This guide is written using WordPad using Courier New (Western) Font 10.
1234567890
..........
If the dots and numbers are aligned then it's properly formatted.
************************************************************************************************
Legal Stuff.
************************************************************************************************
Unpublished Work Trademarked (tm) and copyrighted (c) Nicholas Seemungal
1999, 2000.
All Rights Reserved.
IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD TO THIS
DISCLAIMER. USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER.
In no event shall this document be reproduced or retransmitted in any way,
shape, or form (including but not limited to physical, natural, or
electronic).
In no event shall this document be used for HTML, Perl, C++, HTMLScript,
Active
Server Page Files, JavaScript, Java, or any other forms of webmastering that
exist without e-mailed permission from Nicholas Seemungal. In no event
shall this
document be used at a password-protected site where either user accounts are
utilized and/or money is made through user accounts. Anyone who wishes to
mirror
this document MUST make this document freely accessible (meaning no access
moderation exist at your site), FREE OF CHARGE (whether if it is through
FTP,
HTTP, Gopher, Finger, LDAP, Mailto, or any other Internet Standards that are
approved by the World Wide Web Consortium), and in its 100% entirety, bugs
included. Nicholas Seemungal GRANTS NO PERMISSION IF FOR ANY REASON THIS
FILE WILL
BE USED for any profitable (even if you fail to make any money out of it),
promotional, and/or commercial transactional purposes (including but not
limited
to giving this file as some sort of bonus, gift, or otherwise which
constitutes
making money out of this file which is illegal) whether the content of this
document is good or bad. No permission will EVER be granted to any
publisher,
editor, employees and/or associates of any publishing/editing corporation,
group, and/or business nor can it be used by any gaming guides, game sites,
magazines, guides, books, or any other profitable and/or promotional media
that
exists IN ANY WAY, shape, form (including reprinting, republishing, OCR'ing,
etc.), and the like. Permission is recommended if he/she wants to mirror
this
document on his/her site.
Currently, this document is being maintained and is the sole property of
Nicholas Seemungal (exar30@hotmail.com). This document is protected by ALL
APPLICABLE
copyright and trademark laws, patent laws, and international treaties. YOU
MUST
TREAT THIS DOCUMENT LIKE YOU WOULD WITH ANY OTHER COPYRIGHT MATERIAL SUCH AS
ADOBE GOLIVE AND ADOBE PHOTOSHOP FROM ADOBE SYSTEMS, INC. Remember any
breach
of copyright, trademark, and/or patents (which includes but not limited to
plagiarism, stealing, laming, pirating, or otherwise) and failure to adhere
to
the aforementioned URL and ALL PARTS of this disclaimer counts as
unauthorized
reproduction and/or distribution (partial or full), resulting in severe
civil
and criminal penalties, which is punishable through prosecution under the
maximum extent possible under the law.
Nicholas Seemungal acknowledges and respects all copyrights, patents
(pending or
not), and trademarks whether if it's mentioned or not somewhere in this
document
as no copyright infringement was intended. Nicholas Seemungal also
acknowledges and
respects all copyrights, patents (pending or not), and trademarks of ALL
OTHER
FAQ AUTHORS (whether if it's Kao Megura, John Culbert, Henry LaPierre, Josh
Harring, Mark Kim, or otherwise) and if for any reason I MUST USE any or all
of
the document, it will be mentioned somewhere in this document, commonly in
the
Acknowledgements section of this document.
If for any reason you must use any or all of this document for your own FAQ,
please properly give credit where credit is due.
IF FOR ANY REASON YOU DO NOT AGREE TO ALL OF THE TERMS LISTED AT THE URL
AFOREMENTIONED ABOVE AND/OR IF YOU DO NOT AGREE TO THIS DISCLAIMER, then you
must destroy this document at all costs. Tekken, Tekken 3, Tekken Tag
Tournament, Kazuya Mishima and all other related events and
objects are registered trademarks and copyrighted (c) Namco. All Rights
Reserved. This document was carefully prepared and created by Nicholas
Seemungal in
respect to all Namco Properties, as no copyright infringement was intended.
I'll make this clear: This document is MINE and there is NO UNAUTHORIZED USE
of
this document at any cost!!! You are free to mirror this document at your
web
site, but IT MUST BE SHOWN IN ITS ENTIRETY AND IT MUST REMAIN 100% ORIGINAL
AND
UNTOUCHED. Feel free to distribute this document BUT IT MUST BE DISTRIBUTED
ELECTRONICALLY AND FREE OF CHARGE. I didn't create this document so that
some
lamer will come around and steal this work and/or have a Gaming Mag Company
(namely EGM, who's been making blood money from some Tekken 3 FAQs back in
1997)
print this document into a magazine. NO MONETARY COMPENSATION CAN BE MADE
FROM
THIS DOCUMENT AND THAT'S THE BOTTOM LINE. ONE FINAL FOOD FOR THOUGHT: THE
DOCUMENT MUST BE FREELY ACCESSIBLE WHICH MEANS NO PASSWORDS, NO USER
ACCOUNTS,
NO CHACHI CAN BLOCK ACCESS TO THIS DOCUMENT!!!
Game Cave: KEEP YOUR HANDS OFF THIS FILE AT ALL COSTS!!! I'VE HEARD THAT
YOU'VE
BEEN MAKING BLOOD MONEY OUT OF SOME PEOPLE AND WE ARE GETTING SICK AND TIRED
OF
YOUR MISCHIEF. THIS WORK IS MINE AND IF YOU EVEN DARE USE THIS WORK TO MAKE
MONEY OUT OF IT, I WILL TELL YOUR PROVIDERS TO SHUT YOU DOWN FOR GOOD.
Note: This copyright is shared with Kao Megura's and Mark Kim's well-placed
copyright except that Mark decided to make the copyright a little more
severe.
Notice that Mark Kim as well as I acknowledges ALL of Kao Megura's works and
admires his work and I wanted to imitate his copyright. This copyright that
you see is similar to Mark Kim's copyright on his LA Machine Guns Anti-
Terrorist Manual.
************************************************************************************************
Table of Contents.
************************************************************************************************
Why Use Kazuya?
Kazuya, The Boy, The Man, The Devil.
The Purpose of this FAQ.
Revision History.
Kazuya's Strengths and Weaknesses.
Strengths.
Weaknesses.
Is he worth it?
Kazuya's Play Style.
Things you should know.
Move List.
Move List Explanations.
Throws.
Special Arts.
Unblockables.
While Standing Moves.
The Art of Crouch Dash.
Dash Buffer.
Instant While Standing.
Is the Mix-up dead?
Tagging.
Juggles.
Conventional Juggles.
Stun Juggles.
Class 1 Juggles.
My Favorite Juggles.
A Quick Hit.
10 hit strings.
Offense
Attacking.
Countering.
Okizeme.
Throws.
Chickening.
Custom Strings.
Offensive Style.
Poking.
Pitbull.
Turtling.
The Keep Away Game.
Defense
Block or Side Step.
Interrupting Moves.
Reversal and Parry.
Getting Up.
Positioning.
More Advanced Strategies.
Reading your Opponent.
Movement.
Wave Dash.
Fake Dash.
Snake Dash.
Dash & Wave Wind God Fist.
Putting it all Together.
V.S. CPU.
V.S. Human
Character Specific Strategies.
Tag Partners.
Good Partners.
Putting it all Together.
Conclusion.
PS2 Stuff.
Secret Stuff.
Tekken Sites.
Acknowledgements.
************************************************************************************************
Why Use Kazuya?
************************************************************************************************
Aside from the fact that I think Kazuya has the most substance of all the
Mishimas, why? I mean he has the least moves of all the Mishimas, doesn't
have the juggle ability of Heihachi or the fancy inherited Jun moves of Jin.
However, Kazuya does have his excellent array of WS moves and a better Wind
God fist punch and in my book that makes him real good. He has the standard
Mishima moves, the same Wind God Fist as Heihachi. His Hell Sweeps are
standard, two low hits that I think come out faster than any other Mishima,
though he doesn't have the kind of options that Heihachi has available from
his. His Thunder God Fist is the same one Jin has. The first time I saw
Kazuya back in T2 and saw his Demon Gut punch double over someone I just
said hell yes I love that move. As a WS move, you can get it to counter
after a ducked high attack, perfect especially for those people who practice
the religion known as 10 hit.The Demon Gut Punch isn't as good as it was
anymore and he's been weakened down since Tekken 2(I never used him back
then) but regardless of that fact I still believe him to be one of the
game's strongest characters. If you can use any other Mishima characters
then you won't have much trouble learning Kazuya.
One thing that I believe should be emphasized, Kazuya Mishima is not Jin. He
is similar in some ways but Kazuya's style is more streamlined along the
lines of standard Mishima moves while Jin's is more based upon moves
inherited from his mother and original moves. Kazuya's essence is in his
outstanding Wind God fist while Jin's Wind God fist seemed to have been
taught to him while he was under the influence, the only way to describe the
lame ass manner in which he learned it.
************************************************************************************************
Kazuya, The Boy, The Man, The Devil.
************************************************************************************************
Okay, maybe that ain't true but I thought since you're going to use him you
might as well know what Kazuya is about.
Kazuya is the son of Heihachi Mishima, CEO of Mishima Financial Enterprises,
a mega corporation. Kazuya's mother died giving birth to him and this left
Heihachi grief stricken and turned hi into a bitter old bastard Kazuya was
physically abused during his childhood by Heihachi, who beat him during
training to bring out Kazuya's strength. At age 5 Heihachi threw Kazuya off
a huge cliff and left him with a huge scar across his chest. This left him
bitter and hateful towards Heihachi.
Heihachi later adopted a boy Lee ChaoLan and an intense rivalry formed
between the two. Kazuya became jealous of Heihachi's close relationship with
Lee. Later when Heihachi chose Lee to go to America to study business over
him, he left Mishima Zaibatsu to search the world and formulate a plan to
overthrow Heihachi. He was confronted in his dreams by an entity called
Devil who offered Kazuya almost limitless power. Kazuya accepted Devil's
help in exchange for his soul.
In 1995 Heihachi organized a competition called King of the Iron Fist. The
champion of the tournament would receive a very large cash sum as well as
becoming Mishima Zaibatsu's new owner. Kazuya fought Lee first and beat the
snot out of him. But before he could land his killing blow, he was stopped
by Armor King. Kazuya then confronted Heihachi and defeated him, throwing
off the same cliff that Heihachi threw him off of when he was a boy. Kazuya
became the new CEO of Mishima Zaibatsu and began corrupting it with his evil
power.
Kazuya began hiring new bodyguards in the form of Bruce Irvin and the former
sumo Ganryu. In 1997, the organized the Second King of the Iron Fist
tournament and offered an even larger cash prize. He also learned of
Heihachi's survival. Directly before his final confrontation with Heihachi,
he and Jun Kazama were drawn together by Devil's supernatural force. Later,
when he finally faced Heihachi, Heihachi defeated him and threw his body
into a volcano.
Tekken Tag Tournament is not a part of the Tekken chronology story wise. But
considering Kazuya was the favorite character everyone wanted back not to
mention strong evidence that he is alive, the hit he ordered on Eddy Gordo's
father, the fact that Ogre/Toshin shares the gut punch with him and that the
amulet from Michelle's family he was after is the key to controlling Ogre, I
believe that Namco will resurrect him in Tekken 4.
************************************************************************************************
The Purpose of this FAQ.
************************************************************************************************
Well, this is my first FAQ, so don't go too hard on me. In this FAQ I want
to try to cover the more strategic aspect of Kazuya, especially against
specific characters. This FAQ is not meant for Tekken newbies. I'll assume
that at least have some basic Tekken knowledge be it from TTT or even T3.
I'm not going to teach you how to run and block or cross chop whatever. This
FAQ is dedicated to teaching you how to play humans, the only part
concerning the CPU will be noted. A lot of Tekken FAQs today focus too much,
in my mind on move lists and stating juggles, rather than telling you how
and when to use them. They may say TGF, X% damage on counter, but does that
mean you should walk around Thunder God fist every 10 seconds...Hell No!
Most Tekken players nowadays just use the same tired routine over and over
(where I play anyway). If just one person can improve his/her game from this
FAQ then I'll be happy.
Why another Kazuya FAQ? Although Reverend C's FAQ is out there which I
believe to be one of the best FAQs there is, there's more than one way to do
anything. My style of play differs from the Rev's so I thought that I had
something to share with the rest of the Tekken community. Not to mention
that I wanted to touch on some of the finer points Reverend C's FAQ missed.
Anyway allow me to introduce myself, I'm 16 and have been playing arcade
games since back when TMNT2 Arcade was the rage. I'm from Trinidad, which
I'm sure no one has heard of (Ms Universe Pageant '99,ding ding). I go to
school at Presentation College. I generally play in the arcade by the Center
Pointe Mall food court in Chaguanas if any Trinidadians are reading. I'm
usually there on Saturdays after lunch. You really can't miss me. If I'm not
trying someone new in TTT I'm kicking ass in Soul Calibur. Challenge me
unless you're in that 10 hit till you drop crap.
Anyway, I'm no Kazuya messiah or something like that, but I'm pretty sure
I'm qualified to teach most of you how to use him. Like most characters it's
mostly just timing.
If you have any questions don't hesitate to e-mail me, as I'll respond to
any and all e-mails. Just make sure you put something Tekken related as the
subject so I don't dump it as junk, I'm really serious about that.
************************************************************************************************
Revision History
************************************************************************************************
Version 1.0
First Version. Looking back on this I have to apologize for releasing
this version. It wasn't fully ready to be released. I was just anxious as
this was my first FAQ. Most of these errors were cleared up in version 1.1.
Released February 20,2000.
Version 1.1
Big revision. Basically added a little to everything, added conventions as
well as stuff you should know, poking section put in as well as turtling and
tagging. Revised a lot of the FAQ.
Version 1.2
Small update turned big. Added Wave dash and put the Haha and crazy
step in the specific characters section as well as added Pitbull to
offensive strategies. Fixed Grammar errors. Put in a format on offensive
style. Added the fact that the DGP is escapable. Added crouch section. Guess
it's not so small after all. Finished putting in the rest of the
conventions. The only thing that'll probably be added later is custom
strings since I'm just learning to use these. Added rankings on partners.
Rewrote/Revised some stuff. Added Kazuya's story. Probably the last update
until the PS2 version is released unless I happen to think of something
else.
Version 1.3
Small update. Turns out Wind God Fist actually isn't reversible. Go
ahead and gloat KazMishimaKazama. Added some more Tekken sites and
multi-throw escapes in the versus characters section.
Version 1.4
Changed quite a bit of stuff. Added in stuff contained in PS2
version, Strengths and Weaknesses. I like Twin Pistons a lot more now and
Demon Gut Punch a lot less so some re-writing had to be done. Added a whole
new level to sections on crouch dash thanks to stuff I learned in Dohee
Kim's Wind God Style Tutorials. Added a lot more juggles. Added some PS2
stuff. As usual fixed some errors in the FAQ.
************************************************************************************************
Kazuya's Strengths and Weaknesses.
************************************************************************************************
Strengths.
The main strength most people see in Kazuya is his stuns. This very true, he
has the best array of stuns in the entire, if you can get them to actually
connect on someone. These stuns allow for some of the most vicious combos in
the game, most of which come out of the infamous Demon Gut Punch stun.
Kazuya also possesses the same gift of all Mishimas, their great array of
moves off a crouch dash. Wind God fist is arguably the greatest move in the
entire game and Kazuya has the best of them. They allow him great juggling
prowess. In addition, Kazuya's Hell Sweeps are, I think even faster than
Heihachi's even though they are not as versatile.
Kazuya's crouch dash mix up is the best in the game. No other Mishima has
what he has, not even the much praised Jin. Heihachi and Jin, you can both
afford to block their crouch dashes low and you'll get away with it almost
every time. But Kazuya's crouch dash is different. Using methods like quick
WS from a crouch dash, Kazuya can use his mid hitting Twin Pistons to keep
an opponent blocking high. This role has been reprised from the now Sm
hitting Wind God fist. This allows for an effective Hell Sweep game.
He has his Mist Step which allows for a great deal of diversity in his game,
you can cancel it into a crouch dash even faster than actually doing one. It
also sidesteps and from there the possibilities are almost endless. Shining
Fist, gut punch, whatever you want, the Mist Step is Kazuya's tool of
confusion.
Kazuya's juggles, while not overflowing with finesse get the job done. His
juggles are not as powerful as some of the better jugglers in the game, but
even in their simplicity they still manage to do a good deal of damage. The
true damaging nature of Kazuya stems from his stun juggles which rival even
monsters like Bruce Irvin in terms of damage done. Not one day has passed
where I go to the arcade and someone does not marvel at Kazuya's strength.
Weaknesses.
Kazuya has a severe lack of moves. This is a double edged sword. On the plus
side, you don't have much to learn and the moves he does have are very
effective. But the greater down side is that this lack makes Kazuya
predictable against better players.
Kazuya does not have any attack reversals or a command parry. All he
possesses is the lever parry everyone has, which is very risky to use.
Therefore Kazuya's defense relies mostly on counters and interrupts.
Kazuya's throws mostly suck. Aside from throws that are standard, he has but
one command throw, which doesn't even do that much more damage than a
standard throw. If you rely on throws then you're in trouble.
Kazuya cannot use tag slide, cross chop or jump kick nor does he possess any
throws that you can tag your opponent into like Bruce's 1+3~5. The only
exception is his special throw with Jun Kazama and the standard 2+5 tag
throw.
A Kazuya/Devil team really sucks. Due to his exceptionally unique
relationship with Devil i.e. he was possessed by him, Namco saw it fit to
make this team morph during a tag, this takes very long and leaves you very
vulnerable even though at a point in the morph you are invulnerable. A
Kazuya/Angel team also is not possible in the arcade version although you
can select this team in the PS2 version.
Due to his nature, Kazuya doesn't seem to care much about his partners
status shown by the fact that he takes 7 hits on average to get a Netsu
power up in comparison to the average of 5 for most characters.
Is he worth it?
Most definitely. Your game with Kazuya will mostly be overpowering your
opponent's attacks with your strength and using your powerful stuns to
counter opponents. That is where Kazuya's true damage potential lies. Of
course doing so isn't exactly easy to do. Regardless of what you've heard
from other people, like I said, Kazuya is well equipped for juggles. While
he isn't among the elite in terms of damage, he gets the job done and that's
what's important. If you want big juggle damage with Kazuya then you have to
connect with a stun juggle.
Kazuya's Play Style.
Kazuya's style of play basically revolves around his crouch dash, which his
best moves come from. This is what makes him essentially different from Jin
Kazama whose crouch dash produces inferior moves. Kazuya is not a turtling
character and is not meant to be played as such. His style is a balance
between hard on offense and an excellent countering game due to his stuns.
Juggling will also be a big part of how you play as Kazuya's Wind God Fist
is second to none in this field. His array of punch strings also makes him
able to keep consistent pressure on the opponent and his array WS moves
makes opponents hesitant to attack him after his d+1.
Kazuya's mix should be balanced between the two fields, countering and
offense. For early on when you have advantage offense is obviously the
better deal, lots of damage, keeps pressure on the opponent and you won't be
on the receiving end much. If you're up against a superior offensive force
such as Changs or Bruce then you have to switch to counter mode where you
can take them out with interrupts with your Wind God fist and stun attacks
not to mention Twin Pistons.
************************************************************************************************
Things you should know.
************************************************************************************************
Tap f when knocked down face up, feet toward, for quick get up.
Tap b when knocked down face up, feet toward, for quick back roll.
Tap f when knocked down face down for an instant straight get up.
Tap f when sent rolling by a power strike to stand after first roll (very
useful so you don't get hit with a running move)
Tap 5 early in a standard stun to interrupt stun animation and tag out.
When you've been Ultimately Tackled
1 - Right Punch Block, Kickoff
2 - Left Punch Block, Kickoff
1_2 - Back Tackle Flipoff
1+2,2,2,2,2 - Tackle Arm Lock Escape
1+2,1,1,1,1 - Tackle Leg Lock Escape
Multi-Throw escapes.
Don't worry they're in the V.S. characters section.
If a flying cross chop (WR+1+2) is blocked below the knees, you can juggle
the opponent with a simple jab attack.
Kazuya's frame data. You should be aware of just about all of it. I'm not
going to print it, take your ass to Tekken Zaibatsu and check it out. You
gots to do some work too.
Conventions.
1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
5 - Tag button
f - tap forward once
b - tap backwards once
d - tap down once
u - tap up once
d/f - tap down/forward once
d/b - tap down/back once
u/f - tap up/forward once
u/b - tap up/back once
F - hold forward once
B - hold backwards once
D - hold down once
U - hold up once
D/F - hold down/forward once
D/B - hold down/back once
U/F - hold up/forward once
U/B - hold up/back once
h - attack hits high i.e. can be blocked high
m - attack hits mid i.e. can be blocked high
l - attack hits low i.e. can be blocked low
sm - attack hits special mid i.e. can be blocked high or low
! - unblockable i.e. can't be blocked (duh)
H - hits high and grounded opponents
M - hits mid and grounded opponents
L - hits low and grounded opponents
+ - Commands must be input simultaneously
, - Move to be done following the previous one
_ - Or i.e. either command may be input
~ - Command to be input immediately after the previous one (and I mean
immediately)
FC - Fully Crouched
WS - While Standing from a crouch
N - Neutral joystick i.e. no movement
SS - Side Step
WR - While Running
< - Command may be slightly delayed
CD - Crouch Dash i.e. f,N,d,d/f or with Mist Step f,N,d/f
OB - forces opponent's back to face you
OS - forces opponent's side to face you
OSB - forces opponent's side to face you when blocked
JG - juggle starter
BN - bounce juggle starter
RC - recovers crouching after a move
CH - requires a counterhit
DS - double over stun
FS - fall back stun
LS - lift stun
GS - gut stun
KS - kneel stun
HS - hunch over stun
TS - trip stun
CS - crumple stun
CFS - crumple fall stun
CF - crumple fall
BS - block low stagger
SH - stagger hit
GB - guard break
big - big character combo i.e. Jacks, T.Ogre, Kuma
WGF - Wind God fist
EWGF- Electric Wind God fist
TGF - Thunder God fist
cc - crouch cancel
Command Name Escape Damage
Property
1+3 Bitch Kicks 1 30
2+4 Hip Toss 2 28
f,f+1+2 Stone Head 1+2 33 #1#2
FC_d_db+1+2 Ultimate Tackle 05 #3
1+3_2+4_2+5 Steel Pedal Drop 1 40 #4
1+3_2+4_2+5 Skull Mash 2 40 #5
1+3_2+4_2+5 Reverse Neck Throw n/a 50 #6
2+5 Tag throw. 2 30 #7
f,f+1+2~5 Stone Head to Tag Armbar 2 25 #7#8
#1 Opponent can quick recover after this throw.
#2 Jun can tag in after this throw can finish with Reverse Arm Bar.
#3 Same as general tackle everyone has, except Kazuya can only continue with
ultimate punches.
#4 Left side-throw.
#5 Right side-throw.
#6 Back-throw.
#7 Tag throw. Partner will enter.
#8 Must have Jun on team.
Special Arts.
Command Name Range Damage
Property
1,2 Double Punch h,h 5,10
=<2 Demon Slayer h 18
#1
=4 Stature Kick l 17
1,1<2 Shining Fist m,m,m 5,8,18
#1
WS+1,2 Twin Piston m,m 12,15
JG
d/f+1 Entrails Smash m 17
HS
f,N,d,df+1 Thunder God Fist m 29
=3 Mid Kick m 10
=4 Hell Sweep L 12
f+1+2 Glorious Demon Fist m 26
CFS
f,N Kazuya Mist Step n/a n/a
=df+2 [~5] Wind God Fist [tag] sm 25
JG
=df+1 Thunder God Fist m 29
=df+4,4 Hell Sweeps L,L 12,12
WS+2 Demon Gut Punch m 25
DSc JG
df+2 Gut Punch m 21
JG CFSc
2,2 Demon Back Hand h,h 12,21
f+2 Soul Thrust m 30
GB GS KNDc
f,n,d,df+2 [~5] Wind God Fist [tag] sm 25
JG
f,f+3 Split Axe Kick m 23
f,f,f_WR+3 Leaping Slash Kick m 30
GB
f+4 Axe Kick m 27
GB KS
WS_df_f,n,d,df+4 Rising Kick m 10,18
=4 Tsunami Kick m 13,18
#2
f,n,d,DF+4,4 Hell Sweep L,L 12,12
BS
uf+4,4,4,4 Spinning Demon h,L,L,h 25,15,12,25
BS
4~3 Demon Scissors M 25
#3
db+4 Stature Kick l 17
*************
*Unblockable*
*************
Command Name Range Damage
b+1+4 Lightning God Fist *!* 40
B+1+4 Lightning Screw God Fist *!* 80
************************************************************************************************
Move list Explanations.
************************************************************************************************
KEY
Move Name
Command to execute move
Range i.e. where it hits
Damage
Rating
Description.
*
A utterly pathetic move that should be avoided like the night shift at a
24hr convenience store. These moves usually lag very badly, take a long time
to start, will connect only if you're playing someone brain-dead or the
payoff they give (if any) is worth it. These moves should not be used
period, I know what I'm talking about. The only time this should come out is
by accident.
**
This move is not very useful as it may be hampered by ease of it getting
blocked, lack of range, better options exist which nullify it. They may or
may not have uses under certain situations but should generally be avoided
unless you're playing to test something. Avoid using these moves for your
conventional game.
***
A good move that may be hampered by certain weaknesses such as they're hard
to do, better options exist or they may take long to execute. These moves
aren't useless and should be employed in your mix up game and while they're
not stunning, they do have their special uses.
****
A very good move that you should frequently employ in your everyday play.
These moves will most of the time recover well and on a hit will do good
damage and/or leave you at a tactical advantage. These are the better half
of his moves so don't be shy about using them.
*****
Showtime! One of Kazuya's most kick ass moves in the game. They should be
used very frequently as they will definitely help you win games and may
probably win the game for you. Moves rated five stars are highly recommended
and comprise mostly of the moves handed down through the Mishima Line.
************
* *Throws* *
************
Bitch Kicks
1+3
Escape: 1
30
***
Just your basic run of the mill average throw. It does normal average throw
damage. After the throw I believe you have a guaranteed d/f+4,4. It's
nothing special, easy and even accidental escapes from this throw are
commonplace. But if you use a standard throw, use this one.
Hip Toss
2+4
Escape: 2
28
**
This looks so pathetic. You have a small window of opportunity for okizeme
after the throw. Use the Bitch Kicks instead of this.
Stone Head
f,f+1+2
Escape: 1+2
33
*****
Kazuya's only true command throw and the best choice for a forward throw. As
it requires a f,f motion, it is ideal to use in your crouch dash mix-up by
using the dash buffer. The opponent is able to tech-roll after this throw.
However according to the Jjt and KOFTEKKEN advanced FAQ a UF,N+3, the
stunning kick is guaranteed if they tech-roll the throw.
If Jun is one your team, by pressing tag, she'll come in and finish a tag
throw, total damage being equal to 30.
Ultimate Tackle
FC_d_d/b+1+2
Escape: 2 or 1+2 before hitting the ground.
5 (5 optional punches which do 5 damage each)
*
This really sucks. Anyone with half a brain can escape this with ease. And
even if you catch them, the punches are easily escaped and Kazuya doesn't
even have an arm bar to mix things up a bit. Also you can be completely
reversed even if you do tackle them. This sucks, this really sucks. It's
best use is to waste some time.
Steel Pedal Drop
1+3_2+4_2+5 (left)
Escape: 1
40
***
It does more damage than a standard throw, but a smart opponent will easily
escape it unless you catch them by surprise which is usually the case with
side throws.
Skull Mash
1+3_2+4_2+5 (right)
Escape: 2
40
***
It does more damage than a standard throw, but a smart opponent will easily
escape it unless you catch them by surprise which is usually the case with
side throws.
Reverse Neck Throw
1+3_2+4_2+5 (back)
Escape: N/A
50
****
It's good in that it can't be escaped but it's damage is really mediocre for
a back throw. It should come up to a lot more than this. But at least it
can't be escaped.
Double Punch
1,2
h,h
5,10
***
These two punches come out quick, as all jabs do, and if they're blocked,
recovery is not an issue as you'll be perfectly safe. It's good to use
against most characters but since this is a Mishima you're playing with
here, you can always use his 1,1 which is faster and has guaranteed follow
ups if it connects. The best reason to use these is in your poking game as
they're ideally suited for that use and for going into one of the follow,
actually if you're going to use a follow up, just use Stature Kick since the
backhand one is very useless.
Demon Slayer
1,2,2
h,h,h
5,10,18
*
This is a really bad move. It hits all high and it has a long recovery. The
only good thing I can see about this is the fact that if the last hit
connects, you see some nice lightning. If all three hits connect, no
knockdown occurs.
Stature Kick
1,2,4
h,h,l
5,10,17
*****
This is actually good enough to use. The best finisher after the 1,2 jabs.
The first two punches come out fast as usual and the kick hits low and comes
out fast as well. Players would usually block just the first two punches
high and then eat the Stature Kick that does fair damage. The ending kick is
structured in such a way that it's hard to see coming out so most people
usually eat it. Of course the stealth associated with the kick ensures that
it doesn't do much damage but nevertheless all the tick damage adds up in
the final analysis. It's also good to mix this up with 1,2,d/f+2 for people
who have a reflex for the stature kick. Thanks to KazMishimaKazama for this.
Shining Fist
1,1,2
h,h,m
5,8,18
*****
The best choice for punches The first two punches come out very quick and
are quite impossible to counter. The last one also executes very quickly,
the only thing being that if the last hit is blocked there's a bit of a
slower recovery. If you're poking at your opponent the 1,1 is a good bet and
if it connects you can always end with the 2 since if the first punch
connects the rest is guaranteed. You can also delay the final punch.
I like this sequence for retaliation against an opponent when they wiff or
if they get stuck in recovery time. It's good for when there's not enough
time for Wind God fist or (Demon) Gut punch. It's also good to use after a
side step or even better in Kazuya's case, his Mist Step.
Twin Pistons
WS+1,2
m,m
12,15
JG
*****
I've recently seen the light with regard to this move. Until recently due to
Chinky-eye's posts on Zaibatsu and seeing Jang Ik-Su use it I thought this
move was just average. This move just plain rules! It's execution is just as
fast as the Wind God fist and if it's blocked it's only as 6 frame
disadvantage. The only thing is that this can be reversed. It juggles very
well, enough for you to drop a good WGF,d/f+4,4 down after it.
Twin Pistons are more useful for higher level play however. Since at this
level you can use a crouch dash/ wave dash to do quick WS moves:
f,N,d,d/f~b+1,2. Also since at this level, players escape Demon Gut Punch
religiously. If you're not playing high level opponents then Demon Gut Punch
is a better option since you'll get more damage off of it. Also using this
in a crouch dash has advantages since it discourages people from blocking
the crouch dash low, still allowing you space to use your Hell Sweeps
freely. The only weakness of the twin pistons is its lack of range, the
Demon Gut Punch beats it out in this regard.
Using Twin Pistons is just like using any WS move, you mainly use it after a
d+1, ducking a high attack or throw or you can use the crouch dash cancel to
throw it straight out. After high attacks and throw are the most guaranteed
usage as the opponent will have some lag time on him/her allowing you to
take advantage. Also, due to the Twin Pistons' speed, you can use it to
easily knock opponents out of ten strings.
Entrails Smash
d/f+1
m
17
HS
**
I never use this. It doesn't have a great range and it looks dumb. If heard
that it is good for stopping crouch dashes and from it's look, it'll catch
side steppers good. If anyone knows how, e-mail me and I'll put your
strategy up and give you credit in the FAQ. But it's still pretty useful at
close range. Not useless enough to warrant one star.
Glorious Demon Fist
f+1+2
m
26
CFS
***
If this hits it gives a good stun. The only thing is well...it's pretty damn
slow and it recovers like crap. When I just started using Kazuya I used it
quite a bit and got punished every single time. If it hits it does do
considerable damage though and it leaves room for you to tack on a little
something extra and it is possible to juggle from it. Another use of this is
for finishing stuns, it's a lot easier than going for something BIG like
Thunder God fist, which is a lot harder to do than Glorious Demon Fist's
simple forward maneuver. Probably the best time to use this would be when
you can sense that the opponent is going to tag so you can catch them
helpless as they come in. I've successfully connected this move twice in my
whole life against an opponent in proper play but now I hardly use it since
it really is too slow to use unless you find someone who doesn't block.
Mist Step
f,N
=d/f+2 Wind God Fist
=d/f+1 Thunder God fist
=d/f+4,4 Hell Sweeps
*****
This is by far one of Kazuya's best features. This little maneuver is what
gives him somewhat of an edge over other Mishimas. I mean, he just has so
many options available to him after the f,N! He can do any of the standard
Mishima punch combos, he can do a regular crouch dash f,N,d,d/f or he can
tap d/f into the Mist Step. Not to mention that the f,N gives him a little
sidestep.
If Kazuya does this on an odd frame number, he will sidestep left, if on an
even frame number, he'll sidestep right. Why I told you this is because some
people try to sidestep and then use Mist Step to move even further, but
since the direction in which you step cannot be foretold it's unknown as to
whether you move further or closer to your opponent's front. One of the good
uses of this unpredictability is that it gives you a double sidestep. Just
tap f,N and which ever way you sidestep to do another step in that
direction. Cool,no?
When you choose to use crouch dash moves from the Mist Step, it's harder for
the opponent to see what coming from the crouch dash. It's also possible to
execute moves more quickly. For example the Wind God fist. If you cancel the
Mist Step into the Wind God fist (f,N,d/f+2) quickly enough then you'll save
1 frame of execution time on the WGF. No, this doesn't mean that you get a
10 frame Wind God fist, which is what I had originally thought. A Wind God
fist executes in 11 frames after the command is entered. The time in which
it takes to enter the command, let's say it takes 6 frames, the entire WGF
animation will takes 17 frames. Using the Mist Step Cancel, you would be
able to do it in 16! This is because by using a proper Mist Step cancel what
you are essentially doing is subverting the 'd' command which saves you on
time. Many thanks to Reverend C for this and also for explaining to me my
error in deducing what it meant.
