Jyazu(KOFXI)

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Jazu
邪頭
KOFXI jyazu full.png
Tiers & Ranking
Tier: B+
Ratio Cost: 4 Points
Properties
Damage Modifier: 1.08
Stun Modifier: 1.30
Crouch height (Tier): C

Colors

KOFXI jyazu S.png KOFXI jyazu X.png KOFXI jyazu T.png KOFXI jyazu C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI jyazu R1S.png KOFXI jyazu R1X.png KOFXI jyazu R1T.png KOFXI jyazu R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI jyazu L1S.png KOFXI jyazu L1X.png KOFXI jyazu L1T.png KOFXI jyazu L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
5A(c) 5 4 +3 +2
5A(f) 7 4 +3 +2
5B(c) 5 7 +2 +1
5B(f) 7 7 +2 +1
5C(c) 7 6 +5 +4
5C(f) 11 6 -1 -2
5D(c) 8 3+3 -4 -5
5D(f) 10 3+3 -8 -9
5E 6 8 KD +0
GC 6 8 KD -18
6C 9 5 -1 -2
Saving Shift ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
2A 6 4 +1 +0
2B 8 5 -8 -9
2C 7 5 +0 -1
2D 12 9 KD -6/+2* *=from max range.
3C 7 4+6 +0 -1 No special cancel (use for Shift Combos)
small A 9 13 Same as j.A & same hitbox as j.C
j.A 9 13 Same as smalljump A & same hitbox as j.C
small B 8 19 Same as j.B
j.B 8 19 Same as smalljump B
small C 13 14 Same as j.C & same hitbox as j.A
j.C 13 14 Same as smalljump C & same hitbox as j.A
small D 11 9 Slower than j.D, but same hitbox
j.D 8 9 Faster than smalljump D, but same hitbox
small E 14 8 Shorter active time than j.E, but same hitbox
j.E 14 10 Longer active time than smalljump E, but same hitbox
236A 7 16 KD / Counter. 24F recovery.
2,8A 24/40* 27 +9/+11* +8/+10* Hard knockdown on air hit. The "2"-motion only needs 1F of input (no charge). *1=in air / vs standing Kyo. *2=vs standing/crouching Kyo.
2,8C 24/38* 24 +7/+9* +6/+8* Hard knockdown on air hit. The "2"-motion only needs 1F of input (no charge). *1=in air / vs standing Kyo. *2&3=vs standing/crouching Kyo.
623A 11 ? -4* -5* Straight angle. *=point blank (3 hits).
623B 8 ? / / 45° angle.
623C 9 ? / / 80° angle.
63214B 19 32 KD -8* Launches. *=point blank. Same hitbox as 63214D, but travels shorter. Cannot punish rolls (just like 2Bs).
63214D 19 58 KD -8* Launches. *=point blank. Same hitbox as 63214B, but travels further. Cannot punish rolls (just like 2Bs).
236C 11 ? -15* -16* *=point blank.
214A 7 32 KD -39/-47* Travels slightly slower than 214C. Feet invul F1+. F53-66 (14F) landing recovery (on whiff). *= vs standing / crouching Kyo.
214C 7 32 KD -43/-51* Travels slightly faster than 214A. Feet invul F1+. F59-72 (14F) landing recovery (on whiff). *= vs standing / crouching Kyo.
421K 7 3 KD -19 Airborne & CH-state F1-33. F34-46 (13F) landing recovery.
j.4C 7 n* +5~+8 +4~+7 Close to wall only. *=active until landing. 13F landing recovery. Recovers crouching (takes 1F more to jump after).
632146P 16 48 +8* -20* F1-12 invul. F13-63 upper body invul (until end of active time). Blocks projectiles from F14 (2f before hit). *=point blank.
632146K 12 63 KD -45* F1-12 invul. F9-74 lower body invul (until end of active time). Blocks projectiles from F13 (1f after hit). *=point blank.
632146E 11 3*23 KD -11* F1 invul. F2-109 Counterhit-State. *=if 3rd pillar is guarded. Juggle anywhere (2nd & 3rd hit).
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi jyazu 5A(c).png 5 4 +3 +2
5A(f) Kofxi jyazu 5A(f).png 7 4 +3 +2
5B(c) Kofxi jyazu 5B(c).png 5 7 +2 +1
5B(f) Kofxi jyazu 5B(f).png 7 7 +2 +1
5C(c) Kofxi jyazu 5C(c).png 7 6 +5 +4
5C(f) Kofxi jyazu 5C(f).png 11 6 -1 -2
5D(c) Kofxi jyazu 5D(c) 1.pngKofxi jyazu 5D(c) 2.png 8 3+3 -4 -5
5D(f) Kofxi jyazu 5D(f) 1.pngKofxi jyazu 5D(f) 2.png 10 3+3 -8 -9
5E Kofxi jyazu 5E.png 6 8 KD +0
GC Kofxi jyazu GC.png 6 8 KD -18
6C Kofxi jyazu 6C.png 9 5 -1 -2
Saving Shift Kofxi jyazu saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Couching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi jyazu 2A.png 6 4 +1 +0
2B Kofxi jyazu 2B.png 8 5 -8 -9
2C Kofxi jyazu 2C.png 7 5 +0 -1
2D Kofxi jyazu 2D.png 12 9 KD -6/+2* *=max range
3C Kofxi jyazu 3C 1.pngKofxi jyazu 3C 2.png 7 4+6 +0 -1
Chain Combos
Chain Note
A>B>C>D This & all following chains can be varied between crouch & stand at any point. Note: all normals in chain combos are the same as their regular versions.
(A>B) or (>C) or (>D),>6C Special cancel.
(A>B) or (>C) or (>D),>3C No Special Cancel. Best used for shift combos.
Jump Attacks
Attack Hitbox Startup Active Note
smalljump A Kofxi jazu smalljump A.png 9 13 Same as j.A & same hitbox as j.C
jump A Kofxi jazu jump A.png 9 13 Same as smalljump A & same hitbox as j.C
smalljump B Kofxi jazu smalljump B.png 8 19 Same as j.B
jump B Kofxi jazu jump B.png 8 19 Same as smalljump B
smalljump C Kofxi jazu smalljump C.png 13 14 Same as j.C & same hitbox as j.A
jump C Kofxi jazu jump C.png 13 14 Same as smalljump C & same hitbox as j.A
smalljump D Kofxi jazu smalljump D.png 11 9 Slower than j.D, but same hitbox
jump D Kofxi jazu jump D.png 8 9 Faster than smalljump D, but same hitbox
smalljump E Kofxi jazu smalljump E.png 14 8 Shorter active time than j.E, but same hitbox
jump E Kofxi jazu jump E.png 14 10 Longer active time than smalljump E, but same hitbox
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236A Kofxi jyazu 236A.png 7 16 KD / Counter. 24F recovery.
28A Kofxi jyazu 28A.png 24/40* 27 +9/+11* +8/+10* Hard knockdown on air hit. *1=in air / vs standing Kyo. *2=vs standing/crouching Kyo.
28C Kofxi jyazu 28C.png 24/38* 24 +7/+9* +6/+8* Hard knockdown on air hit. *1=in air / vs standing Kyo. *2&3=vs standing/crouching Kyo.
623A Kofxi jyazu 623A.png 11 ? -4* -5* Straight angle. *=point blank (3 hits).
623B Kofxi jyazu 623B.png 8 ? / / 45° angle.
623C Kofxi jyazu 623C.png 9 ? / / 80° angle.
63214B Kofxi jyazu 63214B.pngKofxi jyazu 63214K 2.png 19 32 KD -8* Launches. *=point blank. Same hitbox as 63214D, but travels shorter. Cannot punish rolls (just like 2Bs).
63214D Kofxi jyazu 63214B.pngKofxi jyazu 63214K 2.png 19 58 KD -8* Launches. *=point blank. Same hitbox as 63214B, but travels further. Cannot punish rolls (just like 2Bs).
236C Kofxi jyazu 236C.png 11 ? -15* -16* *=point blank.
214A Kofxi jyazu 214P 1.pngKofxi jyazu 214P 2.png 7 32 KD -39/-47* Travels slightly slower than 214C. Feet invul F1+. F53-66 (14F) landing recovery (on whiff). *= vs standing / crouching Kyo.
214C Kofxi jyazu 214P 1.pngKofxi jyazu 214P 2.png 7 32 KD -43/-51* Travels slightly faster than 214A. Feet invul F1+. F59-72 (14F) landing recovery (on whiff). *= vs standing / crouching Kyo.
421K Kofxi jyazu 421K 1.pngKofxi jyazu 421K 2.png 7 3 KD -19 Airborne & CH-state F1-33. F34-46 (13F) landing recovery.
j.4C Kofxi jyazu jump 4C 1.pngKofxi jyazu jump 4C 2.png 7 n* +5~+8 +4~+7 Close to wall only. *=active until landing. 13F landing recovery. Recovers crouching (jumping takes 1F more than attacking after).
632146P Kofxi jyazu 632146P 1.pngKofxi jyazu 632146P 2.pngKofxi jyazu 632146P 3.pngKofxi jyazu 632146P 4.png 16 48 +8* -20* F1-12 invul. F13-63 upper body invul (until end of active time). Blocks projectiles from F14 (2f before hit). *=point blank.
632146K Kofxi jyazu 632146K 1.pngKofxi jyazu 632146K 2.pngKofxi jyazu 632146K 3.png 12 63 KD -45* F1-12 invul. F9-74 lower body invul (until end of active time). Blocks projectiles from F13 (1f after hit). *=point blank.
632146E Kofxi jyazu 632146E stance.pngKofxi jyazu 632146E 1.pngKofxi jyazu 632146E 2.pngKofxi jyazu 632146E 3.png 11 3*23 KD -11* F1 invul. F2-109 Counterhit-State. *=if 3rd pillar is guarded. Juggle anywhere (2nd & 3rd hit).

Special Attributes & Bugs

  • Has no collision on back ukemi (can run through)
  • All of Jazu's jump attacks cannot be saving shifted. (Thanks, kofxi_bot!)
  • Jazu's 63214K cannot hit against opponents who roll - they can always block. This behaves differently from all other ground projectiles.

Combos

  • Corner combo into 63214K, link 632146P, link 632146P, link 214P, Source: imokkuma
  • Corner combo with Typhoon, machine gun & upkick by Ryoji

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