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Kazuya — character information

Every Kazuya move in Tekken 8: 57 rows, 8 lows, 4 throws, 6 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Kazuya is low-heavy (18.1% of the movelist is lows) and punishable on their mids (21% of their highs and mids are -15 or worse). Everything else about them sits inside the roster's normal range.

  • Neutral throws417th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Kazuya: 4 throws from neutral — 17th of 41. The roster median is 4.

  • Plus on block4.9%41st of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Kazuya: 4.9% of the movelist is plus on block — 41st of 41. The roster median is 11%.

  • Lows18.1%6th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Kazuya: 18.1% of the movelist is lows — 6th of 41. The roster median is 13.8%.

  • CH launchers1028th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Kazuya: 10 moves launch on counter hit — 28th of 41. The roster median is 12.

  • Stances132nd of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Kazuya: 1 stance: DVK — 32nd of 41. The roster median is 2.

  • Homing224th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Kazuya: 2 homing strikes — 24th of 41. The roster median is 3.

  • Wall / balcony25%19th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Kazuya: 25% of the movelist carries a balcony break or wall crush — 19th of 41. The roster median is 24.8%.

  • Floor breakers317th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Kazuya: 3 strikes break the floor — 17th of 41. The roster median is 2.

  • Side switches039th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Kazuya: 0 moves switch sides on hit — 39th of 41. The roster median is 2.

  • Chip damage13.9%23rd of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Kazuya: 13.9% do chip damage on block — 23rd of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Kazuya: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids38th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Kazuya: 3 mids at i13 or faster — 8th of 41. The roster median is 2.

  • Parries / sabaki125th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Kazuya: 1 parry or sabaki — 25th of 41. The roster median is 2.

  • Launchable lows46.2%18th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Kazuya: 46.2% of their lows are -15 or worse — 18th of 41. The roster median is 37.5%.

  • Launchable mids/highs21%4th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Kazuya: 21% of their highs and mids are -15 or worse — 4th of 41. The roster median is 10.9%.

  • Turn-keeping pokes36.4%18th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Kazuya: 36.4% of their pokes stay plus on hit and safe on block — 18th of 41. The roster median is 35.5%.

  • Duckable highs22.9%16th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Kazuya: 22.9% of the movelist is highs — 16th of 41. The roster median is 21.3%.

  • Low crushes11.8%24th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Kazuya: 11.8% of the movelist jumps over lows — 24th of 41. The roster median is 12.8%.

  • High crushes9.7%21st of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Kazuya: 9.7% of the movelist ducks under highs — 21st of 41. The roster median is 9.7%.

  • Safe evasions39.3%32nd of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Kazuya: 39.3% of their evasive moves are still safe when blocked — 32nd of 41. The roster median is 45.5%.

  • Fast plus on block1.4%32nd of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Kazuya: 1.4% of the movelist is plus on block at i15 or faster — 32nd of 41. The roster median is 2%.

  • Safe poke damage12.625th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Kazuya: their average safe poke does 12.6 damage — 25th of 41. The roster median is 13.2.

  • Follow-ups per move0.6719th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Kazuya: 0.67 follow-ups per standalone move — 19th of 41. The roster median is 0.61.

Shading shows where Kazuya sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Kazuya reaches it on 2 of 23.

Your back to the wall

25% of their moves carry wall or balcony properties, about the roster middle.

Their back to the wall

Nothing documented gets them out. No move of Kazuya's switches sides on hit, so a corner you win stays won — the escape has to come from movement, which this data cannot see.

Centre stage

Stepping is largely available. Only 2 strikes of 144 moves are marked homing, below the roster middle, and 1 of those is a mid — a short enough list to learn by sight.

On a breakable floor

3 strikes break the floor, a little above the roster middle.

Key Kazuya moves

Plus on block

  • f,f,F+3Leaping Side Kicki22, mid, +6 on block
  • SS.1+2Elkeidsituationali19, high, +5 on block
  • f,n,d,df+1+2Parricide Fisti24, mid, +5 on block
  • f,n,d,df#2Electric Wind God Fisti14, high, +5 on block, slower in practice than its published startup

Plus you cannot ignore

  • f+4Right Splits Kicki19, mid, +4 on block

Fastest mids

  • 1+2Acute Paini12, mid, -13 on block
  • db+1i13, mid, -10 on block
  • df+4i13, mid, -9 on block

Lows, safest first

  • b+3,1,4from b+3 (i18), low ending a string that opens high, -10 on block
  • db+3Sliding Low Kicki19, low, -12 on block, too fast to see coming
  • db+4Stature Smashi20, low, -12 on block, borderline — some players react to it
  • b+3,1,4,3Reign of Terrorfrom b+3 (i18), low ending a string that opens high, -13 on block

Special lows

  • d+2Crouch Straighti11, special low, -4 on block, too fast to see coming
  • FC.2Crouch Straightsituationali11, special low, -4 on block, too fast to see coming
  • BT.d+1situationali10, special low, -5 on block, too fast to see coming
  • d+1Crouch Jabi10, special low, -5 on block, too fast to see coming

Panic buttons

  • f+2Soul Thrusti20, absorbs a hit, -12 on block
  • f+1+2Glorious Demon God Fisti25, parries, -9 on block
  • uf+3Searing Edgei19, jumps lows, -9 on block
  • f,n,d,df+1Thunder God Fisti20, jumps lows, -16 on block

Launches on counter-hit

  • 1,2,4,3Twin Fang Double Kickfrom 1 (i10), counter-hit +69a
  • df+2Abolishing Fisti14, counter-hit +59a
  • f+3Oni Front Kicki17, counter-hit +54a(+23)
  • SS.3Shattered Spinesituationali23, counter-hit +50a

Homing

  • SS.1+2Elkeidsituationali19, homing, +5 on block
  • b+4Flash Tornadoi17, homing, -5 on block
  • ws3Engetsusensituationali21, homing, -5 on block
  • df+2Abolishing Fisti14, homing, -12 on block

Parries and sabaki

  • f+1+2Glorious Demon God Fisti25, Parries high and mid punches

Free launches for you

  • BT.d+3situationali12, -15 on block
  • d+4Crouch Chin Kicki12, -15 on block
  • FC.4Crouch Shin Kicksituationali12, -15 on block
  • df+4,4Tsunami Kickfrom df+4 (i13), -15 on block
What Kazuya punishes you with
Kazuya’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,1,225 launches—
−12 or worse1,1,225 launchesws4,429
−13 or worse1,1,225 launchesws1,222 launches
−15 or worsedf+1,431 launchesws1,222 launches
What you get to do about Kazuya’s strings

Duck it and the whole string whiffs

  • 12 follow-ups, all high

Fuzzy guard candidates

  • b+2,4high, 3f before b+2,2

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • 1,2,4,3interrupt with i13
  • 1,2,2~3interrupt with i21
  • df+3,2,1*interrupt with i27

Do not try to duck these

  • 1,1jails — you stay in blockstun
  • 1,2jails — you stay in blockstun
  • 1,2,2jails — you stay in blockstun
  • b+3,1jails — you stay in blockstun
  • df+3+4,1jails — you stay in blockstun
  • …and 2 more

Steps out of a string, in wavu’s words

  • 1,2,2~3“Whiffs vs SS from 2nd block”
  • 1,2,4,3“Whiffs vs SSL from 3rd block”

Jailing is unrecorded on 88% of Kazuya’s string continuations, so a string missing from the last list was probably never checked.

Getting into Kazuya’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Kazuya there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

DVK — 15 moves out of it

No move in the movelist names DVK as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

0 of the 1 stance in Kazuya’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Kazuya has 4 throws that can start from neutral.

Default break: 1+2. It covers 2 of 4 breakable throws (50%).

What 1+2 does not cover, most damaging first:

  • 1+3 Double High Sweep — breaks with 1 or 2, 35 damage
  • 2+4 Lightning Crash — breaks with 1 or 2, 35 damage
Kazuya neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Double High Sweep1 or 235—Against sidestepping
2+4Lightning Crash1 or 235—Against sidestepping
FC.db+1+2Gates of Hell1+240——
uf+1+2Stonehead1+235—At a wall

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 153 moves
Level
Properties

153 moves

Search any column from its heading.

Kazuya frame data — 153 moves
DetailsProperties
(back to wall).b,b,ubWall Jumping AttackMid29-1+45d (-13)—25
1JabHigh10+1+8—5—
1,1—Highi15 rel-1+6—,6—
1,1,2Flash Punch ComboMidi13 rel-17+20a (+15)—,14—
1,1,2,DVK.DDevil InfernoThrowi30?i5?i5?i5? rel—+0d—,8—
1,1,2,DVK.FDevil BreakThrowi30?i5?i5?i5? rel—+5d BT—,8—
1,2One Two StrikeHighi10 rel-3+8—,8—
1,2,2Back Fist ComboHighi17 rel-12+4—,12—
1,2,2~3Twin Fang Shattered SpineMidi23 rel-9+6—,23—
1,2,4Twin Fang Stature SmashLowi23~24 rel-14-3+0c,18—
1,2,4,3Twin Fang Double KickMidi32 rel-2+24a (+15)+69a,25
1+2Acute PainMid ⋯12-13+13a—5,20
1+2+3+4Ki Charge—————-—
1+3Double High SweepThrow12~14+0+2d—35
2Right JabHigh12-3+8—12—
2,2Double Back FistMidi24~25 rel-8+7+50a,24—
2+3Heat BurstMid16+1+2c—[12;12]
2+4Lightning CrashThrow12~14+0+0d—35
3Face KickHigh14-8+4—12—
3,1Face Kick to JabHighi19 rel-1+7—,10—
3,1,4Agony SpearMidi21~22 rel-6+8+40d (+32),17
4RoundhouseHigh12-9+2+27d18—
4~3Demon ScissorsMid ⋯31~33-11-1a—18,17
b+1—High11-10+1—10—
b+1,2Sokushitsu GodaMidi20 rel-14+9 (+0)—,20
b+1+2Kumo KiriMid22-8 HD+5—21
b+1+4Lightning Screw UppercutMid63—+20a(+10)—60—
b+2—Mid14-8+4—12—
b+2,2—Midi25 rel-10+1—,14—
b+2,2,1+2Danzui RaizanbaHighi28~32 rel-8+38d (-20)—,20
b+2,4—Highi22 rel-3+8—,12—
b+2,4,1Rampaging DemonMidi19 rel-14+11a (+2)—,22
b+3—High18-8+3—15—
b+3,1—Highi12 rel+0+6—,10—
b+3,1,4—Lowi16 rel-10+7—,10—
b+3,1,4,1Demon's WrathMidi15 rel-14+15a (+6)—,15
b+3,1,4,3Reign of TerrorLowi20 rel-13+1—,12—
b+4Flash TornadoHigh17-5 HD+16g—20
Back throwReverse Neck ThrowThrow12~14—+3d—50—
BT.1—High8-3+8—15—
BT.3—High10-8+8—18—
BT.d+1—Low sl10-5+6—15
BT.d+3—Low12-15-4—6
BT.u+3—Mid9-12+19a (+9)—18
d+1Crouch JabLow sl10-5+6—5
d+1+2Nejiri UrakenLow23-14+3c+27a20
d+1+2,BNejiri Uraken to Cancel—— rel———,0
d+2Crouch StraightLow sl11-4+7—8
d+3Crouch Spin KickLow16-17-6—10
d+4Crouch Chin KickLow12-15-4—6
db+1—Mid13-10+0—7—
db+1,2GoutsuikenMid ⋯i20 rel-19 HD+9a (-8)—,8,15
db+2Lion SlayerMid18-4+7c+27d23
db+3Sliding Low KickLow19~20-12-1+7c14
db+4Stature SmashLow20-12+4+17g18—
df+1Entrails SmashMid15~16-7+9—11
df+1,2Slaughter HookHighi18 rel+0+9c—,20
df+1,4Slaughter High KickHighi16~17 rel-11+42a—,20
df+1,df+2Slaughter UppercutMidi22~23 rel-8+18cg+32a (+22),22
df+2Abolishing FistMid14-12+5+59a22
df+3Impaling KneeMid18~19-7+9—13
df+3,1Impaling Knee Elbow SlashHighi22~23 rel-7+15g+13c,17
df+3,2—Midi20 rel-11+5—,13—
df+3,2,1Impaling Knee Twin ThrustMidi25 rel-14+8a (-1)+25,21
df+3,2,1*Impaling Knee Twin SkewerMidi46 rel+11 g+10a (+1)—,25
df+3+4—Mid ⋯18-8+0—7,9—
df+3+4,1—Midi11~12 rel-11+1—,15—
df+3+4,1,2Kyogeki GoutsuikenMid ⋯i20~21i7~9 rel-19+7a (-10)—,14,25
df+4—Mid13~14-9+2—10—
df+4,4Tsunami KickMidi15~16 rel-15+0c—,16
DVK.1+4Roar of the DevilMid21~31-9+3a—27
DVK.3+4Devil BlasterMid60~90—-49c~-19c—30
DVK.db+3+4Devil ImpactLow24-19+2—(10)—
DVK.f,F+2Chaos InfernoMid ⋯16-9+0d—20,20
DVK.f,n,d,df+1DamnationMid ⋯20~22-16-5d—23,15
DVK.f,n,d,df+3Tempest BlasterHigh ⋯18~27-2 to +8+0d—30,20
DVK.OTG.db+1+2Grand InfernoLow24~29-13~-8+13a (+1)+16d20
DVK.SS.2Devil TwisterMid17~18-15+76a—25
DVK.u+1+2Air InfernoHigh18~35———27—
DVK.ub+1+2InfernoHigh41~56—-12c~+3c—40—
DVK.uf+1,3Devil TrampleMidi30 rel-9+17a (+0)—,20
f,(even numbers frames).nMist Step (Right Side)———————
f,(odd numbers frames).nMist Step (Left Side)———————
f,f,F+3Leaping Side KickMid22~25+6+13a(+3)—30
f,f,n,2—High—-10+1—10—
f,f,n,2,1—High— rel-10+1—,8—
f,f,n,2,1,2—High— rel-10+1—,6—
f,f,n,2,1,2,2—Mid— rel-24-13—,7—
f,f,n,2,1,2,2,3—High— rel-25+5—,6—
f,f,n,2,1,2,2,3,4—Mid— rel-19-19c—,11—
f,f,n,2,1,2,2,3,4,4—Low— rel-25-14—,5—
f,f,n,2,1,2,2,3,4,4,3—Low— rel-25-14—,5—
f,f,n,2,1,2,2,3,4,4,3,2—Mid— rel-19KND—,25—
f,f,n,2,1,2,2,3,4,4,3,2,1—Mid— rel-LNCLNC—,30—
f,f,n,2,1,4—Mid— rel-16-5—,7—
f,f,n,2,1,4,4—Mid— rel-15-14c—,10—
f,f,n,2,1,4,4,2—Mid sm— rel-10+1—,5—
f,f,n,2,1,4,4,2,4—Mid— rel-16-5—,7—
f,f,n,2,1,4,4,2,4,3—Low— rel-25-14—,5—
f,f,n,2,1,4,4,2,4,3,2—Mid— rel-19-KND—,25—
f,f,n,2,1,4,4,2,4,3,2,1—Mid— relLNCLNC—,30—
f,F+2Devil FistMid16-9+13c—20
f,F+3Left Splits KickMid20-3+46a—21
f,F+4Devil's Steel PedalMid17~18-9+5+29a(+23)22—
f,n,d,DFWind God Step———————
f,n,d,df#2Electric Wind God FistHigh11~12+5+39a (+29)—23
f,n,d,df+1Thunder God FistMid20~22-16+29a (+19)—23
f,n,d,df+1+2Parricide FistMid24+5+25a (+15)—33
f,n,d,df+2Wind God FistHigh11~12-10+39a (+29)—20—
f,n,d,df+3Hell LancerHigh18~27-9+12a (+2)—30
f,n,d,DF+4Spinning DemonLow16-23-3c+20a15—
f,n,d,DF+4,1Spinning Demon > Left HookMidi26 rel-16+16a (+7) / +17a (+10)—,24 (16)
f,n,d,DF+4,1,DVK.1Abyss DamnationMid ⋯i24~26 rel-19-5d—,17,15
f,n,d,DF+4,1,DVK.1,BSpinning Demon to Left Hook > Thunder God FistMidi24~26 rel-19+26a (+16)—,17
f,n,d,DF+4,4Illusive DemonHighi30~31 rel-9+17a (+8) / +10a (+9)—,27 (18)
f,n,DFMist Step to Wind God Step———————
f+1+2Glorious Demon God FistMid25-9+11a(+2)—20
f+2Soul ThrustMid20-12+13a(+4)—23
f+3Oni Front KickMid17-13+5+54a(+23)22
f+4Right Splits KickMid19~20+4+7c+31d20
FC.1Crouch JabLow sl10-5+6—5
FC.2Crouch StraightLow sl11-4+7—8
FC.3Crouch Spin KickLow16-17-6—10
FC.4Crouch Shin KickLow12-15-4—6
FC.db+1+2Gates of HellThrow12~14-6-3d—40—
FC.df+3+4Tombstone CrusherMid23-11+11a—24
H.2+3Omega CrashLow ⋯18-14+0d—9,14 (20),17 (34)
Left throwSteel Pedal DropThrow12~14-3+0d—40
OTG.d+3+4Oni StompLow23-12-1—25—
R.df+1+2Demonic CatastropheMid20-18+0d—55+
Right throwSkull SmashThrow12~14-3-4d—40—
SS.1+2ElkeidHigh19~20+5+26g—25
SS.3Shattered SpineMid23-7+16a (+7)+50a23
SS.4—Mid15-6+4—14
SS.4,1HanetoguroMidi21~22 rel-13+21a (+12)—,22
ub+1—Mid18-12-1-112
ub+1+2InfernoHigh41~56—-7c~+8c—32
uf,n,4Delayed Rising Toe KickMid23-13+32a(+22)—20
uf+1Raijen UrakenMid20-7+3+316—
uf+1+2StoneheadThrow12~14+0+26d (+8)—35
uf+2HookHigh15-12+9—17
uf+3Searing EdgeMid19-9+17(+9)—25
uf+4—Mid25-12-1—16
uf+4,4—Low— rel-23+29a—,12—
uf+4,4,4—Low— rel-23+17a (+10)—,10—
uf+4,4,4,4Roundhouse > Triple Spin KickMid— rel-17+19a (+12)—,20
ws1UppercutMid13-5+5—10—
ws1,2Twin PistonsMidi22 rel-12+73a(+57)—,12
ws1+2Fujin UrakenMid13-9+8+24a25—
ws2Demon God FistMid16-18+57a—25
ws3EngetsusenMid21-5+20a(+11)—24
ws4Toe SmashMid11~12-3+8—13—
ws4,4Tsunami KickMidi15~16 rel-15+0c—,16—