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Samurai Shodown VI/Kazuki

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Samurai Shodown VI

OverviewDataReplays

Introduction

Kazuki has received a few nerfs from V Special, such as his far medium slash no longer being special cancellable, Level 1 fireballs not being advantageous enough to link from and his exploding pants being turned into a counter. To make up for this he has two new specials: a firey dash based off of his WFT in V Special, and an overhead that hops over low pokes. Additionally, his anti-okizeme fireball now homes in on the opponent instead of travelling in a straight line. To make up for his VSP WFT being turned into a special, he now has Enja's, and it's been buffed. Looking past these changes Kazuki is still a great character, and the explosive rewards you can get from taking a moment to charge are just as plentiful, no thanks to this game's universal damage nerf not impacting him all that much.

Data

  • Dash type: Run
  • Damage taken: 108%
  • Rage retention: 225 (4th Highest)
  • Rage duration: 6 seconds (Shortest in the game)
  • Kazuki's throw has only 44 frames of recovery rather than the standard 50.
  • Kazuki's deflect can not be counter hit.
  • Kazuki's Continuous Slash is throw invulnerable during startup. This also applies to Nakoruru, Rera, and Ukyo.

Gameplan

The gist of Kazuki's gameplan is about finding opportunities to charge (214D), which he can do so for up to three levels. With enough charges, Kazuki can win zoning wars easily with multi-hit fireballs with 236B, net greater punishes from a distance with 214S or make 623S both a more threatening anti-air and combo ender. Furthermore, he can sacrifice his charges to deter opponents from doing okizeme on him. However, charging wastes time. The safest moments you can charge such as after landing 623S are also moments when you could be spacing yourself or preparing a mixup. A vital skill as a Kazuki player is determining when to charge and when to keep your momentum going. From there, Kazuki must then figure out how he's going to use the charge he has accumulated, whether it is best to press an advantage in neutral with them or save them for highly-damaging combos.

With or without charges, Kazuki is mainly going to be playing a hit-and-run game which takes advantage of his above-average mobility. For ranged pokes, his 5B and jB are effective on the ground and in the air respectively (he can use Triangle Get Off to space his jB vertically if he is cornered), but outside of these pokes Kazuki is a bit cut for range. Instead, Kazuki relies on his fast run and backdash to dart in and out of range, with his low-hitting 3D being complemented with his new high-profile overhead (236D) and his 66B and 66C both serving as effective punishes. All of these give knockdowns. Kazuki may also go on the offense with his jC, which can serve as both a ghetto anti-air and a heavy jump-in. If Kazuki is at fullscreen his only real threat is his fireball, which is only as threatening as the amount of charge he spends. 236A is a slow fireball which can force a move from the opponent, but given how little vertical space it takes up it can be avoided easily by jumps, slides, rolls and other evasive manuevers. 236B, a faster, two-hit fireball, will not only blow through most other fireballs but has more vertical reach, locking down more options from the opponent. 236AD is usually not worth wasting all of your resources for on its own, but it is a very fast, damaging punish from anywhere which is much safer than any Level of your forward lunge. 236C, a fast, three-hit fireball, is usually unnecessary for fireball wars and is instead best used to extend combos into well over 40% damage as Kazuki has enough frame advantage after hitting with this to run in and hit with 66C, or better yet a 66B combo if the opponent is in the corner. Combo damage with enough charges is precisely what makes Kazuki scary, but without anything degenerate to force his way in, Kazuki will have to play the footsies game with his dashes. Exploding Pants (421D) is no longer a reversal but a counter, so Kazuki can no longer rely on that move to keep the opponent honest.

IV Spirit is easily Kazuki's best Spirit choice by far as Continuous Slashes are strongly beneficial for charge management. CS 2 into 623S is above-average damage on its own and given the nature of Continuous Slashes any extra charge you use is guaranteed to hit. Normally, Kazuki would have to waste two stocks on 236C for equivalent damage and typically from a starter which doesn't give you much time to hit confirm. Furthermore, Kazuki's Continuous Slash starter is the fastest in the game at a blistering 7f startup. Yunfei's is just as fast but his whiffs on crouchers while Kazuki's doesn't. Finally, the loss of exploding pants as a reversal means that dodges, circle step and Rage Explosion come in handy as defensive options. II Spirit can also be used as a more gimmicky choice, not only because he can take advantage of roll cancels for some niche punishes and counters that IV Spirit can't get but also because he can use his once-per-match Secret Move to give him three charges instead of just one at the soonest chance you get, giving you an immediate threat when performed during the time where you would normally get one charge. Furthermore, his already good WFT gets buffed by it's ability to break weapons, making it a more threatening anti-air/combo ender.

Normal Moves

Far Slashes

  • 5A - Short elbow. Worse priority than 2A but it's a frame faster and special cancelable.
  • 5B - A far-reaching poke which recoils on block.
  • 5C - Big outward slash for good damage. While its horizontal range is nothing to write home about, the upswing in the later active frames has a strong vertical hitbox and is a strong anti-air against spaced jump-in attempts. n5C lacks this vertical reach, so be mindful at close range.
  • 2A - Kazama jab. Useful for its short startup, great priority and quick recovery. Can be low profiled.
  • 2B - Slow, lower reaching version of 5B.
  • 2C - A fast, high damage grounded uppercut. Can be used as a risky but rewarding anti-air against combo jump pressure. Special cancels, making it an excellent close range punish, but with significant pushback and a delayed cancel window that limits followups out of corner. This will still combo into 236C and 236D at any range.

Near Slashes

  • n5B - Combo starter. Punish with this move if 2C isn't fast enough.
  • n5C - Slightly faster than 5C.
  • n2B - This strongly resembles the far version, which definitely isn't good given its atrocious speed and it has even worse frame data on hit. However, this move is actually special cancellable.

Kicks

  • 5D - A hopping knee attack. Immediately immune to throws on its startup though it cancels and combos into your ground specials.
  • 6D - An outlier to the other Kazama 6Ds. While it's still a standing low with the same animation, Kazuki's is faster but causes a soft knockdown instead of giving him frame advantage for link combos. Not really that useful.
  • 2D - Your fastest low and an option for tick throws.
  • 3D - A low-hitting sweep. Curiously, this has the exact same frame data as 6D, but it low profiles and reaches further, making it wholly superior.

Dash Normals

  • 66A - Running 5A.
  • 66B - Running n5B. Doesn't recoil cancel. A devastating option for punishes if you have at least two stocks.
  • 66C - Running 5C without the recoil cancel, but not only is it faster but its range is boosted by the momentum of Kazuki's run. The late vertical hitbox makes for an excellent dashing/run under anti-air.
  • 66D - Running 3D. A terrible move that is slow to come out and easily punished, especially by Hyper Slash. Your running mixup should be frame traps with 66B into fireball, not this move.

Air Normals

  • njA - Kazuki puts his fists down, occupying the area in front of him for a long amount of time. Fast startup as well means this is a reliable defensive tool if you need one.
  • jA - Jumping Kazama jab and a solid air-to-air.
  • njB - Has less active frames than jA but does a bit more damage. The best part about jA is precisely its active frames, however. Ignore this move.
  • jB - A fast, long-reaching air-to-air which will cover ranges your jC will not.
  • jC - Vertical attack which covers a fat area in front of you and above you. Can be combo'd from easily if it hits low enough. Arguably not as useful as Enja's jC given Kazuki's jump is higher and floatier, but it is still one of his best options for checking jumps.
  • jD - Weak air-to-air. May be used as a tick throw or lead into some other mixup due to its low hitstop and good priority.

Unarmed Normals

  • u5S - Same as 5A.
  • u2S - Same as 2A.
  • u66S - Same as 66A but it knocks down and pushes back a fair distance.
  • juS - Same as jA.

Hyper Slash (I)

  • A+B - Essentially his 5C.

Command Moves

Triangle Jump - j9 near wall

  • Kazuki normally doesn't need to use this but it can be used to escape the corner easily, considering Kazuki does not have a reversal anymore.

Triangle Get Off - j3 near wall

  • Can be used to give you a short hop jB and jC for poking/jump-ins when you are cornered.

Special Moves

Soul Burner - 236S/AD

  • Kazuki's fireball and perhaps his most charge-dependent special. All versions hover above ground and travel in a straight line, but at different speeds depending on the version.
  • 236A is Kazuki's slowest fireball and is useful for that alone. It's not an amazing fireball by any means, but it's something Kazuki can throw out at a distance if he needs to. It can be slided under by plenty of low profile attacks such as Sogetsu's 3D and it's actually negative on hit when performed up close given the lengthy recovery.
  • 236B has been nerfed in that it takes Kazuki longer to recover after firing it, leaving him unable to convert from it with a running attack for instance. However, the fact this is a two-hit fireball means it will blow through the ubiquitious one-hit fireballs present in this game, and furthermore Kazuki is actually left advantageous on hit at point blank. Think of this as an EX fireball and save it for fireball wars as such.
  • 236C gives you three hits and plenty of frame advantage to work with. It's normally a waste to use this in fireball wars, as this gives Kazuki important conversions into his most damaging combos.
  • 236AD will launch one big fireball at the opponent. It travels so fast that Kazuki himself recoils back for a hard knockdown. This will eat up any standard projectile, deals a great amount of damage and causes a soft knockdown on hit.

Exploding Death - 623S/AD

  • Fast anti-air hitgrab with well-above average priority. It's not fully invincible, however, and it's quite unsafe on block. The main use for this move is as a damaging combo ender, as it is easy to combo into and it results in a hard knockdown. Kazuki recovers a little before the opponent hits the ground.
  • Each Level will increase the damage output and launch the opponent back a greater distance. All Levels will give you time to charge before the opponent recovers. New to this game is that Kazuki will waste charge with this move depending on which strength you use even on block or whiff, while before the move would only use charge on hit. 623A leaves the opponent close to Kazuki, but if you use this opportunity to charge you will only have a small amount of advantage to work with, which may instead be useful for okizeme or for buying yourself space. Knowing when to focus on spacing, mixups or meter management in situations like these is something which defines how you play the character.
  • 623S will no longer juggle the opponent during State Of Nothingness. Instead they will fall down at a normal speed.

Flames Crush - 214S/AD

  • Kazuki's WFT from V Special, now a special move. Kazuki will quickly light up in flames and make a sprint from fullscreen. If he makes contact with the opponent they will be pushed far away for a soft knockdown. Kazuki, however, will also be pushed away, landing on his back in a hard knockdown state. He is able to perform Flaming Backdraft during this state. This move is no longer invincible at any Level and can be stuffed easily with a displaced poke. As such, it is primarily used for long range punishes.
  • Each Level will add an extra after-image to Kazuki's sprint, increasing its hitbox size and the amount of hits.
  • Deals less damage and gives much worse oki than equivalent levels of 623S/AD, with the opponent recovering first if they tech.

Flames Of Disaster - 214D

  • The most important move in his kit. This is how Kazuki levels up the three moves listed above. Kazuki takes a moment to charge a fireball which will follow behind him but will not have any hitbox. He can charge this fireball up to three times. This moves takes less time to complete than in the games prior, but it is still easily punishable in neutral if the opponent is looking for it.
  • When performed while maxed out, Kazuki will take an extra moment to recover as he looks in confusion.

Raging Flames Kick - 236D, can be done unarmed (Samurai Drive)

  • Kazuki leaps forward a great distance and does a jumping kick. If it hits a grounded opponent, then Kazuki will continue kicking for decent damage across twelve hits, with the last hit kicking the opponent away for a soft knockdown. This is an overhead which can leap over lows, and is a solid recoil cancel option against opponents who like to poke with low attacks. Furthermore as this is your only unarmed special, it is useful for helping you to get your weapon back.

Annihilating Flames - 421D

  • Exploding pants. This move has been changed into a counter which will activate if the hitbox of any slash attack comes into contact with it. It still has startup invincibility to strikes. Upon activation, Kazuki will explode, reappearing a few steps behind where he was.

Flaming Backdraft - AD during a knockdown, requires charge

  • Anti-okizeme tool which sacrifices your current charge to send it at the opponent. This move can be used at any point while Kazuki is knocked down. New to this game is that, instead of charging in a straight line, this fireball will actually home in on the opponent, although it still travels at a snail's pace. Even if the opponent blocks it that's still plenty of frame advantage you're working with just for getting knocked down.
  • Each Level of fireball will deal successively more damage, but Level 3 will additionally launch the opponent back for a soft knockdown.

Toy Transformation - 6321464E (II)

Supers

Enja Awaking - 236AB, cancellable with ABCD

  • Bust-Kazuki's WFT with faster startup, allowing it to combo from more starters while still retaining its upper body invincibility. The increased startup furthermore makes it a dependable anti-air. You can cancel it early with ABCD but either way Kazuki will fall into a slump for a moment.

Super Flames Of Disaster - 4632BC (II), 236BC (VI) (Samurai Drive)

  • Enhanced 214D. Regardless of the current level, Kazuki will charge his fireball to Level 3. Nothing special will happen if he is already at Level 3, but you will have just squandered your Secret Move so don't do that. If you are running II Spirit then this can be used early enough in each round to create an immediate threat for yourself the second you have a moment to charge, but be mindful that this still takes as much time to charge as 214D.

Combos

Standard Combos

  • 5A 623S - Quick combo into 623S for damage and hard knockdown.
  • n5B/n2B/66B/2C/5D 623S/214B/214AD/236AB - Standard combos into enders that can give you okizeme/charge time (623S), damage (214B/214AD), or the ability to disarm your opponent (236AB). 2C 236AB only works in the corner due to its pushback.
  • n5B/n2B/66B/2C/5D 236C, 66C/214S - Two-charge conversion that works at all ranges, can cost three charges if you end with 214B.
  • n5B/n2B/66B/2C/5D 236C, 66B 623S/236AB - Corner-only two-charge conversion, can cost three charges depending on what you choose to end it with.
  • n5B/n2B/66B/2C/5D 236AD - Easier to land than the combos above if you have three charges and leaves you at a much greater distance.

Continuous Slash (IV)

  • A+B BBC 623S - Basic Continuous Slash combo into hitgrab.
  • A+B BBC 623AD/236AB - With three charges, his Continuous Slash II into 623AD becomes the most lethal practical combo in the game. You get good okizeme and at minimum one charge to begin his damage output again. You can also go into WFT to disarm your opponent.

Frame Data - Provided by Tekitogate

Attack Startup On Hit On Standing Block On Crouching Block Notes
5A 7 +3 -1 +4
2A 8 -1 -5 0
66A 6 -2 -6 -1
j8A 6 N/A N/A N/A
j7A/j9A 8 N/A N/A N/A
n5B 9 -6 -8 -3
n2B 17 -12 -8 -3
5B 11 -3 -8 -3
2B 17 -7 -8 -3
66B 8 -2 -14 -9
j8B 16 N/A N/A N/A
j7B/j9B 10 N/A N/A N/A
n5C 15 +1~+2 -20 -15
5C 16 -10~-9 -20 -15
2C 12 -2~-1 -20 -15
66C 8 KD -28 -23
jC 11 N/A N/A N/A
5D 14 -1 -13 -8
6D 16 KD N/A -7
2D 5 -2 N/A -1
3D 16 KD N/A -7
66D 10 KD N/A -2
jD 8 N/A N/A N/A
Hyper Slash 26 KD -62 -52
Continuous Slash 7 N/A -20 -15

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External Links

Samurai Shodown VI

OverviewDataReplays

Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha