5 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90 6 4 23 -1 -7 SM,EX,SA,CA 3 1 1 Forces standing, Attacking arm crushes airborne attacks frames 8-9
Crouch LK L 30 5 3 8 +6 +2 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 6 5 13 +3 -1 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 6 3 23 hard knockdown -6 - 3 1 - -
Jump LP M 40 4 4 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 5 5 until ground+4 +16 +5 - 2 1 1 -
Jump HP M 100 7 5 until ground+4 +20 +8 - 3 1 1 -
Jump LK M 40 4 5 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 6 3 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 7 8 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 0 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 7 2 19 hard knockdown +1 - - - - Invulnerability frames 1-7, Resembles EX Rising Uppercut
Double Face Kick LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Skull Smash b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Left Splits Kick f+LK M 80 20 5 18 0 -5 - 3 1 0 Forces standing, Ground bounce on crouching counter hit, Hard knockdown on airborne opponent
Right Splits Kick f+MK M 70 16 2 20 +1 -4 - 2 1 0 Forces standing, Ground bounce on crouching counter hit and on airborne opponent
Oni Front Kick b+HK M 110 17 3 26 hard knockdown -11 - 3 1 0 Crumples on crouching counter hit
- LP > LP H 30 8 3 11 +3 -1 - 1 1 0 Knockdown on airborne opponent
Flash Punch Combo LP > LP > MP H 100 9 4 28 hard knockdown -14 - 3 1 0 Knockdown on airborne opponent
Left Right Combo LP > MP H 60 8 4 15 -2 -4 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
Demon Slayer LP > MP > MP H 100 11 4 17 +17 -3 - 3 1 0 Knockdown on airborne opponent, Doesn’t combo
Twin Fang Stature Smash LP > MP > MK L 50 10 3 19 -5 -7 BC 2 1 0 Knockdown on airborne opponent
Twin Fang Double Kick LP > MP > MK > LK M 100 11 3 23 hard knockdown -8 - 3 1 0 -
- LK > LP H 30 8 3 11 +1 -1 BC 1 1 0 Knockdown on airborne opponent
Agony Spear LK > LP > MK H 60 9 4 21 -2 -7 SM,EX,SA,CA 2 1 0 Forces standing, Knockdown on airborne opponent
- b+LK H 50 12 3 16 -2 -4 - 1 1 0 Knockdown on airborne opponent
- b+LK > LP H 50 11 3 17 -3 -5 - 2 1 0 Knockdown on airborne opponent
- b+LK > LP > MK L 60 11 4 16 -3 -5 - 2 1 0 Knockdown on airborne opponent
Demon's Wrath b+LK > LP > MK > LP M 100 13 4 20 hard knockdown -6 - 3 1 0 Knockdown on airborne opponent
Reign of Terror b+LK > LP > MK > LK L 80 10 2 30 hard knockdown -14 - 3 1 0 -
- b+MP L 50 8 3 25 -11 -13 - 2 1 0 Stagger (+13) on crouching counter hit, Knockdown on airborne opponent
- b+MP > MK H 40 13 4 19 -6 -8 - 2 1 0 Knockdown on airborne opponent
Rampaging Demon b+MP > MK > LP H 100 19 5 28 hard knockdown -15 - 3 1 0 Doesn’t combo
Rising Sun LK qcb+LK H 60 17 2 21 +2 -1 - 3 1 0 Lower body projectile invulnerability and airborne frames 4-23
Rising Sun MK qcb+MK "H,L
" 60,20 18 2(14)2 31 knockdown -11 - 3,2 1,0 0 Lower body projectile invulnerability and airborne frames 5-24
Rising Sun HK qcb+HK H,L,L 60,20,20 22 2(14)2(12)2 25 knockdown -5 - 3,2,2 1,0,0 0 Lower body projectile invulnerability and airborne frames 8-28
Rising Sun EX **LC qcb+KK H,L,L 60,20,20 22 2(14)2(12)2 37 knockdown -17 - 3,2,2 1,0,0 0 Invulnerability frames 1-7, Projectile invulnerability frames 8-28
Roundhouse to Triple Spin Kick **LC K during HK or EX Rising Sun M 50 15 3 38 knockdown -19 - 3 4 0 -
Sweep **LC d+K during EX Rising Sun L 50 16 2 35 knockdown -15 - 3 4 0 -
Slaughter Hook qcb+LP H,M 30,60 10 4(12)3 25,29 on wiff ground bounce -13 - 3,4 1,1 0 Second hit only activates on connect
Slaughter Hook EX qcb+LP+MP H,M 80,30 10 4(12)3 21,29 on wiff ground bounce -13 - 3,4 1,0 0 Throw invulnerability frames 1-9, second hit only activates on connect
Slaughter High Kick qcb+MP H 60,70 10 4(16)4 28,29 on wiff -3 -6 - 3,4 1,1 0 Second hit only activates on connect
Slaughter High Kick EX qcb+MP+HP H 80,70 10 4(16)4 28,29 on wiff -3 -6 - 3,4 1,0 0 Strike and throw invulnerability frames 1-9, second hit only activates on connect
Devastator qcb+HP H 60,100 10 4(9)4 20,29 on wiff hard knockdown -6 - 3,4 1,1 0 Second hit only activates on connect
Devastator EX qcb+LP+HP H 80,100 10 4(9)4 20,29 on wiff hard knockdown -6 - 3,4 1,0 0 Strike and throw invulnerability frames 1-9, second hit only activates on connect
Demon God Fist LP **LC qcf+LP H 120 16 2 31 hard knockdown -11 - 5 4 0 Chargeable: 51F for EX Version and 100F for Super Art, Upper body 1 point of armor during frames 8-9, Hits count as projectiles, Crumple on counter hit
Demon God Fist MP **LC qcf+MP H 120 19 2 31 hard knockdown -11 - 5 4 0 Chargeable: 51F for EX Version and 100F for Super Art, Upper body 1 point of armor during frames 11-12, Hits count as projectiles, Crumple on counter hit
Demon God Fist HP **LC qcf+HP H 120 22 2 31 hard knockdown -11 - 5 4 0 Chargeable: 51F for EX Version and 100F for Super Art, Upper body 1 point of armor during frames 11-12, Hits count as projectiles, Crumple on counter hit
Demon God Fist EX **LC qcf+PP H 80,120 19 2(45)12 31 hard knockdown -23 - 3,4 1,5 0 Chargeable: 51F for Super Art, 2 points of armor during frames 2-20, Hits count as projectiles
Mist Step f, n, d, df - - 7 - 27 - - - - - - Upper body projectile invulnerability frames 1-32, Crushes airborne attacks frames 1-32
Rising Uppercut MP or HP during Mist Step H 70 9 2 21 float -1 - 3 1 0 Upper body invulnerability frames 1-10, Lower body crushes standing and airborne attacks frames 1-10
Electric Wind God Fist MP or HP on 1st frame of Mist Step H 100 7** 2 19 float -1 - 6 1 0 Upper body and throw invulnerability frames 1-8, Lower body crushes standing and airborne attacks frames 1-8, ** Gives you a special Mist Step that is Upper body and throw invulnerable, and crushes standing and airborne attacks for 5 frames before Electric Wind God Fist
Rising Uppercut EX PP during Mist Step H 100 7 2 19 float +1 - 4 1 0 Upper body invulnerability frames 1-8, Lower body crushes standing and airborne attacks frames 1-8
Dragon Uppercut **LC LP during Mist Step H 100 5** 11 34 knockdown -23 - 3 1 0 Upper body invulnerability frames 1-4, Lower body crushes standing attacks frames 1-4, Crushes airborne attacks frames 1-15, ** Frame perfect input gives you a special Mist Step that is Upper body and throw invulnerable, and crushes standing and airborne attacks for 6 frames before Dragon Uppercut
Dragon Uppercut to Middle Kick **LC K during Dragon Uppercut M 80 12 3 41 knockdown -22 - 3 4 0 -
Dragon Uppercut to Spin Low Kick **LC d+K during Dragon Uppercut L 70 9 3 28 knockdown -9 - 3 4 0 -
Spinning Demon **LC K during Mist Step L 70 12 2 37 hard knockdown -17 - 3 1 0 -
Spinning Demon EX **LC KK during Mist Step L 70 12 2 37 hard knockdown -17 - 3 1 0 Invulnerability frames 1-11
Spinning Demon Followup **LC K during Spinning Demon L 70 15 2 37 hard knockdown -17 - 4 5 0 -
Spinning Demon Hook **LC P during Spinning Demon M 100 14 4 47 hard knockdown -29 - 4 5 0 -
Devil Beam **LC qcf+PPP H 80,90,60,100 8 2(17)2(14)2 45 hard knockdown -25 - 3,3,3 0,0,0 - 64 frames cinematic freeze before attack begins, Invulnerability frames 1-7, Hits count as projectile
Cross Art **LC qcf+MP+MK H 150+ 10 3 45 switch -26 - 3 - - 66 frames cinematic freeze before attack begins, Invulnerability frames 1-11

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far\Close MP H 42 5 4 22 -5 -9 EX,SA,CA -
Far\Close HP H 63 10 4 31 -10 -15 EX,SA,CA -
Far\Close MK **LC H 21,28 4 2,2 29 -10 -14 1st hit EX,SA,CA -
Far\Close HK **LC H 63 12 4 29 -8 -13 - -
Crouch MP H 42 5 3 23 -5 -9 EX,SA,CA -
Crouch HP **LC H 63 6 4 33 -11 -17 EX,SA,CA Forces standing, Attacking arm crushes airborne attacks frames 8-9
Crouch MK **LC L 42 6 5 21 -5 -9 EX,SA,CA -
Crouch HK **LC L 63 6 3 35 hard knockdown -18 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

DORIYA!!

EWGF Tutorial

Combos

Bread and Butters

  • st.HP x CD > MP, st.HP x CD > LP, LK

(0bar, easy)


Hit Confirm Combos

  • f+LP, MP x CD > MP, st.HP x CD > LP, LK

(0bar, easy)


Post-launch Combos

  • EWGF, st.MP xx EWGF, st.HP xx EWGF, EWGF

(0bar, hard)

  • cr.HP xx EWGF, st.HP xx CD>K

EX charge setup (0bar, hard)

  • st.MP, st.HP xx CD>K

EX charge setup (0bar)


Advanced Combos

Midscreen only: {{ Dp.png + M.png / H.png (Just Frame) x2, st. M.png xxx EWGF, st. H.png xxx EWGF x2}}

Corner only: {{ Dp.png + M.png / H.png (Just Frame) x2, cr. H.png xxx EWGF, cr. H.png xxx EWGF x2}}

Combos Into Supers

  • N/A

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro