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Kazuya Rework™️#2636

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WuBoytH wants to merge 1105 commits intopre-releasefrom
kabuya
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Kazuya Rework™️#2636
WuBoytH wants to merge 1105 commits intopre-releasefrom
kabuya

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@WuBoytH WuBoytH commented Dec 21, 2025

This is a series of INCREDIBLY EXPERIMENTAL CHANGES that I have been testing for a long time in my own personal project, The WuBor Patch.

Please note that not everything is documented. Most of Kazuya's codebase was reverted to vanilla before working on this PR. I will be working on updating and completing the changelog soon.

Any criticism or suggestions are welcome!

Includes assets: kazuya_romfs.zip

Update History

1/7/26

  • Rage Mechanic reworked.
  • Reduced (E)WGF startup from 11 to 8.
  • Roundhouse to Triple Spin Kicks now travels less distance to prevent the opponent from easily falling behind him.

Changelog

Inputs shown will use Tekken input notation, for funsies. For example:
Electric Wind God Fist (➡️⭐⬇️↘️+🅰️)

Also, due to the extensiveness of this rework, the listed changes may not list a comparison to the previous version of Kazuya at all.

Common

Back Dash (Ryu / Ken / Terry / Kazuya)

  • You can now perform a dash grab or dash attack in the direction of your back dash.

Kazuya

Autoturn

  • Kazuya no longer turns around automatically to face the opponent.
    • Kazuya can still back dash and walk backwards.
    • Note: This required me to rewrite some common autoturn-related code. If anything breaks for Ryu/Ken/Terry, please let me know.

Jostle

  • All instances of JostleModule::set_team in Kazuya's kit are removed (for now) and will be reintroduced as needed.

Intangibility

  • Most if not all of Kazuya's attacks lost their full-body intangibility except:
    • Tombstone Crusher
    • Dragon Uppercut

Rage

  • Rage now always goes away when:
    • Taking 50%.
    • Whiffing a Rage Drive.
  • Normal Grabs no longer trigger Rage Drive.

Normals

All of Kazuya's Angled Tilts have been moved to different inputs.

Left Splits Kick: ➡️⭐➡️🅰️ > Dash Attack. No longer reflects.

Flash Tornado: ⬅️🅰️ > ↗️🅰️ (Up Angled Forward Tilt)
Stature Smash: ↙️🅰️ > ↘️🅰️ (Down Angled Forward Tilt)
Tsunami Kick: ↘️🅰️ > ➡️⭐➡️🅰️
Roundhouse to Triple Spin Kick: ↗️🅰️ > During Nejiri Uraken Cancel ↗️🅰️
Jumping Side Kick: ↖️🅰️ > During Nejiri Uraken Cancel ↖️🅰️
Crouching Spin Kick: While Crouching ↙️🅰️ > During Nejiri Uraken Cancel ↙️🅰️
Tombstone Crusher: While Crouching ↘️🅰️ > During Nejiri Uraken Cancel ↘️🅰️

Jab 1
~ (*) Adjusted angle (80 > 70).
~ (*) Adjusted BKB (25 > 40).
Jab 2
~ Adjusted angle (75 > 70).
~ Adjusted BKB (25 > 35).

Oni Front Kick - Forward Tilt

+ Can now be turned around by tilting backwards.

In addition, as mentioned above, Flash Tornado and Stature Smash are now angled tilts.

Twin Pistons - Up Tilt

+ Can now be turned around by tilting backwards.

Nejiri Uraken - Down Tilt

+ Can now be turned around by tilting backwards.
+ Startup decreased (16 > 12).
+ Cancel startup decreased (13 > 9).
- Nejiri Uraken no longer has intangibility.
+ Nejiri Uraken Cancel now has intangiblity frames 1 - 9.
+ Performing an Angled Tilt from Nejiri Uraken Cancel carries over the remaining intangibility.

As mentioned above, certain moves are now performed by using an angled tilt during Nejiri Uraken Cancel.

Roundhouse to Triple Spin Kicks

- Triple Spin Kicks now travel 0.7x the distance, helping prevent the opponent from falling *behind* Kazuya during the move.

Tsunami Kick

+ Tsunami Kick 1's angle was adjusted to hopefully connect more consistently into Tsunami Kick 2.
+ Tsunami Kick 2 has less FAF (43 > 38).

Aerials

Down Aerial

- Landing Lag increased (22 > 30).

Smash Attacks

Lion Slayer - Down Smash

This attack does have adjusted data, but I didn't actually document any of it. Sorry!

Input Moves

Crouch Dash

- No longer has any full-body intangibility. Still has upper body intangibility.

Wind God Fist

* Startup: Frame 8
* Ground Only:
  * 9 Damage
  * 90 Angle
  * 95 BKB
  * 0 KBG / FKB
  * Set Weight
* Air Only:
  * 7 Damage
  * 90 Angle
  * 95 BKB
  * 10 KBG
  * Set Weight
* No longer has a hitbox that hits low.

Electric Wind God Fist

* Startup: Frame 8
* Now uses the Electric hit effect instead of Paralyze.
* Ground Only:
  * 14 Damage
  * 90 Angle
  * 95 BKB
  * 0 KBG / FKB
  * Set Weight
* Air Only:
  * 11 Damage
  * 90 Angle
  * 95 BKB
  * 10 KBG
  * Set Weight
* The attack arc is now purple, referencing its look in Tekken 8.
* Has a low hitbox on the first active frame to hit crouching / pancaking. Wind God Fist does not have this hitbox.
* The intangibility on his upper body is now extended into the first 2 active frames of the attack.

Spinning Demon to Left Hook

* Leg Sweep hitbox data adjusted to (hopefully) connect better into Left Hook.
  * Damage: 7 > 6
  * Angle: 80 / 65 > 65
* Left Hook hitbox data adjusted.
  * Damage: 10
  * Angle: 44
  * BKB: 50
  * KBG: 55
* Landing a hit with Left Hook on hit or shield allows Kazuya to cancel into a shorter Crouch Dash.
  * This crouch dash lasts for 12 total frames and cannot be canceled during the animation.
  * This special Crouch Dash is denoted with a purple flash.
  * Like a normal Crouch Dash, this leaves him crouching when it finishes.

// todo the rest of it

Specials

Devil Wings (Up Special)

- Now always sends into freefall.
- Has 24 frames of special landing lag.

@WuBoytH WuBoytH added character change For working on general character changes semver:patch includes assets labels Dec 21, 2025
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github-actions Bot commented Dec 21, 2025

Download the artifacts for this pull request:

SkewedAskew and others added 26 commits February 16, 2026 19:15
nair discussion in sora chat
Sora Changes (Flowmotion + ShockDive)
Introduce Hitbox Templates and Hitbox Macro
Decouple stale move damage from receiver hitlag
Disable specific control requirements when saving controls
@SkewedAskew SkewedAskew deleted the kabuya branch April 17, 2026 16:03
@SkewedAskew SkewedAskew restored the kabuya branch April 17, 2026 16:47
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character change For working on general character changes includes assets semver:patch

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8 participants