JIN KAZAMA:DATA

MOVE LIST & FRAME DATA

The patch notes of SEASON 2 are changed the letter color in 【Notes】.
【Command】
The arrow shaped mark painted () means input over 2F.
The notation like 【】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move

The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Preceding Input is disabled, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means force to Crouching.
B means force Back Toward.
Sd means force Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
"D" means Down. "L" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
CS Crouching Status JS Jump Status
The suffix value of icons means the start-up frame of system status.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.

Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jab
or
H / 7
10F +1 +8 +8
Twin Thrusts

H,H / 7,12
-2 +3 +7 Combo from 1st NH
Left Right Axe Kick

H,H,M / 7,12,20
±0 D D Interruption 10F after 2nd block
Left Right to Spinning Hook Kick

H,H,H / 7,12,30
-4 D D TS
Combo from 2nd CH
Delayable
Combo delayable 7F from 2nd CH
Ni Rengeki

H,H / 7,10
-6 +4 +4 Combo from 1st NH
1st block force to 2nd block
Ni Rengeki to Zenshin

H,H,SP / 7,10
-7 +3 +3 To Zenshin ()
Ni Rengeki to Back Step

H,H,SP / 7,10
-6 +4 +4
Kazama Style 5 Hit Combo (3)

H,H,M / 7,10,10
-1 +4 +4 Combo from 2nd CH
Kazama Style 5 Hit Combo (4)

H,H,M,M / 7,10,10,10
-7 +7 +7 Combo from 3rd NH
Kazama Style 5 Hit Combo

H,H,M,M,L / 7,10,10,10,10
-13 +3 +3 Combo from 3rd NH
Left Jab to Vertical Kick

H,M / 7,20
+6 D D
Feint Kick Combo

H,M,M / 7,20,20
-14 D D Delayable
Left Jab to Low

H,L / 7,7
-12 -1 -1 Combo from 1st NH
Left Jab to Double Low

H,L,L / 7,7,17
-13 +3 D Combo from 2nd CH
Straight

H / 9
10F ±0 +9 +9
Double Thrust

H,M / 9,9
-3 +6 +6 Combo from 1st NH
Double Thrust Roundhouse

H,M,M / 9,9,18
-9 +2 +2 Combo from 2nd CH
Delayable
Combo delayable 9F from 2nd CH
Double Thrust Low Trick Kick

H,M,L / 9,9,20
-31 D D Interruption 16F after 2nd block
Switch Blade

H,H / 9,20
-9 D D TS
Combo from 1st NH
Face Kick

H / 19
14F -7 +4 +4
Kishin Rekko (2)

H,H / 19,7
-1 +7 +7 Combo from 1st NH
Kishin Rekko (2) to Zenshin

H,H,SP / 19,7
+4 +12 +12 Combo from 1st NH
S2 patch
・New move
Kishin Rekko

H,H,L / 19,7,18
-13 +3 D Combo from 2nd CH
Delayable
Combo delayable 9F from 2nd CH
High Right Roundhouse

H / 18
13F -9 +16Sp D 40 HTS
S2 patch
・Opponent reaction on counter hit has changed.
Spinning Flare Kick
】 or 【WS
M / 27
24F -15 D D JS12F
Disable Preceding Input
Start-up 25F in actualy
Meaty 6F in actualy
Start-up 23F (Verh short)
Median Line Destruction

MMH / 5,5,20
12F -14 D D
Kazama Style Turning Leg Strike

H,Th / 10(,24)
20F -9 Th Th PC8F
Damage() is throw bonus
Throw while mid-air enemy hit
Right Elbow

H / 12
16F -5 +4 +4 1st attack of 10 Hit Combo
Left Roundhouse

M / 16
12F -8 +3 +3
Vertical Kick

M / 20
23F +6 D D Disable Preceding Input
Start-up 24F in actualy
Heat Seeker

M,M / 20,20
-14 D D Delayable
Front Thrust Kick

M / 21
16F -8 +4 D 49
Front Thrust Kick to Zenshin

M,SP / 21
-1 +11 D To Zenshin ()
Double Chamber Punch

HH / 14,24
14F -9 D D
Mid Left Punch

M / 10
13F -3 +4 +6 34
Mid Left Punch to High Roundhouse Kick

M,H / 10,18
-9 +10Sp D TS
Combo from 1st NH
Delayable
Combo delayable 7F
Combo delayable 9F from 1st NH
Mid Left Punch to Mid Sidekick

M,M / 10,24
-12 D D S2 patch
・Changed from -11F to -12F on block.
・Opponent closer on hit and block.
Quick Upper

M / 15
15F -7 +4 L 41 Meaty 1F
Left Sidekick

M / 12
14F -16 -5 -5
Left Sidekick to Stinger

M,H / 12,14
-8 +8 +8 Combo from 1st NH
Delayable
Combo delayable 10F from 1st NH
Left Sidekick to Stinger to Zenshin

M,H,SP / 12,14
-7 +9 +9 To Zenshin ()
Left Sidekick to Stinger to Back Step

M,H,SP / 12,14
-8 +8 +8
Right Spinning Axe Kick

M / 20
20F -3 +8C L 42 NH force to crouching
Suigetsu Strike

PAbsorbs,M / 20
23F -12 +6 +6 Absorbs Punch (H/M) during 3 to 12F
Corpse Thrust

M / 24
21F -7 D D WB
S2 patch
・Now induces Wall Bounce on hit.
・Crouch status removed.
Crouch Straight

SM / 8
11F -4 +7 +7 CS4F
To crouching after moving
Knee Popper

L / 7
15F -13 -2 -2
Knee Popper to Sidekick

L,M / 7,10
-16 -1 -1 Combo from 1st NH
Right Sweep

L / 13
16F -12 -1 -1 CS6F
S2 patch
・Changed from -13F to -12F on block.
・Changed from -2F to -1F on hit.
Double Lift Kick

MM / 5,20
15F -19 L L Jump Status after 1st attack
Crouch Jab

SM / 5
10F -5 +6 +6 CS4F
To crouching after moving
Input to standing
Savage Sword (1)

M / 12
16F -10 -4 D +3F after recovery stun
Savage Sword (2)

M,H / 12,11
-12 -7 -7 Combo from 1st NH
Savage Sword

M,H,M / 12,11,21
-9 D D Delayable
Interruption 9F after 2nd block
Punch to Cascade Kick

M,M / 12,23
-8 D D
Left Spinning Back Kick

H / 28
20F -12 D D TSCS4F
Start-up 19F to the root
Right Low Roundhouse

L / 18
20F -13 +3 D
Power Stance to Charging

M(SP) / 0
25F -25 -10 -10 81 To charging
Not charging after hit
Meaty 30F in actualy
Disable Preceding Input after moving
Shun Masatsu (1)

M / 12
15F -11 ±0 ±0
Shun Masatsu

M,M / 12,10
-9 +2 +2 Combo from 1st NH
Delayable
Combo delayable 13F from 1st NH
Left Knee

M / 17
16F -6 +5 D 41
Left Knee to Zenshin

M,SP / 17
15F -2 +9 D To Zenshin ()
Start-up faster than not to Zenshin
Spinning Sidekick

M / 21
17F -7 D D 47
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Jumping Knuckle
or or
M / 12
18F -12 -1 -1 JS9F
Hook
or
H / 17
15F -12 +9 +9
Evading Middle Strike

M / 18
15F -7 +6 D 41
Left Spinning Jump Kick

M / 13
22F -11 +4 D JS9F
Left Spinning Jump Kick
or
M / 17
22F -9 +6 D JS9F
Crumble stun +10F after CH
Rising Toekick

M / 11
15F -20 -8 -8 JS9F
Front Jump Kick

M / 15
15F -13 D L JS9F
Front Jump Kick

M / 13
15F -13 L L JS9F
Avenger

UB(M) / 70
75F D D D Input to Cancel
S2 patch
・Homing decreased.
Delay Rishing Toekick

M / 25
23F -11 L L JS9F
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Demon's Paw

M / 24
14F -8 D D Disable Preceding Input
Start-up 15F in actualy
Left Axe Kick

M / 20
23F +2 D D 46 Disable Preceding Input
Start-up 24F in actualy
Meaty 2F
Left Axe Kick to Left Jab

M,H / 20,5
+1 +7 +7 Connect to
Kazama Style 6 Hit Combo

M,H,H,M,M,L / 20,5,10,10,10,10
-13 +3 +3
Right Axe Kick

M / 19
21F +4C +8C D Disable Preceding Input
Start-up 22F in actualy
Block or NH force to crouching
Meaty 2F in actualy
Evil Intent (1)

M / 15
15F -7 +4 D +11GF after recovery stun
Evil Intent (2)

M,H / 15,10
-5 +6 +6 Combo from 1st NH
Delayable
Combo delayable 9F from 1st NH
Evil Intent

M,H,M / 15,10,20
-5 D D Combo from 2nd CH
Delayable
Combo delayable 11F from 2nd CH
Keito

M,M / 15,17
-12 +6 D Combo from 1st NH
Delayable
Combo delayable 5F from 1st NH
Keito to Zenshin

M,M,SP / 15,17
-1 +17G D To Zenshin ()
S2 patch
・Opponent was unable to duck During Zenshin after this move hits, so this was fixed.
Leaping Slash Kick

M / 30
22F +9G D D JS3F
Meaty 1F
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Jab
FC
SM / 5
10F -5 +6 +6 CS
Input to standing
To crouching after moving
Crouch Straight
FC
SM / 8
11F -4 +7 +7 CS
To crouching after moving
Crouch Spin Kick
FC
L / 12
16F -17 -3 -3 CS
To crouching after moving
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4 CS
To crouching after moving
Twin Lancer (1)
WS
M / 10
13F -6 +5 +5
Twin Lancer
WS
M,M / 10,16
-8 +3C +3C Combo from 1st NH
Delayable
Combo delayable 2F from 1st NH
Combo delayable 11F from 1st CH
Hit force to crouching
Meaty 1F
Twin Lancer to Zenshin
WS
M,M,SP / 10,16
-9 +2C +2C To Zenshin ()
Hit force to crouching
Crouching Uppercut
WS
M / 14
14F -12 L L 45 Total 35F after hit
Bamboo Splitter
WS
M / 20
16F -9 +10Sp D HTS
Toe Smash
WS
M / 16
11F -3 +8 +8 33 Meaty 1F
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Black Out
While enemy is down
L / 24
19F -13 +3 +3 S2 patch
・Opponent closer on block.
Mental Alertness 1

SP /
46
Wall Jumping Attack
with back against wall
M / 21
36F ±0C D D Disable Preceding Input
Air Status 5F
Invinciblity during 8 to 13F
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3
Spin Kick
BT or
H / 18
10F -8 D D
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9 CS1F
To crouching after moving
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3 CS1F
To crouching after moving
Zenshin, Mental Alertness 2
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Zenshin

SP /
CS10F
Cost 10F
Crouching Status
Zenshin to Crouch Dash
During Zenshin
SP /
To Crouch Dash ()
cost 23F
Disable Preceding Input
Input to Cancel
Mental Alertness 2

SP /
CS6F
Connect to Zenshin ()
Cost 5F
Crouching Status
Mental Alertness 2 to Forward Dash

SP /
Equivalent to
Mental Alertness 2 to Crouch Dash

SP /
Connect to Crouch Dash ()
cost 18F
Disable Preceding Input
Input to Cancel
Spine Cracker (1)
During Zenshin
M / 14
16F -3 +8 +8
Spine Cracker
During Zenshin
M,M / 14,21
-14 D D Combo from 1st NH
Delayable
Combo delayable 11F
Swaying Willow
During Zenshin
M / 27
22F -14 D D S2 patch
・Hitbox expanded downward.
Halberd Heel
During Zenshin
M / 20
17F -9 +10Sp D HTS
Right Sweep 2
During Zenshin
L / 20
25F -26 D D CS
To crouching after moving
Joudan Tsukiage Niren
During Zenshin
HH / 8,20
13F -13 L L
Leaping Side Kick
During Zenshin
H / 25
22F +8G D D JS10F
Meaty 5F in actualy
Crouch Dash
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Dash

SP /
Disable Preceding Input
Cost 3F
Electric Thrusting Uppercut
J
M / 22
16F -13 L L Disable Preceding Input
Start-up 19F in actualy
Thrusting Uppercut

M / 20
16F -13 L L Disable Preceding Input
Start-up 20F in actualy
Electric Wind Hook Fist
J
H / 25
11F +5 D D 39 Disable Preceding Input
Start-up 14F in actualy
Total 36F after block or hit
Meaty 1F
Wind Hook Fist

H / 20
11F -10 D D* 40 Disable Preceding Input
Start-up 15F in actualy
Meaty 1F
Bamboo Splitter

M / 20
16F -9 +10Sp D HTS
Disable Preceding Input
Start-up 19F in actualy
Lunging Low Roundhouse Kick

L / 10
20F -31 D D Disable Preceding Input
Start-up 23F in actualy
L.L.R.K. to Spinning Flare Kick

L,M / 10,27
-15 D D JS
Disable 2nd after 1st block
Crouch Dash to Special Jumping

SP /
JS
Crouch Dash to Leaping Slash Kick

M / 30
22F +9G D D JS
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage
H,Th / 55
13F -9 Th Th Guard Point 8F
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive (2)
During Rage
HM / 25,35
11F -7 L L Disable Preceding Input
Start-up 14F in actualy
Enable during Zenshin to Crouch Dash
Rage Drive (2) to Crouch Dash
During Rage
HM,SP / 24,35
+17G L L Disable Preceding Input
Rage Drive (3)
During Rage
HM,H / 24,35,25
+8G D D JS
Meaty 5F
Rage Drive
During Rage
HM,H,M / 24,35,25,24
+9 D D CS
Unblokable damage 5 close to Wall
& +15GF

Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Double Face Kick

Th(H) / 35
12F Foot-sd
Fac-Up
CW
or
±0F
Jin BT
Long Range Throw
Over the Shoulder Reverse

Th(H) / 35
12F Head-sd
Fac-Dwn
CCW
or
-3F
CW
Long Range Throw
Shoulder Flip
Approach from left side
Th(H) / 43
Head-sd
Fac-Up

-3F
Over the Limit
Approach from right side
Th(H) / 40
Head-sd
Fac-Dwn

-3F
Pivoting Hip Throw
Approach from behind
Th(H) / 50
Right-sd
Fac-Up
disable
Shun Ren Dan

Th(H) / 40
12F Foot-sd
Fac-Dwn
反時計大

-2F
Tidal Wave

Th(H) / 40
12F Head-sd
Fac-Dwn

±0F
RP
Damage bonus 2 to input before catching
Floor Break
Complicated Wire

Th(H) / 40
12F Head-sd
Fac-Up
CCW

-2F
Parry
or
Parry(H/M) /
disable 30 Parry(H/M) during 2 to 8F
Auto block 1 or 9 to 18F
10 Hit Combo
CommandStart-up 16F
Hit LevelHLMHMMMHLH
Damage127710888101825
hit+4-10-12-13-8-9+1C-13DL
block-5-21-27-20-19-20-10-8-23-14