Difference between revisions of "Samurai Shodown/Kazuki Kazama"

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(Dash Normals)
 
(44 intermediate revisions by 3 users not shown)
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==Introduction==
 
==Introduction==
Short character intro, can be serious or a meme one, up to the editor. If you go for the latter, limit the jokes to this section only.
+
In spirit, Kazuki hearkens back to his incarnation in Samurai Shodown V Special, having good movement speed, a fairly decent poking game, high damage with the right resources, and a powerful air game, as well as a few funny tricks in his back pocket. His transition over to this game has given him some improved ground normals, a very fast and semi-flexible WFT, and a great boost to his damage potential in Rage, making him a great character for fighting up close or even a little bit at midrange if you counterpoke well.
 +
 
 +
However, Kazuki still has a lot of the same weaknesses from VSP, too. If he's kept out of close range and doesn't have fireball charges, he has a fairly weak fireball game, and he's still a relatively close-range character. Though he can still do great damage without having fireball charges stocked, he's still dependent on them for some of his best damage, and almost all his special moves, while powerful, tend to be unsafe on block.  
  
 
{|  
 
{|  
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|- style="vertical-align:top;text-align:left"
 
|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
 
| style="width: 50%;"|
*Strength 1
+
* Good mobility
*Strength 2
+
* Good pokes, counterpokes, and air normals
 +
* High damage with Rage and or stocked up fireballs for combos
 +
* WFT has decent range and is fairly fast for its reach
 +
 
 
| style="width: 50%;"|
 
| style="width: 50%;"|
*Weakness 1
+
* Lacks range and can struggle to get in against characters with better buttons
*Weakness 2
+
* Specials highly punishable if misused, especially fireball charge
 +
* Loses out on some of his best damage if he doesn't have resources
 +
* Needs good spacing to confirm into combos or certain special moves
 
|-
 
|-
 
|}
 
|}
  
 
==Data==
 
==Data==
<!--To make changes to this section, go to character's subheader in Samurai_Shodown/System_Data-->
+
<!--To make changes to this section, go to Kazuki's subheader in Samurai_Shodown/System_Data-->
 
{{#lst:Samurai Shodown/System Data|Kazuki Data}}
 
{{#lst:Samurai Shodown/System Data|Kazuki Data}}
  
 
==Gameplan==
 
==Gameplan==
Similar to the Strategy section of the 5sp wiki pages. List character's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.
+
Kazuki tends to play a sort of in-and-out game, but mostly prefers close range. When he's up close, n.5A, n.2A, and n.5B are all relatively oppressive tools that convert into 623S on hit, giving him a knockdown and time to charge a fireball with 214K. Since it moves him forward, his 5D can be used to annoy people much like Charlotte's can, but can also be canceled into special moves; a classic Kazuki gimmick is going into 421S after 5D in order to catch an opponent trying to mash out on you. He can also get a charge off of his 6D, though it being a bit slower makes this somewhat rare.
 +
 
 +
Kazuki also has excellent conversion options from throw; when at midscreen or even if he pushes the opponent to the corner, he can get a 66B and convert into 623S, or even into a longer combo provided he has level 2 fireball charge.
 +
 
 
===Neutral===
 
===Neutral===
 
===Okizeme===
 
===Okizeme===
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===Near Slashes===
 
===Near Slashes===
 
<!--Optional section. Most near normals can be skipped if they are the same as their far counterparts-->
 
<!--Optional section. Most near normals can be skipped if they are the same as their far counterparts-->
====== <font style="visibility:hidden" size="0">n.5A</font> ======
 
{{MoveData
 
|image=SS_Kazuki_n5A.png
 
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====== <font style="visibility:hidden" size="0">n.5B</font> ======
 
====== <font style="visibility:hidden" size="0">n.5B</font> ======
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}}
 
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====== <font style="visibility:hidden" size="0">n.2A</font> ======
 
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====== <font style="visibility:hidden" size="0">n.2B</font> ======
 
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====== <font style="visibility:hidden" size="0">n.2C</font> ======
 
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  {{AttackData-SS2019
 
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  |unarmed=
 
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Line 501: Line 420:
 
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  {{AttackData-SS2019
 
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Line 524: Line 443:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
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Line 547: Line 466:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
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Line 570: Line 489:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
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Line 594: Line 513:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
  |damage=
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  |damage=50
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+
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  |startup=
+
  |startup=6
 
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  |active=
 
  |recovery=
 
  |recovery=
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+
  |hitAdv=-5
 
  |backhitAdv=
 
  |backhitAdv=
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+
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  |clash=  
Line 617: Line 536:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
  |damage=
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  |damage=50
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+
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  |backhitAdv=
 
  |backhitAdv=
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+
  |blockAdv=-9
 
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Line 640: Line 559:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
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Line 663: Line 582:
 
|data=
 
|data=
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
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  |damage=50
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+
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+
  |blockAdv=-10
 
  |cancel=
 
  |cancel=
 
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  |clash=  
Line 692: Line 611:
 
  |version=Neutral / Forward
 
  |version=Neutral / Forward
 
  |damage=  
 
  |damage=  
  |guard=
+
  |guard=Throw
  |startup=
+
  |startup=3
 
  |active=
 
  |active=
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+
  |recovery=74
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+
  |hitAdv=+20
 
  |backhitAdv=
 
  |backhitAdv=
 
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  |blockAdv=
Line 709: Line 628:
 
  |version=Back
 
  |version=Back
 
  |damage=  
 
  |damage=  
  |guard=
+
  |guard=Throw
  |startup=
+
  |startup=5
 
  |active=
 
  |active=
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+
  |recovery=74
  |hitAdv=
+
  |hitAdv=+25
 
  |backhitAdv=
 
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  |blockAdv=
Line 733: Line 652:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=  
+
  |damage=70
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+
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+
  |startup=20
 
  |active=
 
  |active=
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+
  |recovery=43
  |hitAdv=
+
  |hitAdv=+2
 
  |backhitAdv=
 
  |backhitAdv=
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+
  |blockAdv=-11
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
Line 762: Line 681:
 
  |startup=
 
  |startup=
 
  |active=
 
  |active=
  |recovery=
+
  |recovery=38
 
  |hitAdv=
 
  |hitAdv=
 
  |backhitAdv=
 
  |backhitAdv=
Line 770: Line 689:
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Universal dodge.
+
  |description=Universal dodge. Invincible frames 1~10 and strike invincible frames 11~16.
 
  }}
 
  }}
 
}}
 
}}
Line 904: Line 823:
 
  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=350(420,490)
  |guard=
+
  |guard=HL
  |startup=
+
  |startup=1+14
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=KD (+68)
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-41
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
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  {{AttackData-SS2019
 
  {{AttackData-SS2019
 
  |version=
 
  |version=
  |damage=
+
  |damage=700
  |guard=
+
  |guard=HL
  |startup=
+
  |startup=10+20
 
  |active=
 
  |active=
 
  |recovery=
 
  |recovery=
  |hitAdv=
+
  |hitAdv=KD (+54)
 
  |backhitAdv=
 
  |backhitAdv=
  |blockAdv=
+
  |blockAdv=-45
 
  |cancel=
 
  |cancel=
 
  |clash=  
 
  |clash=  
 
  |deflect=  
 
  |deflect=  
 
  |unarmed=
 
  |unarmed=
  |description=Available only once per match.
+
  |description=Available only once per match. Invincible frames 1~10.
 
  }}
 
  }}
 
}}
 
}}
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==Videos==
 
==Videos==
Link to character videos and specify year it was produced or patch version in brackets.
+
Link to Kazuki videos and specify year it was produced or patch version in brackets.
  
 
Example: Kazuki combo video by "name of content creator" (2019).
 
Example: Kazuki combo video by "name of content creator" (2019).
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==External Links==
 
==External Links==
*[https://twitter.com/hashtag/SS_KA?src=hash #SS_KA on Twitter]
+
<!--To make adjustments to Kazuki's hashtag go to Samurai_Shodown/FAQ-->
 +
*Twitter hashtag: {{#lst:Samurai Shodown/FAQ|Kazuki Hashtag}}
  
 
{{SS2019}}
 
{{SS2019}}

Latest revision as of 13:52, 8 December 2019

Kazuki Kazama
風間 火月, Kazama Kazuki

Introduction

In spirit, Kazuki hearkens back to his incarnation in Samurai Shodown V Special, having good movement speed, a fairly decent poking game, high damage with the right resources, and a powerful air game, as well as a few funny tricks in his back pocket. His transition over to this game has given him some improved ground normals, a very fast and semi-flexible WFT, and a great boost to his damage potential in Rage, making him a great character for fighting up close or even a little bit at midrange if you counterpoke well.

However, Kazuki still has a lot of the same weaknesses from VSP, too. If he's kept out of close range and doesn't have fireball charges, he has a fairly weak fireball game, and he's still a relatively close-range character. Though he can still do great damage without having fireball charges stocked, he's still dependent on them for some of his best damage, and almost all his special moves, while powerful, tend to be unsafe on block.

Strengths Weaknesses
  • Good mobility
  • Good pokes, counterpokes, and air normals
  • High damage with Rage and or stocked up fireballs for combos
  • WFT has decent range and is fairly fast for its reach
  • Lacks range and can struggle to get in against characters with better buttons
  • Specials highly punishable if misused, especially fireball charge
  • Loses out on some of his best damage if he doesn't have resources
  • Needs good spacing to confirm into combos or certain special moves

Data

  • Damage Taken: 105%
  • Rage Duration: 6 seconds
  • Fastest Rage Meter Gain

Gameplan

Kazuki tends to play a sort of in-and-out game, but mostly prefers close range. When he's up close, n.5A, n.2A, and n.5B are all relatively oppressive tools that convert into 623S on hit, giving him a knockdown and time to charge a fireball with 214K. Since it moves him forward, his 5D can be used to annoy people much like Charlotte's can, but can also be canceled into special moves; a classic Kazuki gimmick is going into 421S after 5D in order to catch an opponent trying to mash out on you. He can also get a charge off of his 6D, though it being a bit slower makes this somewhat rare.

Kazuki also has excellent conversion options from throw; when at midscreen or even if he pushes the opponent to the corner, he can get a 66B and convert into 623S, or even into a longer combo provided he has level 2 fireball charge.

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 5 - 16 +1 -2 Yes - No -


5B
5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 HL 11 - 34 -3 -12 Yes - Yes -


5C
5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
260 HL 18 - 60 -3 -16 No - Yes -


2A
2A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 7 - 18 +1 -2 Yes - No -


2B
2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 HL 13 - 36 -3 -12 Yes - Yes -


2C
2C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 HL 12 - 43 -4 -28 No - Yes -


Near Slashes

n.5B
n.5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 HL 8 - 31 -3 -12 Yes - Yes -


n.5C
n.5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
220 HL 15 - 45 -3 -28 No - Yes -


Kicks

5D
5D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 HL 9~13 - 26 -2~+2 -5~-1 No - No -


6D
6D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 L 13 - 36 KD(+101) -13 Yes - No -


2D
2D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 L 5 - 19 -2 -5 No - No -


3D
3D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 L 12 - 41 KD(+95) -13 No - No -


Dash Normals

66A
66A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 HL 7 - 30 -3 -8 No - No -


66B
66B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 HL 9 - 32 -3 -35 Yes - Yes -


66C
66C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 HL 9 - 49 KD(+95) -18 No - Yes -


66D
66D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 L 11~14 - 40 KD(+95) -13~-10 No - No -


Air Normals

j.A
j.A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 H 8 - - - - - - - -


j.B
j.B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 H 10 - - - - - - - -


j.C
j.C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 H 13 - - - - - - - -


j.D
j.D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 H 8 - - - - - - - -


Unarmed Normals

u.5S
u.5S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 HL 6 - - -5 -10 - - - Yes


u.2S
u.2S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 HL 6 - - -4 -9 - - - Yes


ju.S
ju.S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 H 6 - - - - - - - Yes


u.66S
u.66S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 HL 5 - - KD -10 - - - Yes


Universal Mechanics

Guard Break
Guard Break (Throw)
5/6C+D / 4C+D Neutral / Forward Throw Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral / Forward - Throw 3 - 74 +20 - - - - -

Universal throw. Can be followed up with an attack.

Back - Throw 5 - 74 +25 - - - - -

Universal throw. Can be followed up with an attack.


Surprise Attack
Surprise Attack (Overhead)
5B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 H 20 - 43 +2 -11 - - - -

Universal overhead.


Dodge
Dodge
5A+B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - 38 - - - - - -

Universal dodge. Invincible frames 1~10 and strike invincible frames 11~16.


Counter / Blade Catch
Counter / Blade Catch
236A+B Counter Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed - - - - - - - - - - -

Universal counter. Allows you to follow up with a guaranteed attack of your own. The follow up depends on the strength of the attack you counter. If you counter a heavy slash, your opponent will be disarmed.

Disarmed - - - - - - - - - - -

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level used.


Rage Explosion
Rage Explosion
5A+B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - -

Unblockable pushback attack.


Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Has projectile invulnerability and anti-airs. Damage scales up based on remaining health.


Special Moves

Token Special Move
Token Special Move
Add input in numpad notation Token Caption (Optional)
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - -

Token Special Move description. For more info on how to add rekkas, stance moves, etc. go to Template:MoveData for examples.


Supers

Weapon Flipping Technique

WFT Name
236B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
350(420,490) HL 1+14 - - KD (+68) -41 - - - -

Available only during Max Rage or Rage Explosion. Disarms on hit.


Super Special Move

SSM Name
641236C+D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
700 HL 10+20 - - KD (+54) -45 - - - -

Available only once per match. Invincible frames 1~10.


Combos

List combos, use numpad notation.

Midscreen

Corner

Videos

Link to Kazuki videos and specify year it was produced or patch version in brackets.

Example: Kazuki combo video by "name of content creator" (2019).

Colors


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWuYashamaruYoshitora