Tekken7 Blog Kazumi Mishima

Biography Kazumi Mishima  is a character in the Tekken series of 3D fighting games. She is the late wife of Heihachi Mishima, the late daughter-in-law of Jinpachi Mishima, the late mother of Kazuya Mishima and ...

Biography

Kazumi Mishima  is a character in the Tekken series of 3D fighting games. She is the late wife of Heihachi Mishima, the late daughter-in-law of Jinpachi Mishima, the late mother of Kazuya Mishima and the late grandmother of Jin Kazama. She was introduced in Tekken 7 as a new character, and as the posthumous antagonist of the game. She was originally one of the unplayable bosses along with Jin, prior to the release of the Arcade version.

Get idea of Fighting

Kazumi’s fighting style is Hachijo-Style Karate but mixes with Mishima-Style Karate. She utilizes a strong combination of the two styles, to the degree she was a threat to Heihachi in his prime.

Kazumi has a combination of both Heihachi and Kazuya’s moves, gaining both their Demon Slayer and Flash Punch Combo. Her moves include vicious punches and hand chops, and another skill where she flurries her opponent with several punches as well as knocking her opponent with both a roundhouse kick and a straight kick. Her unique ability is to summon her pet tiger which can be done during a combo or individually. It is also seen after Kazumi performs an uppercut along with her tiger. She shares her husband’s Hell Axle but has an additional downward kick and his unblockable move, though it is not as strong as his. She also has a taunt where she calmly pets her tiger during the fight.

Kazumi is a rushdown character, pummeling her opponents with effective, delayable pokes that she can loop over and over, forcing the opponent to challenge her. Her pokes also move her forward, keeping her close to the opponent.

Fighting Style

While she is at her best up close and personal, she has an incredible approach tool. She is good at forcing opponents towards the wall, as some of her moves have significant pushback.

Kazumi’s Devil Kazumi Rage Art move involves stunning her opponent with a single punch to the gut, knocking them with an uppercut, unleashing a single punch and a kick with two consecutive punches followed by another kick in mid-air and finally slamming the opponent with a heavy blow on their chest before landing on the ground.

However, she also has notable weaknesses. Firstly, she has mediocre combo damage. Also, her fastest launching move – a “hop knee” – is significantly lacking in range, making it whiff against moves with a lot of pushback. Finally, Kazumi’s lows are mediocre. Her best lows leave her standing, making her vulnerable to counter hits.

All in all, Kazumi is a very solid character that can bully, frustrate, and break down opponents with her pokes.

Finally, she has good wall carry, good okizeme, varied power crush moves (one hits high and is safe, while the other hits are mid and have good damage), fast-tracking moves, good options when the opponent’s back is against the wall, including, but not limited to, two command grabs (one of which is unbreakable) that splats the opponent to the wall, and finally, a relatively low execution requirement.

Combo Guide
Special Move for Kazumi
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
in rage d+1+2m5520 pc8~17-22KNDKNDRage art
in rage f, F+1+2m(, Sm)17,2013(14~) ,35~-12 (wl-6)LaunchLaunchRage art
1h710+1+8+8
1, 1h, h7,610-3~-2+6~+7+6~+7
1, 1, 2h, h, m7,6,1210-17KNDKND
1, 2h, h7,810-3+5+5
1, 2, 2h, h, h7,8,1210-12+4+4
2h1012-3+8+8
2, 1h, m10,1012-5+7+7
3m1415~16-8~-7+8~+9+8~+9
3, 1m, m14,2015~16-13~-12+8k+8kTail spin
3, 2m, h14,1515~16-1~0sKNDKND
4h1511~12-9~-8+5~+6Launch (JG?)
1+2mm(, Sm)3,7(,20)12,21~22 (,44)-14~-13-8-8
1+2fmm(, Sm)3,7(,20)12,21~22 (,44)-14~-13+9
2+3Sm1022~54-44~-12KNDKND
f+2h2517~18 pc8~16-9~-8KNDKNDPower crush
f+3m1318-800
f+3, fm, (Special) (TJ)1318a+5+18g+18g
f+4h2016~17-8~-7+11~+12kg+11~+12kgTail spin, Homing
d/f+1m1013~14-3~-2+6~+7+6~+7
d/f+1, 2m, m10,2113~14-13sKNDKND
d/f+2m?(, Sm)20(,9)18a(,38)-24LaunchLaunch
d/f+3m1414-9+2+2
d/f+4m1615-5+6+6
d+1m1516~17-9~-8+2~+3+5~+6s
d+1, 2m, m15,2516~17-13~-12ThrowThrow
d+4l1016~17s cs4~-13~-12-2~-1-2~-1
d+3+4l712 cs4~-13-2-2
d/b+2l (TC)1823s cs6~-14s-3+6s
d/b+2, 3l, l15,12s cs1~-14~-13s0~+1+6~+7s
d/b+2, 3, 4l, l, l (TC)15,12,12s cs1~-14~-13s+5~+6sKND
d/b+3l1217-14+2s+2s
d/b+4l1720-12+4+4
d/b+1+2m2024~25-4~-3+7sKND
b+1h1720-16-5-5
b+1, 2h, m17,2020-9~-10+7~+8+7~+8
b+2m1215~16-9~-8+4~5+4~5Tail spin, Homing
b+3m1616-8+3+3
b+4m?2019-13+9CS
b+1+2Attack returned(, m, Sm)5,3045~46, 76 pc6~-13TKF(+17)TKF(+17)Power crush
b+3+4 or RSS B(Special) (TJ)a
u/b or u or u/f+2h(, Sm)12(,20)14(,37)-14-8-8
u/b or u or u/f+2fh(, Sm)12(,20)14(,37)-14+9+9
u/f+3m (TJ)2028~29a js9~-12~-11KNDKND
u/f+3, 4m (TJ), m (TJ)20,12js1~0~-1KNDKND
u/f+3, 4, 1m (TJ), m (TJ), m20,12,24js1~24-11~-6-5~0s-5~0s
u/f+3, 4, 3m (TJ), m (TJ), m20,12,17js1~29-11~-10+8~+9k+8~+9kTail spin
u/b+4m1115~16 js9~-15~-14-4~-3-4~-3
u+4m1515~16 js9~-13~-12KNDLaunch (JG?)
u/f+4m1315~16 js13~-13~-12Launch (JG?)Launch (JG?)
f, F+2m(, (throw))17(,20)13(14~) ,67 pc6~12-13Throw(KND)Throw(KND)Power crush
f, F+4m2120~21 (21~)-7~-6KNDKND
b, f+2m1215~16 (15~)-12~-11-~01FS (+6~+7) 19~20
b, f+2, 1m, m12,915~16 (15~)-14~-13-1~0-1~0
b, f+2, 1, 4m, m, h12,9,2015~16 (15~)-6~-5+13kg+13kgTail spin, Homing
b, f+2, 1, 1+2m, m, m(, Sm)12,9,13(,20)15~16 (15~)-14~-13KNDKND
f, f, f+1h3015~17 (18~)+7~+9KNDKND
f, f, f+2m2515~16 (18~)-4~-3KNDKND
WS+1m1212~13-4~-3+7~+8+7~+8
WS+1, 2m, m12,2312~13-13~-12KNDKND
WS+2m?2018~19-12~-11Launch (JG?)Launch (JG?)
WS+3m2014~15-11~-10-8-8
WS+3fm2014~15-11~-10-8-8
WS+4m1311~12-3~-2+8~+9+8~+9
WS+4, 4m, h13,1611~12-6~-5+13~+14kg+13~+14kgTail spin, Homing
FC+d/b or d+4l1016~17s cs1~-15~-14-4~-3-4~-3
FC+d/f+4l1012 cs1~-15-4-4
Opponent Down d+2l(On grounded opponent)1617~18-13~-12-2~-1-2~-1
2+3+4(Special)17~18
f+3+4 or f, f+3+4 or b+3+4, f(RSS) (TJ)a
RSS 1m2519(35~) js1~10-11KNDKNDWall bounce
RSS 2h2015(28~) js1~8-10Launch (JG?)Launch (JG?)
RSS 3m2023~27a (39~) js1~-7~-3+7s~+11sKND
RSS 4l1718(34~) js1~10-31+5s(KND)+5s(KND)
RSS 4, 2l, m17,2018(34~) 1~10-16~-15KNDKND
RSS 1+2m2022(38~) js1~8+11g (+23g wc)+8KNDWall crush
RSS 3+4m, m7, 2019-15LaunchLaunch
RSS f+1+2!3050(66~) js1~8CSCSCS
RSS 1+3m(Throw), m1546(62~)Throw(+8)
Basic Move for Kazumi
CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
1h710+1+8+8
2h1012-3+8+8
3m1415~16-8~-7+8~+9+8~+9
4h1811~12-9~-8+5~+6Launch (JG?)
f+1h710+1+8+8
f+2h2517~18 pc8~16-9~-8KNDKNDPower crush
f+3m1318-800
f+4h2016~17-8~-7+11~+12kg+11~+12kgTail spin, Homing
d/f+1m1013~14-3~-2+6~+7+6~+7
d/f+2m?(, Sm)20(,9)18a(,38)-24LaunchLaunch
d/f+3m1414-9+2+2
d/f+4m1615-5+6+6
d+1m1516~17-9~-8+2~+3+5~+6s
d+2Sm (TC)811s cs4~-4+7+7
d+3l (TC)1216s cs4~-17-3-3
d+4l1016~17s cs4~-13~-12-2~-1-2~-1
d+3+4l712 cs4~-13-2-2
d/b+1Sm (TC)510s cs4~-5+6+6
d/b+2l (TC)1823s cs6~-14s-3+6s
d/b+3l1417-14+2s+2s
d/b+4l1720-12+4KND
b+1h1320-16-5-5
b+2m1215~16-9~-8+12~+13kg+12~+13kgTail spin, Homing
b+3m1616-8+3+3
b+4m?2019-13+9CS
u/b or u or u/f+1m (TJ)1218 js9~-8+3+3
u/b or u or u/f+2h(, Sm)12(,20)14(,37)-14KNDKND
u/b+3m (TJ)1615~16 js9~-20~-19-9~-8-9~-8
u+3m (TJ)1615~16 js9~-20~-19KNDKND
u/f+3m (TJ)2028~29a js9~-12~-11KNDKND
u/b+4m1115~16 js9~-15~-14-4~-3-4~-3
u+4m1515~16 js9~-13~-12KNDLaunch (JG?)
u/f+4m1315~16 js9~-13~-12Launch (JG?)Launch (JG?)
u/f, n+4m (TJ)2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
WS+1m1212~13-4~-3+7~+8+7~+8
WS+2m?2018~19-12~-11Launch (JG?)Launch (JG?)
WS+3m2015~16-11~-10-8-8
WS+3fm2015~16-11~-10+9+9
WS+4m1311~12-3~-2+8~+9+8~+9
FC+1Sm (TC)510s cs1~-5+6+6
FC+2Sm (TC)1811s cs1~-4+7+7
FC+3l (TC)1216s cs1~-17-3-3
FC+d/b or d+4l1016~17s cs1~-15~-14-4~-3-4~-3
FC+d/f+4l1012 cs1~-15-4-4
SS+1h710(11~)+1+8+8
SS+2h1012(13~)-3+8+8
SS+3m1415~16 (15~)-8~-7+8~+9+8~+9
SS+4h1811~12 (12~)-7~-6+5~+6Launch (JG?)
BT 1 or 2h158-8+3+3
BT 3 or 4h2510-8KNDKND
BT d+1 or 2Sm1010s cs1~-2+9+9
BT d+3 or 4l1210s cs1~-11+3+3Power crush

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