Wind God Fist
f,N,d/f+2 or f,N,d,d/f+2
Sm
25
JG
*****
My favorite Mishima move! Kazuya's Wind God fist has the same properties as
Heihachi's, although I think it comes out a bit faster, although after it
connects Kazuya doesn't have the kind of options that the juggle king has
from his. Kazuya's WGF is in my opinion the 3rd best launcher in the game
with Devil Jin's Wind God fist coming in first followed by Heihachi's
Electric Wind God fist. The Wind God fist has also received one the worst
weakens since Tekken 3. You see the Wind God fist now hits special mid
meaning that it can now be blocked either low or high, which really sucks.
Especially because I used Wind God fist a lot to attack. The Wind God
fist/Hell Sweep guessing game has now been totally killed. Of course it's
still much better than Jin crappy high hitting Wind God fist. Of course the
move still rocks. It juggles to a great height and it comes out really quick
so don't think it's worthless. I use it a lot now to counter whenever I see
a hint of movement. So use you it a lot to counter moves and interrupt moves
since it has good priority. Actually when I think about it the Wind God fist
is probably the best launcher in Tekken and one of the best moves period up
there with powerhouses like Paul's Phoenix Smasher.
Wind God Fist is also great against reversal scrubs as it can't be reversed
at all so you can just drop a barrage of Wind God fists down on them and
they'll just keep eating them wondering "What am I doing wrong?" It's really
hilarious as they keep trying to reverse you and keep getting juggled.
You'll never know this joy until you experience it first hand.
Thunder God fist
f,N,d/f+1 or f,N,d,d/f+1
=+3 Mid Kick
M
10
=+4 Hell Sweep
L
12
m
29
*****
Pretty useless by itself since it's slow as hell and can be seen coming from
a mile away. Then why the hell did it get 5 stars, right? Because this is
one hell of a juggle ender and a great stun finisher. This thing and a
tacked on mid kick or sweep give your opponent a one-way ticket to the land
of major hurt. Of course it's only possible to do this on big characters (I
think) and after a class 1 tag. Using it as a stun finisher requires a bit
more speed. When you anticipate a tag you can use it as well but I don't
really recommend it over a Glorious Demon Fist or Wind God fist. But, aside
from the uses I've just pointed out please never use this. Don't use this
much in the regular game though as if you start to go off with this move you
will get and fully deserve some major blows. That doesn't mean it's totally
useless in versus games. Wait for a rushing opponent then throw one out. I
get this to connect at least once or twice a round at 100% the time I use
it. The trick is to know when to use this move as if you throw this at the
wrong time, like I said you'll get beat up major.
Hell Sweeps
f,N,d/f+4,4 or f,N,d,d/f+4,4
L,L
12,12
*****
Kazuya' hell sweep, it seems comes out a bit faster even than Heihachi's.
His Hell Sweeps consist of two low sweeps. A lot better, in my opinion than
Jin's low mid alternative. Unfortunately, Kazuya doesn't have the repertoire
of moves available during the hell sweeps like Heihachi does, which makes
Heihachi's still superior in my opinion. You get the no frills version, no
Tsunami Kick or Thunder God fist. The worst part however is that if it's
blocked low Kazuya will sort of stagger for a bit which I guess adds realism
but weakens it a lot. If it connects, you can usually hit with another one
as your opponent is grounded which makes it good for okizeme. Hell Sweep is
also good for what I like to term a 'guard breaker', not as in a stagger.
When someone is just blocking everything you do high and mid and we all know
it happens, throw this out and they'll probably be so mad that they'll
re-enter the attack phase where you can dominate them.
When you do this with Mist Step it comes out of nowhere and I can't even
remember the last time someone blocked it. I like to use it with Mist Step a
lot, it's one of my main offensive weapons against people who can't block
low. Two sweeps put them on the ground and then another sweep for okizeme.
I just love to hear them complain after they eat this combination time and
time again. Of course they then go and call me cheap saying I only use the
same move which I don't, just a few times a round it's just that they can't
block low, if they did I'd definitely stop doing it. No reason to do a move
that doesn't connect.
Demon Gut Punch
WS+2
m
25
DSc JG FS
****
This is one the reasons why Kazuya is feared. This thing stuns for a long
time. I mean seriously long. Everyone loves this move. I loved it ever since
Tekken 2 was out. This move stuns, and stuns, and then it stuns some more.
Seriously it stuns for a while and Kazuya recovers quickly so he can pull
off some damaging moves. There's Wind God fist if you want to go for the
jugg(le)ular and finish him off with a nice fancy juggle. Thunder God fist
if you want to get it sweet and simple, can you say half off. Or there's
Glorious Demon Fist after which you can add a few hits and the ease of doing
it. Or even a simple roundhouse can end this with major damage. The catch is
demon gut punch is a WS move, meaning you have to be crouched in the first
place. This is one of the reasons why I hate WS moves. They're just one of
those things you have to get used to I guess. If I am doing this I'd rather
get into crouch by using another move (like d+1 or d+3_4) and then executing
it since I don't like WS moves one bit. If they're doing a move you know can
be ducked, do so and counter with it like with Hwoarang's d+4,4. The Demon
gut Punch is the reason why Kazuya's stun juggles rival the damage of
jugglers like Heihachi in terms of damage.
Now that I've finished kissing this move's ass, there's an awful truth about
the Demon Gut Punch, see, it kind of sucks. At high level play, that is. At
mid and beginners level this move will be your best friend. It'll work
wonders and you'll marvel at the damage it does. But go to a higher level of
play and you'll never connect this. It's slow and if it's blocked, you'll
get badly punished. Not to mention the fact that Demon Gut Punch's stun is
escapable. Did I mention that? Yep, the Double Over Stun, the longest in the
game and the stun that is yours on a counterhit, is escapable. The opponent
can just press tag and leave, inherently screwing up whatever you had
planned. Of course you could anticipate this and lie in wait but smarter
players won't tag out. They'll just hold 'f' and fall down quickly, again
screwing your Thunder God fist or Wind God fist. For these kinds of people,
just go for a short lightning unblockable (b+1+4). Thanks to
KazMishimaKazama for this. But this still doesn't' make the attack totally
useless as for most of us this attack will work against 75% of all opponents
we play unless that is you're from Korea or play in SHGL or Playmax in
Japan. You see now why this'll do you no good against worthy opposition?
Take my advice, use the Twin Pistons, they're much, MUCH better, that's why
all the ultra-high level players, i.e. Korean masters, use the Twin Pistons
so religiously.
So basically while the move has been extremely toned down that still doesn't
make it completely useless. If they hold 'f' you have the tip up there and
if they escape you can WGF the tagger as they come in. Another FAQ I saw
recently, Devil_Jin's totally blasted the move down to ** which I think is
harsh but that's his opinion, I tend to think that although it can be
escaped that isn't as bad as it may seem, if they tag you get a free hit in,
if they hold 'f' you can do the short unblockable.
Gut Punch
d/f+2
m
21
JG CFSc
*****
It looks exactly the same as the demon gut punch but its crumple stun isn't
as long as the double over the demon gut punch has. Does that make it
worthless? Hell no! I like it more because it can be performed without any
fancy pre-maneuver. It's a good juggle ender and it recovers fairly quickly.
Use it to counter when you can and, when it connect you can rain a great
deal of hurt down on your opponent as they lie there, including a short
unblockable. It's probably the best move from the standing position not
counting CD moves. Gut Punch is best used just out of throw range when
opponents are likely to be gearing up for an attack. It's also a great round
starter as it counters whatever the opponent was coming at you with and it's
very fast as well.
Seems that the stun the this gut punch isn't escapable. This in my opinion
gives this a great edge and makes it better than the Demon Gut Punch.
Demon Backhand
2,2
h,h
12,21
*
Why is this move here again? It hits all high has slow execution and
recovery and it has so many better alternatives. If someone tried this move
on me I'd quicker think his hand slipped than he meant to use this. Again
the best feature of this move is the lightning that you see if it hits.
Soul Thrust
f+2
m
30
GB GS KNDc
***
Not exactly great range wise but it's still pretty good. On counter it puts
the opponent head away face down. It can be used as a juggle ender but when
it is used it pushes the opponent a good distance away, too far for okizeme
unless you maybe use a tag slide. I used this a lot when I just started now
I just throw it in now and again or use it to end juggles against big
opponents since if I wanted to use a move from the standing position I'd
rather use the standing Gut punch.
Split Axe Kick
f,f+3
m
23
*
If this connects on a counter hit it will knock down (that's it) but it's
hard work to actually get it to connect in the first place as you have to do
a double forward tap to initiate it and that the kick itself is pretty slow
and it you have that kind of space available to you why not just Wind God
fist? Unlike Jin and Heihachi however, Kazuya is not able to add anything in
a juggle to this move.
Leaping Slash Kick
WR f,f,f+3
m
30
GB
**
This is the same running jump kick that everyone has, if you haven't run far
enough to shoulder ram use it as if it's blocked it'll stun them good and
leave you safe from retaliation. But when running in I prefer to use the
slide anytime. You can also execute this faster by doing f,N,d,d/f~u/f+3,
basically a crouch dash followed by jumping forward with '3'.
Axe Kick
f+4
m
27
GB KS
**
It gives a little stun and it staggers when it's blocked. I don't use it
mostly because it's speed sucks and I rather Tsunami kick to it any day.
However if you catch a crouching opponent with this, it stuns them long
wnough for you to snag them with a Wind God fist.
Rising Kick
WS_df_f,n,d,df+4
=4 Tsunami Kick
m,m
13,18
*****
A very good move. It's a good juggle ender, does good damage. I think it can
be used for okizeme but when you have hell sweep which can be done so easily
why this which takes some good timing. The first hit of this I use like most
Hwoarang's or Yoshimitsu's d/f+4, in a keep away game. The first hit can
also be used to start a juggle after the Glorious Demon or fist or like just
when an opponent hits the ground after a launcher.
Spinning Demon
uf+4,4,4,4
h,l,l,h
25,15,12,25
BS
**
This only works against new players or the low blocking impaired. I don't
use this anymore unless I find a newbie and couldn't be bothered to play him
fair. But if you're playing some Eddy button masher there's nothing better
to get rid of him with. This move can be parried and reversed so be careful
when you use it. Its best use for a regular game is in juggles as after
Glorious Demon Fist or Gut Punch on counter hit, it does good damage.
Demon Scissors
4~3
m_G
25
**
Hits mid or grounded opponents. If you wiff Kazuya'll take some damage
unlike Jin( Kaz is getting old I guess). I rarely use this except against
the CPU after a juggle as they always roll forward. Use it now and again for
variance. If you do u/f right before the 4~3 it'll come out immediately
instead of the delay when you do it normal. It's also a good juggle ender if
your Wind God fist connects on a counter hit as they flip over and can't
tech-roll, giving you this opportunity.
Demon Scissors is also very useful against Lei and Eddy scrubs. As they
always like to lie down, move in stances and keep moving very unpredictably,
use this to take them out from afar.
Stature Kick
d/b+4
l
17
*****
I just recently realized that this takes 20 frames to come out. Doesn't seem
to matter much though. The nature of this move is that it's hard to see
coming so it connects almost 100% of the time. Of course if a move connects
this often something has to be wrong with it. Not really, the Stature Kick
just does minimal damage but all the tick damage from jabs and this kick add
up in the final analysis and could help win a match for you. Use this a lot
in your mix up. If you find that the opponent is getting all your high moves
and you know he'll stop your hell sweep, stature kick. He'll probably get
hit by it and when people start taking hits they tend to go offensive which
carries the game right back to you and your counters. Just don't wear this
move out, it's a very good asset.
***************
*Unblockables.*
***************
Lightning God Fist
b+1+4
*!*
40
****
You're probably like "Four Stars for an Unblockable! Is he mad?!". But this
is, in my opinion one of the best unblockables in the game, up there with
Hwoarang's Dynamite Heel and in Kazuya's game, this move will come in very
handy. It is very fast for an unblockable and although it only does 40
points of damage compared to the 80-100 most unblockables do, this is the
price you pay for it's speed.
After a d/f+2 Gut Punch (CH) stun or a WS+2 Demon Gut Punch you can use this
to end the stun, it's easy and it does a lot of damage. After the d/f+2 gut
punch on CH this is your best option as a Wind God Fist won't launch as it's
not a clean hit Can't seem to time that Thunder God Fist after a class 1
launcher? Use this. It's easier to time and although you won't get the same
kind of damage you'll still score big.
It's good to use normally as well when you're at mid range, you can throw it
out sometimes or after you've gotten a knockdown. I connect with this quite
often. But still remember, this is slow so be careful how you use it.
Lightning Screw God Fist
B+1+4
*!*
80
*
What can I say. It's almost twice as slow as the previous one and although
it does twice as much damage, it's well slow. When I used to try for this a
lot, I got it like 1 in every 8-10 rounds. After a juggle and you know
they'll tag, use it and you probably get a hit and most likely a round win,
but a better bet is to just use a delayed Thunder God fist. The only time
you can use this in a juggle is if a big character is skied by a Devil
Twister.
Now let's move onto the really good stuff!
*******************************
* *************************** *
* *While Standing Moves (WS)* *
* *************************** *
*******************************
While Standing moves are an integral part of Kazuya's game as two of his
most useful attacks come from the WS position, Twin Pistons and Demon Gut
Punch.
There's also a quicker way to do WS moves than waiting for Kazuya to crouch
and then waiting for him to get up. By inputting d~d/b,N or d~d/f,N and then
the button, the WS move comes out quicker than just doing d,N alone since in
d,N the computer has to register that you're crouching and not side stepping
before you can do the move. The d~d/b skips this check so the move comes out
quicker. Thanks to Josh Turpen and Dong Lee for their Advanced Techniques
FAQ which taught me this. This is very useful as it allows you to throw out
your Twin Pistons right there in the middle of the game relatively quickly.
Incorporate this technique into your game, it will help you out so very
much.
Another alternate method of doing WS moves is by jumping and then inputting
the buttons when you land. As you land you end up crouched and so while
rising you have the opportunity to do the WS move.
Get accustomed to doing WS moves as they'll be a big part of your Kazuya
game and they also encourage you to crouch more which means soon you'll be
evading high attacks with ease if you can't already.
****************************
* ************************ *
* *The Art of Crouch Dash* *
* ************************ *
****************************
The crouch dash is the most essential maneuver to master when using Kazuya,
or for that matter, when using any Mishima. You must be able to consistently
pull of a crouch dash, at any speed, fast or slow, be able to delay, cancel,
buffer with it before you can become a true Kazuya master.
Crouch dash starts, conventionally, four of Kazuya's key moves:
1) Wind God fist
2) Thunder God fist
3) Hell Sweeps
4) Tsunami Kicks
Every last one of these four moves are completely essential to Kazuya's
arsenal. If you can't do crouch dash, then stop wasting your time and go
find someone else to play with. Wind God fist is by far, Kazuya's greatest
asset, so you're fooling yourself if you think you can do without it.
Another thing about crouch dash is that it ducks under high moves and some
mid moves. So while Bryan is throwing out that Mach Punch you'll be dashing
under it and come right up to pop him into the air with a Wind God fist.
Also since you can execute the move at any time during the crouch dash, you
can choose to delay the move, execute it immediately or to totally abandon
the crouch dash.
Crouch dash also has many tricks associated with it. The rest of this
section is associated with showing these tricks to you. A very big thanks
goes out to Dohee Kim from http://www.tekkenzone.com for writing the
tutorials from which I learnt most of these tricks and to Bob for
translating the tutorials from Korean to English.
*****************
* *Dash Buffer* *
*****************
The first art of the almighty crouch dash is the dash buffer. Dash Buffer
allows you to do moves that utilize a f,f or b,b command right out of the
crouch dash. Doing a f,f moves just out of the blue, the conventional
method, does the job well enough but range is one limiting factor in doing
it this way. As we mentioned before, crouch dash has a lot of range and can
be delayed easily. Let's say you wanted to do a stonehead throw but the
opponent was out of range for the regular f,f+1+2 to work. Walking up to
them and then doing the throw would be risky but if you used crouch dash,
they might believe that you were going for a crouch dash move and block,
when you'd actually be using dash buffer to throw them. This would be done
like this:
f,N,d,d/f~f+1+2
Basically a 'f' plus the button is added at the end of the crouch dash,
meaning that the crouch dash in itself acts like the first 'f' of the move.
Other moves Kazuya has which can use this is his Left Splits Kick (f,f+3).
Dash buffer can also be used to buffer for moves that have just 'f' or 'b'
which gives access to Glorious Demon Fist and more. By using dash buffer
your crouch dash arsenal is increased significantly.
Kazuya doesn't have any move that can be used with back dash buffer but
later on we will see how using this is just as useful as the forward buffer.
****************************
* *Instant While Standing* *
****************************
As you should realize by reading the movelist, Kazuya is a demon when it
comes down to while standing moves. Demon Gut Punch and Twin Pistons are
both two of his most important and valuable assets. Doing a while standing
move the normal way of crouching and getting up is fine if you're already in
a crouched position. But what if you're not? Quick WS works pretty well, but
what about range? Quick WS can't be used effectively in an attacking
pattern. So how do you use While Standing moves for attack? Well, that's
another of the crouch dash tricks.
Doing a crouch dash cancel into WS move is a simple yet complex matter.
Simple in that the motion doesn't take a genius to decipher. Complex in that
it's very difficult to get the motion down to perfection so you can use it
as an effective tool in your game. The motion itself is simple enough, let's
just do a crouch dash cancel twin pistons:
f,N,d,d/f~d~d/b~b+1,2
f,N,d,d/f~b+1,2
f,N,d,d/f~d/b+1,2
All three methods work but the last two have very hard timing to get down.
It's obvious to see the advantage of using twin pistons in this. Twin
Pistons has wonderful recovery, it juggles, it executes as quickly as Wind
God fist and it hits mid unlike WGF's Sm.
************************
* *Is the Mix-up Dead?* *
************************
When TTT first came out, people were appalled by the Sm hitting Wind God
fist as they realized that the old crouch dash mix-up was now dead. But time
went on and Korean techniques common knowledge to them since Tekken 3 became
known to us, it was realized that the mix-up still lived for two Mishimas
anyway, Jin and guess who?
Since Wind God fist can now be blocked low and high the only choice you
would have had for a mix-up is with Tsunami Kicks as TGF was way too slow.
Not anymore, with the crouch dash cancel to Twin Pistons you can have the
old mix-up as Twin Pistons is a mid attack. So you can still use the mix-ups
that made the crouch dash so feared, once you reach the required level of
skill, the only problem being that once you reach that level, you probably
won't really need to mix anything up again.
*************
* ********* *
* *Tagging* *
* ********* *
*************
Well this is Tekken Tag isn't it? The obvious reason for you to tag is to
switch your characters. We all have to do this at some point. But tagging
can be done in many other ways as well.
You can tag to get off the ground and bring your partner in. Most people do
this when their life is low and mostly after a juggle or knockdown
move(obvious, you're getting off the ground ain't ya?). But the thing is
most players know to expect this and they counter your character who's
helplessly running in like a fool. You'll take a Deathfist from Paul for
this mistake or a shoulder charge if you're at range. Tagging off the ground
should only be done if your opponent tries to okizeme you, if you tag then
you should be safe.
Another way to use it is with the tag throw. There are two, the normal 2+5
tag throw where your other character comes in and lands on your opponents
after you shoulder flip them away and then there's the one that's character
specific. Kazuya's only character specific is with Jun: f,f+1+2,5. This is a
good way to get your other character in without them taking damage, rather
you'll be sharing damage out.
The other way to use tagging is with your other character in a tag combo
where you can call in your other character to finish a juggle and whatnot.
The best part about this is not only does it look cool but the damage
inflicted by a tag combo is NOT recoverable.
Tag advice.
1) If you're tagging out, make sure you're not under any pressure. The best
time to tag is if you're at range or if your opponent is grounded.
Alternatively you could tag throw or do a tag combo to get your other player
in safely. Tagging carelessly will get you hit, by an unblockable or a power
move. I can't recall the number of times I've seen people tag out close up
and run in just to get hit by an unblockable or a Phoenix Smasher which is
just as bad because it takes about half your life away. The worst time to
tag is after you've been juggled and are on low life. Try to knock your
opponent away first, with a rising sweep or kick, then tag.
2) In the same fashion, punish anyone who tags in recklessly. After a juggle
and they're low on health I sometimes go for Kazuya's short unblockable
(b+1+4) and they get hit. Or you can Wind God fist them or go for Demon Gut
punch.
3) Use tag slides and cross chops! These can save your life as you tag in
and will most likely do your opponent some damage as well as help to break
their habit of trying to counter as someone tags in. Also use the run in
cancel (u,u/b) if your character is able. Unfortunately this will only apply
to your partner as Kazuya isn't tag slide or cross chop capable.
4) Don't only tag when you're low on health. Obviously if you're low you
should tag to your fresh teammate but tagging at that stage is very
predictable as well as if you tag earlier you may be able to get more
recoverable life back and that character will still be able to come back
without you worrying that one Deathfist will kill him.
The first step in a juggle is the launcher. Everything after that is just
free damage for you to pick up, like bonus points. Kazuya's doesn't have
many launchers but they're effective in that he won't need anything but
those. I mean c'mon he has Wind god fist! Is anything else really necessary?
Most or more like all these juggles were taken off Tekken Zaibatsu so Castel
and the Zaibatsu staff deserve all the credit for finding them.
Wind God fist
The launcher of choice! The Wind God fist in case you haven't realized is
maybe Kazuya's best asset next to the Demon Gut punch. It also launches to
an ideal height and should be one of your main moves. Learn to execute this
fast so you can pick up on any small chance you may get to use it.
Twin Pistons.
Launches to about the same height as the Wind God fist. It launches them a
bit more forward though, but powerful juggles are still possible from this.
Doesn't give much to Wind God fist in terms of connecting, Wind God fist is
still better but this is your only choice from WS position. Also note, tag
juggles are not possible from this move.
************
*Important.*
************
You'll realize that a lot of the juggles have a lot of jabs in them. You
must be wondering "How the hell am I supposed to know that if I haven't
gotten that far?" And I apologize for that.
Anyway, it seems that Kazuya's f+1 gives you a +1 frame advantage but his
F+1 gives you a +3 frame advantage. Aaaahhhh, right. Anyway, what this means
is that you use F+1 for the jabs, it's quicker, gives you more time, nuff
said.
Okay maybe not nuff yet. For those juggles where you see a lot of jabs the
jabs are performed by doing:
f,F+1
Otherwise you won't have enough speed to finish all the jabs. Thanks to Josh
Turpen and Dong Lee for this in their FAQ.
**************************
* *Conventional Juggles* *
**************************
These juggles are possible off a Wind God Fist, Twin Pistons or a class 2
tag.
1,1,1,2,4
Decent damage not too flashy though. Don't be alarmed if the right punch
fails to connect, it's not supposed to. There's no reason for you to ever go
for something like this unless you're in the presence of someone who will
recognize how damn hard this is.
1,1,1,1,WGF
Better choice than the juggle shown above but this is just as hard. Kazuya
has MANY better juggles than this. Don't waste your time, unless you want to
show off.
WGF,d/f+4~4
Your best choice from the standard launcher. Best damage combo you can get
from it.
WGF,1,WGF
Timing is really hard! But if you can pull this off consistently you've got
a very good reliable juggle on your hands to use. It's damage isn't great,
its best use is as a show off combo.
1,1,d/f+2_f+2
Very easy to do and it does decent damage, using the f+2 puts them a good
distance away while the d/f+2 puts them a bit closer and if they roll
forward afterwards you can tack on a 4~3 or a tag slide which looks very
flashy.
d/f+4,WGF
Looks really cool but the last WGF needs to be timed properly, you'll need
to Crouch Dash a bit to nail it. This juggle gets a 9 in the looks division.
*************************
* *Glorious Demon Fist* *
*************************
You must be wondering: this is a launcher? Yep, after this connects you can
do a crouch dashed rising kick and then do a little juggle. Nothing special
like the Wind God fist's or the twin piston but it still counts. It's hard
to time the rising kick though, normally I'd just for go the whole thing
altogether and just do a Tsunami Kick to get it over with.
f,N,d,d/f,f+4,1,1,f+2_d/f+2_WGF
Same damage as the WGF versions.
You can get a whole heap of damage this way. The damage you get from stun
juggles rivals the damage that even master jugglers like Heihachi can get
from a juggle. The stun drains them and then the juggle just adds to insult.
This is where Kazuya juggles get all their damage from. However getting the
stun down is much easier said than done in practice.
*********************
* *Demon Gut Punch* *
*********************
The stun of choice. This does big damage especially on counter and some of
these combos drain more than half the bar. Even though it's hard to hit
with, it still is the best stun to connect with overall.
Any of the Wind God fist juggles shown before will work here as well. You'll
just get the added damage that the stun causes.
TGF,3_4
Very deadly. I like Mist Step here with the Thunder God fist since my crouch
dash isn't very fast and the TGF has to be executed quickly.
4
Not really a juggle but hot dog this thing does great damage for the effort
you put out. Any Mishima can do this as well as Ogre and I think it does
something like 82 points! I first discovered this on Practice Mode when T3
just came out for the PSX and was basically amazed at the damage two hits
could do. Just to calm anyone who's thinking Kazuya does exist in T3, no I
did it with Ogre.
WGF,any combo
The WGF must be down quickly to launch tem otherwise it'll just knock them
down.
***************
* *Gut Punch* *
***************
If you can't get the Demon version, why not this? It's easier to do and more
likely to hit since it can be done more quickly.
b+1+4
Probably the best choice. You have to do it immediately though. So be ready
to execute it. It does great damage for the effort you put out which is next
to none.
*************************
* *After a Class 1 Tag* *
*************************
After a class 2 tag Kazuya can do the same stuff in the previous section.
However after a class 1 launcher e.g. Yoshimitsu's 4~3 or Hwoarang's CD+4
Kazuya can do some special stuff that does big damage. Just a good reason to
have a class 1 capable character with you.
TGF,1,f+2_d/f+2_WGF
Excellent damage ,looks good too. You'll have to buffer the crouch dash as
Kazuya goes in. Just don't execute TGF too fast or it'll go right under the
person and you'll come out the other side with a total wiff not to mention
you look really dumb.
TGF,3,d/f+4,4
About the same damage as the previous.
WGF,4
Very good damage.
b+1+4
Good damage and easy to time. Just make sure you do the short one and the
long one will have them hit the floor and you'll still be going.
To Tag or not to Tag.
This one basically depends upon your situation. It all depends upon the kind
of damage you can cause with the said player. If you WGF with Kazuya and
your partner is King, hell no! You don't tag. But if you have Heihachi or
Jin or Bruce as your partner, by all means tag in and combo them, you'll get
more damage and it'll look cool. Of course tagging in means you'll have to
change player so make sure you're ready to use that player before you tag.
Some attacks when tagging out
Julia : f,f+1,f,f+1,f,f+1,d,d/f+1,2
Bruce : b+3,b+4,3,4
b+4,3,1,4
Jin : b,f+2,1,d+2_2,f,f+2
EWGF,EWGF
Hwoarang: 3,3,3,3 or
3,3,3,4,3 or
1,2,4
A.King : 1,1,d+1+2
Heihachi: f+1,b+2,1
1,1,f,N,d,D/F+4,4,N+1
EWGF,EWGF
Devil Anomaly.
With Kazuya, if you have Devil as your partner, then you won't be able to
use any tag combos. This is because instead of the tag partner running out,
Devil 'morphs' into Kazuya and vice versa. This looks very cool and at the
point of changing they execute the equivalent of Jin's force block which
also rocks but the sequence takes too long for anything worthwhile to happen
as well as the fact that it leaves you open to attack if you do this
outright.
**************************
* *My Favorite Juggles* *
**************************
I thought that after that whole listing thing, you might want a quick list
you can go to for actual good combos instead of wading through unnecessary
junk.
1) WGF,1,1,d/f+2_f+2,d/f+4~4
A good, easy reliable combo to use. You can't go wrong here. This is a good
juggle for a beginner to Kazuya to start off with or if you need assured
damage. I use this when I'm not getting the crouch dash down too well or if
I don't want to chance a higher damage, but harder juggle.
2) WGF,WGF,d/f+4~4
Definitely the juggle I use most. It's Kazuya's best damage juggle from the
Wind God fist and it puts you in a fairly good position to set up for more
moves. As long as you have crouch dash down fairly well, you can pull this
one off with fair ease. This combo is your best choice if you want good
damage for relative ease.
3) CH WGF,1,WGF,uf~4~3
Best bet after a counter hit Wind God fist. Since on counter hit it turns
them upside down, they land on their face and therefore cannot tech-roll
making this combo possible. You have to be quick on the Demon Scissors
however or they'll be able to get up. This combo does great damage.
4) WGF,4
Simple, quick, good damage. You can do this regardless of how the Wind God
fist hits. It'll knock them a good distance away so you'll have plenty of
space to do whatever. Most of the Korean Kazuya players I've seen use this
so it can set up for more wave dashes.
5) WGF,WGF,WGF
You know it had to be in here. Only a couple of points away from
WGF,WGF,d/f+4~4 in terms of damage but it just blows it away in the style
department. Most definitely a show off combo. All you 'style' players, take
note.
6) CH d/f+2,b+1+4
Easy to do as long as you don't get caught by surprise that the d/f+2
stunned. It's damage is about half the bar so you know it's good. It's looks
nice too as it's an unblockable you're using to end the combo.
7) CH WS+2,TGF,3
Ouch!! This is the old favorite for just about everyone. Lots, and I mean
LOTS of damage from this. The only problem is connecting the WS+2 which is a
bitch to do. You want to do this combo, you NEED to use this combo if you
get the chance. Of course if the opponent holds 'f', then you're screwed.
8) CH WS+2,WGF~5 (Bruce),b+3,b+4,3,4
I just had to put this one in. If number 7 was ouch then this must be
mega-ouch!! Depending on the machine damage setting, this baby WILL KILL the
opponent if Bruce is Netsued when he tags in. The WGF must be pulled off
very quickly, though. You gotta love it man!!
************************************************************************************************
A Quick Hit.
************************************************************************************************
This is actually quite useful for tacking on an extra hit to your juggle. If
you have a partner that can tag slide or cross chop, after you complete the
juggle tag out and slide kick or cross chop. But beware with cross chop you
have to have an exact distance between the opponent and yourself. Chances
are you'll nail him just as he's getting up. Another good use of this is as
follows. Let's say you're using Kazuya/Hwoarang. Hwoarang launches them with
his CD+4, Kazuya tags in and does a TGF,1,f+2 or something then he tags out
and Bob runs in with a slide that puts them back down. You get to revert to
your original character without any risk. Surprisingly, this slide technique
is something I've never seen used except by Douzono in some of his
exhibition videos.
************************************************************************************************
10 hit strings.
************************************************************************************************
f,f,N+2,1,2,2,,3,4,4,2, Ten string
f,f,N+2,1,2,2,3,4,4,3,2,1 Ten string
f,f+N+2,1,4,4,2,4,3,2,1 Nine string
I personally don't use 10 strings. I think they should be removed altogether
from Tekken. Kazuya has 2 10s and a 9 string. The two tens start with 4 high
hits, so a low jab can easily interrupt. The nine is better though since it
only has two highs then a low I think also the last hit is a stun like one
of his 10s. After the stun you can continue the string or just plain do
something else. Something else being better. I haven't tested this out yet
but in theory if the stun connects you could actually do b+1+4 instead of
pressing '1'. They seem to execute same speed and the b+1+4 will do more
damage.
These strings shouldn't be used against even intermediate players as they'll
make you regret it each time. These should only be used against beginners if
at all during a Tekken versus match.
************************************************************************************************
Attacking.
************************************************************************************************
You'll realize that I don't recommend turtling anywhere. Why? Because
although I think that sometimes turtling is important against some
characters who'll massacre you if you get up too close, I believe that
Kazuya is a very attack oriented character. He has lots of quick, fast, high
priority moves. Use his hell sweep to give yourself some room if you're
being hounded and then return with some offense of your own. Even against
characters like Nina and Anna who have fast strings and even when they
attack I prefer to go for the jugular with Wing God fist. And you know what,
it almost always connects. Then I tack on a little juggle damage. Another
move I like for offense is his d/f+2 gut punch. Get up close and most likely
your opponent will be trying to attack you and then you'll gut punch him on
counter. The first hit of his tsunami kicks I also like to use since it has
good range. Stature kick while not powerful almost always hits and helps KO
your opponent. When you're crouching Twin Pistons should be your attack of
choice to punish people. Just don't go crouching outright as no one in their
right mind approaches a crouched Kazuya. Such is the fear of Kazuya's WS
arsenal which includes the stunning Demon Gut Punch. If the attack comes in
really quick use d+1, there was this one time I was playing a Hwoarang guy
and he kept charging with mid kicks, some low jabs and he got interrupted
every time. If the move they attacked with has a bad recovery go for Shining
Fist since it damages and knocks down so you can get into position. You need
to be the aggressor since Kazuya isn't a very defensive character, you don't
want to have block a lot since once you block once, you basically have the
case of an opportunity wasted right there.
************************************************************************************************
Countering
************************************************************************************************
Well, Kazuya's major moves for countering with are the Wind God fist, Demon
Gut Punch, Twin Pistons and his regular Gut Punch(d/f+2). They can all hit
for a lot of damage and both can be followed up into even more damage. With
countering all you really have to do is wait and time everything right...or
anticipate the move. After some time you'll come to know it as second
nature. And it is necessary; you can't just block any and everything that
comes your way. Of course if you miss you'll get a nice reminder not to miss
again...course what kind of Tekken player are you if you're not willing to
take risks? Plus counter hits do a lot more damage and with gut punches you
get stuns you can follow
Wind God fist
This is probably my favorite counter move, it's so fast and it opens up so
much. You really have to know the other player and read how he plays. If he
likes to play it close and then dash, stay a minuscule further than he wants
and Wind God Fist. Since Wind God fist constitutes a crouch dash it'll go
under a lot of high mover so characters who have many high based attacks
like Bryan Fury should be cannon fodder when he uses his Mach Punch as
you'll go under and when you come up he'll be movin' on up as well. Others
like Paul you have to be more careful with as the possibility of retaliation
with Phoenix Smasher is very real but it all comes down to your opponents
style of play. Some players like Hwoarang are quite easy to Wind God fist
since a lot of his moves come in strings and that's what a lot of people
use, unless you're playing Seok, in that case just pray :). As he starts
that string nonsense, Wind God fist. In the end it all comes down to
practice and your experience.
Demon Gut Punch
Demon Gut Punch is a good and bad move for countering. On the good side, it
does crazy damage and presents many opportunities but then on the flip side
it's slow as hell to initiate and it's almost impossible to get this off
against a seasoned player. But if you're playing against less experienced
competition then by all means use this but use it well. Learn the attacks
that hit high so you can duck and counter. Hwoarang and Baek, Yoshimitsu and
Kunimitsu too all beg for this. If you see a Jin coming at you, go to low
block in case he goes for hell sweeps and if he goes for WGF, counter!
Against a better Jin ,you'd never be able to do that, but since novice
players rarely use dash buffer, Tsunami Kicks and since they cannot initiate
quick while standing, it's a safe bet.
Any string of high attacks, duck and counter, a single high attack duck and
use the recovery time. No one can withstand two of those mistakes. people
who like to 10 hit combo a lot are also good to go after as their string is
set and once you know where the weak points are you can take them down
easily. Use the Demon Gut Punch well grasshopper.
One point that weakens the Demon Gut Punch, substantially, it's escapable.
They can tag out of this or tap f,f to fall over quickly, ensuring that your
Thunder God fist will wiff. When you find someone that does this, many
people are unaware of this feature, instead of using Thunder God fist use
Lightning God fist.
Twin Pistons
Like a diamond in the rough, the wonder of the twin piston is only there for
those with a keen eyesight good enough to realize it's greatness. Up until a
few months ago, okay maybe a month or so ago I had always thought of the
twin pistons as average. Believe me, it's anything but average. You have
Demon Gut Punch to counter the novice and then you have Twin Pistons to
counter the advanced. It's execution is beautiful and although it doesn't
juggle as well as Wind God fist, it does it's job well enough. Its only real
weakness is that it has pathetic range, not as much as Demon Gut Punch
anyway.
Countering with the twin pistons should be done just as it would be with the
Demon Gut Punch except that you now have a better chance of connecting on it
heh heh. Twin Pistons are also better to use in countering 10 strings as
windows of opportunity in 10 strings are very specific and if you miss you
get hurt, and since this executes faster it's a much better bet.
Gut Punch
This is a different kind of counter, and can easily become reflex since
you'll be standing. When someone is recovering from a move, gut punch. If
they get too close, gut punch as you see them twitch. Basically it's the
same usage as the demon version but with the added ease of motion. and the
fact that you're standing. I use this to counter a lot. After you connect
this on a counter hit, do a short unblockable and you'll get a lot of
damage, about 40-50%!
While some may argue that the damage you can do from this is not up to Demon
Gut Punch level, you're more likely to hit with this than with it's big
brother and plus the stun is guaranteed to stay unlike Demon Gut Punch's
escapable stun.
Other Counters
1,1,2
f+1+2
f+2
d/f+1
They all have their uses but the four listed above are those I believe to be
the best. Shining Fist, depending on how you look at it, is by far the
safest bet but since I've emphasized it's usefulness throughout the FAQ, I
saw no reason to do so again.
************************************************************************************************
Okizeme.
************************************************************************************************
For okizeme, Kazuya doesn't exactly have many options. But those he does
have get the job done well enough. Kazuya isn't exactly going to keep them
grounded forever but you will be get the tick damage that adds up. Mainly as
far as okizeme goes, Kazuya has the Hell Sweeps and the Stature kick, oh; I
guess you can count the Demon Scissors as well. Maybe not, since it takes
too much time, only use it if you see a forward roll and are at close enough
range since if you wiff you'll take damage. Both the hell sweep and Stature
Kick should be used as your main form of okizeme. Get in at close range and
once you see movement, execute them and put them back on the ground or if
you just want the damage just do the move and hit them. If you are close
enough, Tsunami Kicks are also a good option, but you have to get the timing
right, wait for when they start to roll. This is a good way to get people
who like to tech-roll all the time, the value of staying grounded is one few
people have realized. Try them all and decide what works best for you then
stick with it. Just don't try too hard or could get caught with a rising
move.
There are other moves that can be used for okizeme but I don't think any of
them work as well as the two I listed up there.
If you're at a more advanced level, wavedash works very well here, not as
the okizeme in itself but in taking them as they get up. As they are
grounded, just start wavedashing at them and the minute you see them twitch
WGF or hell sweep them. You'll have to be dashing fairly quickly for it to
work as you have to be able to take advantage of a split second of lapse
time on your opponent's part. You should be relatively safe from an ankle
kick interrupt about 33% of the time as that's the period in which you'll
have the d/f motion input to parry the ankle kick. The only way they'll
probably get away from this is if they tech-roll after you hit them.
So basically while Kazuya's okizeme isn't going to make anyone pull their
hair out it's still free damage that Kazuya can cash in on.
To summarize, your best bets for okizeme are:
f,N,d,D/F+4,4
d/b+4
f,N,d,d/f+4,4
WGF
TGF,3
Each of the above moves have their own particular usage. One thing you
should watch out for in okizeme is an ankle kick which will allow a safe
rise if it connects. It's sp fast you really are powerless against it but if
it wiffs then you can drop a WGF or some Tsunami Kicks down.
For forward and back rolls you can simple crouch dash up and use Wind God
fist or Tsunami Kicks yet again to drop them down. For forward rollers
Thunder God fist is better as it has less a chance of wiffing on a forward
and it does some mad damage.
Tech-rolls are a trickier subject. However if you know you opponent is going
to tech-roll you can get them as they get up with a move with a sweeping arc
like say a roundhouse or you can use crouch dash's tracking to Thunder God
fist them.
Kazuya isn't exactly a throwing character. He has no multi-throws nor does
he have any special command throws that do big damage. The only one he has
is Stone Head which I guess is good in that it requires a two button escape
but it does barely more damage than the regular throws. A word from the
wise, don't EVER use the Ultimate Tackle, just about everybody in the world
can escape this and Kazuya doesn't even have an arm lock to keep things
interesting, not to mention that you could get reversed. Of course if you
get reversed you can always escape it but well it's not worth the bother.
But throws still have their uses. If your opponent keeps blocking everything
you do, rush or crouch dash at him and throw him. They usually don't expect
a rush throw and many have fallen for it in the past. Also throws are always
good for variance as predictability can be your downfall with Kazuya who
lacks a large amount of moves. Throws give you the chance for a free move,
okizeme, which gives you the chance for free damage, 1+2+3+4 power up or to
tag. The bottom line is throws are useful for more than variance but don't
get too dependent on them and you should throw whenever you get the chance.
Oh, and don't feel cheap doing it, in Tekken throws aren't cheap as all of
them can be escaped and well it gets your opponent angry and no one who's
angry and frustrated ever played properly.
The best way to use a throw is to use dash buffer to buffer a Stone Head
into your crouch dash if your opponent is blocking a little too much.
Well this is always good to demoralize a reversal happy opponent. Chicken is
a big insult against a fellow player. I don't really try to lure people into
chicken because my chickening ability is far from perfect but if you're
going to you can do f+2, d/f+1, d/f+2, f+1+2, 1,1,2 or 1,2,2. Again it
depends on reading your opponent since some players may read into your
trying to bait them and interrupt with low jabs. And in case it wasn't
blatantly obvious only buffer chicken against reversal capable characters.
Thanks to Tekken Zaibatsu, we now have a reversal chart. The following list
contains moves that cannot be reversed. All other high and mid moves
obviously can be reversed as low moves can only be low parried.
1) f,N,d,d/f+2
2) f,N,d/f+2
3) d/b+1+2 *Only King may not Reverse*
4) f,f,f_WR+3
5) 4~3 *Only King may not Reverse*
************************************************************************************************
Custom Strings.
************************************************************************************************
You won't much information on these here since I don't use 'em much, I don't
really know why maybe I'll start someday. But in case you want to use them
I'll post a few that I picked up around the place.
f,f,d+1,d+3,f,f,d+1,d+3,f,f,d+1,d+3,f,f,d+1,WS+2_WS+4,4
1,d+1,WS+4,df+1,1,1,d+3,WS+2
d+1,d+3,f,f,d+1,d+3,f,f,d+1,d+3,f,f,d+1,WS+2
1,1,d+1,WS+4,1,1,f,n,d,df+2,d+1,WS+4,f,n,d,df+2,f,n,DF+4,4
1,2,4,d+1,WS+2,1,1,1,2,4,d+3,WS+4,f,n,d,DF+4
Anyway, there they are. Custom strings are basically used so you can set up
your opponent for a bigger more damaging move. If/when I ever start using
these, I'll put up a good strategy for them.
************************************************************************************************
Poking
************************************************************************************************
Poking is just one of the basic techniques you'll have to master if you want
to be able to compete at a high level. You won't always have big
opportunities coming at you and a good poking technique can be used to make
opportunities happen for you. Poking is well suited to be used with a good
movement chain as you'll be dodging and maneuvering your opponent as well as
getting a little damage in there. Pokes usually consist of fast quick
attacks that most of the time do little damage but recover very quickly like
1,2 jabs or 1,1. A good way to determine good pokes is to look at the frame
data on the attack. These are available at www.tekkenzaibatsu.com.
Poking is a good way to basically be a fly in your opponents face and will
keep pressure up on your challenger. If you keep him/her too pinned down
with your fast quick strikes, you'll give them no chance to retaliate
against you and if they try you'll most likely get the interrupt with your
quick attacks. And if they block you then you should still have no worries
as your attacks are fast recovering enough for you to be safe. Just ensure
that when you poke, you don't use slow recovering attacks, if you do you'll
lose your frame advantage and could get hit by a faster move.
Another reason to use pokes is so that you can get a frame advantage you can
use to set up bigger and more powerful attacks. Like if one of your pokes
connect, you'll recover quickly and will get a chance to add another strike
due to your opponents frame disadvantage. The simplest example of this is
when you poke with 1 or 1,1. If it connects you can always finish the rest
of the Shining Fist as it'll be guaranteed. Normally if you just pull
Shining Fist out of thin air and it gets blocked, the last hit has a longer
delay on it. So by waiting like this you reduce the danger to your
character.
A lot of people also start to lose it when they keep getting ticked by these
pesky attacks. Normally when they're in this position, they'll do something
stupid and then, well, you punish them appropriately.
Good Pokes
1
2
1,2
1,1
1,2,4
d/b+4
d+1
d+3
d+4
************************************************************************************************
Pitbull.
************************************************************************************************
This, for me is the way for Tekken, and Kazuya to be played. I mean Tekken
IS a fighting game, fighting meaning the majority of the time offense.
Anyway, in this style, you just have to be all over your opponent, all the
time. Keep pressure on them by using a variety of quick moves, the same kind
you'd use in your poking game to set them up for a big shot like a counter
hit gut punch. I've found using the standard jab strings work very well or
you could go with the first 4-5 hits of one of Kazuya's ten strings but
don't use the whole thing or you'll pay. If you get a knockdown, like from a
hell sweep or something, stay close and keep moving around, gives people the
feeling that you're itching to put down some more hurt, and as they get up,
be all over them again. Use wave step, if you can, to stay up in his face
with WGF and when he/she tries to respond, hit em' with a Shining Fist or
gut punch or a simple low jab. Just remember to keep the pressure up on
them.
************************************************************************************************
Turtling.
************************************************************************************************
First off, let me just say that I don't think Kazuya is meant to turtle all
day as he is a very offensive character and he doesn't have any reversals to
boot. The only character I believe that can play like this indefinitely is
Forest Law with his parrys. But if you use Kazuya like this you should know
by now what to use here. Wind God fist is good to get them with as they come
at you and should provide your platform from where you'll build damage.
Demon Gut punch or better yet, Twin Pistons them as they come in at you with
high moves. Shining Fist also works wonders in this department as well. The
low jab is also good to interrupt them if they start upping the tempo too
much. But like I said I would shy away from playing like this as Kazuya is a
much more offensive character and shouldn't be turtling all the time.
************************************************************************************************
The Keep Away Game.
************************************************************************************************
The Keep away is sort of a strange mix between the pitbull and turtle.
Basically you want to stop your opponent from getting too close to you by
either running away or via the power of suggestion a.k.a Wind God Fist;)
This is where the Rising Kick (d/f+4) really shines due to it's great range
and speed. Kazuya isn't as good as this as Heihachi since Heihachi has his
Shadow Steps but Kazuya makes good on it as well. This can easily turn to a
countering game as your opponent may try a mad blitz to break your game up
and then you drop a stun on them. Or it may be the opposite, you see a
weakness in the opponent's game and you blitz them. The problem is you must
only blitz for a few hits then return to your game. If you get too caught up
in attacking then your pattern is broken and you play his game.
But when the opponent finally rushes you have to make it a good one
otherwise you'll just turn to simple pokes and every round will end in time
outs. When they charge, you want to go straight for the jugular. How you do
this is up to you. Stuns, juggles or whatever else you have planned is fine
as long as it works. The attacks you use for keep away really depends on
your style and your preferred keep away distance.
How can there be offense without defense. Although your defense will most of
the time consist of blocking there's always these other techniques to use.
************************************************************************************************
Block or Side step.
************************************************************************************************
Side step is very underrated. Kazuya has a very good Side step and so he
should use it as much as possible. Of course blocking is the safe
conservative option it always was and is always an option. Although one
block usually leads to another, right? So I'd rather go for the interrupt or
the side step. Of course going for side step is a double edged sword isn't
it? You could get nailed if the move your opponent executed sweeps the area
like Yoshimitsu's '3' roundhouse.
The best attacks to sidestep are those which come in one dimension like
Thunder God fist and Jin's Laser Cannon electric punch rush. After the
sidestep some good moves to go for:
Shining Fist (1,1,2) - This is very quick and will interrupt them as they're
performing their move. Due to it's speed, you'll catch them in the act and
get a counter hit. This move is good to use anytime you perform a sidestep.
Wind God fist (CD+2, f,N,d/f+2) - A good choice as long as you can execute
it fast enough to interrupt your opponent and since it juggles you'll have
the chance for some free damage.
Stature Kick Combo (1,2,4) - The two punches will hit then the stature kick.
Of all the ones listed this is probably the best chance to hit since even
the opponent has a chance to block, the stature kick will most likely get
him for good damage.
Gut Punch (d/f+2) - I'd probably choose this over the rest because all it
requires is a simple motion and its comes out fast as well as the fact that
if it hits while they're in the act, you'll get a stun and an opportunity to
do some more damage.
Throw - You really can't go wrong here. No need to explain this, you all
know what a throw is.
Blocking is just one of those things that are as simple as breathing, but
people still manage to mess it up. High moves shouldn't be blocked if you
can help it. Duck under all high moves and respond with a Twin Piston.
Kazuya is a very good character for interrupting moves with. His Wind God
fist, of course, which comes out very quickly and has great priority and of
course allows you to juggle. Then of course there is the soup de'jour, the
Demon Gut Punch for interrupting anyone who's stupidly trying to do high
attacks against the mighty Kazuya. Twin Pistons may be a better choice here
though as its speed is much greater and so you'll take full advantage of any
window that you may have. The regular gut punch can be used as well at close
range when you can't Wind god fist fast enough or can't crouch and is one of
my favorites to use in this area. And then of course there's the d+1 low
jab. Very fast and interrupts hem almost all the time. I did that to a
Hwoarang player 5 times in a row before I decided to let him be. After the
low jab you can Demon Gut punch or Twin Pistons to further add to the
carnage. Or use can use old Mishima favorites like 1,1 or 1,2. The Shining
Fist (1,1,2) is really good for interrupting because it's really fast and
all that has to connect for the whole thing is the first jab. But be careful
remember interrupting isn't guaranteed. You may try to do it and then find
yourself in a very sticky situation. But of course it's more rewarding than
blocking.
************************************************************************************************
Reversal and Parry
************************************************************************************************
Basically you don't, Kazuya has the universal low parry (d/f) but I really
hate this because a lot of the time I have trouble finding the diagonal and
to do it you have to leave the safety of your block to do it. Also I find
that it's pretty hard to time the damn thing unless you get cut and dried
cases as in a 10 string. So you'll basically have to block any strings you
come across and hope there are some high hits so you can low jab or do a
Twin Pistons or parry it if there's a low hit (if you can). But I guess it's
not so bad that Kazuya doesn't have a reversal as reversals can be chickened
except for Kings, Wang's Left hand reversal and then Law's parrys, if he had
those that would rock.
************************************************************************************************
Getting Up
************************************************************************************************
One of the most integral parts of the game is actually getting up while
avoiding countless okizeme attacks. If you're not careful about how you get
up, you'll continuously get pounded right back into the ground by a tile
splitter or Jin's b+4. The information here can be used for just about any
character.
First there's the '3' sweep kick. The move of choice against average players
as they rarely block low moves. Against higher level players they usually
anticipate someone going for a sweep so they block low or parry as they come
up. If the sweep connects you have the perfect opportunity to continue with
your own okizeme, tag out or position yourself for another move.
Then there's the '4' standing high kick. This is best alternated with the
low kick, to confuse your opponent. Or this kick should be used against the
people who aren't necessarily pitbulls but more like rushers to take them as
they advance.
Then there's Kazuya's b,b+3+4. This is one of the worst choices unless your
opponent is coming in at you as a lot of times this is anticipated and plus
there's a delay before the move is actually executed. Also if this is
blocked, you see some retaliation. Stay away from this one most of the time.
Then there's the f,F+1+2 option. If you have some range then this is a good
choice as the cross chop stuns so you should be safe as well as if it hits
it's good damage. This will also catch people who tag out after the
knockdown and so when their partner comes running in, they'll get caught by
it.
Then there's the ankle kick (d+3_4 can't remember). One of the best options
just for giving you time to move. It's very fast and even though it does
negligible damage, it'll give you enough of a frame advantage to get up. If
you can get the timing down well enough, you can stop running attacks. After
a power strike that sends you down the screen a lot of people charge in for
a slide kick, cross chop or shoulder in case you get up or a simple trample.
If you time it just right you can get the ankle kick to stop a slide or
trample which is very useful.
Then there's the tag out. This is highly advised against as people are
always ready to get your helpless partner with a Deathfist or Wind God fist
or the like. Even if you're low on health try to use '3' or '4' to get a
knock down and then tag out or your other partner could end up with a
disadvantage as half his/her life would have been taken by the Deathfist.
Then there's plain rolling to get up. Using '1' to roll sideways is one of
the best options you have as you'll be relatively safe. Don't roll
forward/backward or get right up unless you have enough room to do so.
Of course, I can't forget tech-roll. This is probably the best option as
long as you don't get too dependent on it. It'll give you instant recovery
from the attack and people who use non-guaranteed juggles will beasically be
screwed over. Just don't get too predictable with it otherwise, they'll wait
and get you as you bounce up by sidestepping along with you.
Always remember before you get up to observe what's going on. Sometimes
staying on the ground a few seconds longer may be the best option if an
unblockable was being charged in case you would have been over zealous. Like
the old proverb always said "Look before you Leap".
************************************************************************************************
Positioning.
************************************************************************************************
This is one new area I thought I'd put a bit of stress on. Many people when
they get into a new position that they're not accustomed to, they have
absolutely no clue as to what to do and just mess up what could have been a
potentially devastating (for the opponent) situation. Since Tekken is a 3D
game with sidesteps and with oddities that may arise from tagging and moves
wiffing, there are different positions that a player can find themselves in:
1) Close Range.
2) Outside Throw Range or 'f,f' Dash Range as it is called by Tragic.
3) Far Away.
4) Side of Opponent.
5) At Opponent's Back.
*****************
* *Close Range* *
*****************
This is one of the more common ranges that a player may him/herself in.
Close range is not one of Kazuya's stronger areas due to his lack of an 8
frame jab. You poking punch strings are the best bet in these close
quarters. Up this close crouch dash is risky but possible though
interruption should not be discounted. Counter attacks such as Gut Punch are
good to use in this vicinity but again due to the range interrupts can
become common. Your best bet here is to try to put some more distance
between your aggressor. This is the range at which characters such as Julia
Chang rule over.
****************
* *Dash Range* *
****************
This is Kazuya's range of choice. At dash range Kazuya has the space and
freedom to properly execute his crouch dash moves without fear of
interruption. Also at this range Kazuya can use his Gut Punch efficiently.
This should be your standard range for attack and a little outside it if on
defense. Basically from here everything will work out fine, all moves will
hit at proper range, however delaying crouch dash moves won't work here as
for the crouch dash moves to hit as they reach the required range, they must
be quickly executed.
**************
* *Far Away* *
**************
Well there really isn't much Kazuya or for that matter anyone else can do
from this range. At maximum range you may find people charging at you to
connect with the shoulder unblockable but you can easily escape this with
U/F+2+4. Normally if I have a standoff at this range I just dash in until
I'm just outside dash range or if I'm playing less skilled opposition, I may
go for a slide kick or a shoulder charge myself.
*********************
* *Opponent's Side* *
*********************
>From the side your options narrow down to what you can do and what's smart
to do. Wind God fist from here will flipover the opponent allowing for
WGF,1,WGF,uf~4~3 which is very damaging. The most commonly performed move
from this position would be the side throw. This is generally a good option
unless you're playing against the few people who can escape throws on a
whim.
*********************
* *Opponent's Back* *
*********************
Ahh, the coveted back turned position. This is by far the most advantageous
position to yourself. A back throw is a good choice for easy damage although
Kazuya's back throw isn't as damaging as those of other characters. Wind God
fist from here will launch as normal, no flipover at all. The throw is
probably the best option overall.
************************************************************************************************
Reading you Opponent.
************************************************************************************************
This is something you'll have to break into on your own. Reading your
opponents style of play can help you more than you might think. By reading
an opponents style of play you can adjust yourself to combat him. Some of it
is very obvious; don't turtle against whose defensive. Don't rush an
aggressive person. At higher levels TTT is very psychological. You have to
be ready even before the fight. If you see he likes to charge in a lot, then
you'll want to make use of Wind God fist and low jabs to interrupt. Against
a defensive person you'll want to poke a lot. Your opponent's style of play
also comes into consideration when you're deciding the first thing to do in
a match. This will be discussed later on.
Part of reading your opponent and his style is because you want to be able
to control the pace and style of the match. To control your opponent, you
must first understand your opponent. Then when you know how they react to
certain changes in the game, you can begin to manipulate them and make them
go your way. They'll eventually reach a point where they have no idea what
to do as they're afraid you'll get them. Basically at this point you've won
the match. While novice players are easily manipulated, expert players tend
to mix their game up a lot to prevent predictability which is what you
should to do as well to safeguard against this same tactic.
************************************************************************************************
Movement.
************************************************************************************************
Movement is probably by far the most important aspect of the game and
probably of the hardest to integrate properly into a game. Movement is the
key to setting up any victory against an opponent. Tekken is a 3D fighter,
the sidestep is there for a reason, you're not just supposed to wait for
things to go your way. You have to keep moving so that the opponent may wiff
something that you can get a countering opportunity against them.
The primary instrument in a good movement is the sidestep. The sidestep is
equal for most characters, Kazuya's sidestep itself is a good one in terms
of distance covered but it has the disadvantage of not being able to execute
any sidestep specific moves like Jin or Bryan can. It is however the key to
evading attacks especially the mid and low attacks that can't be ducked.
However each time you use it you put yourself on the spot, a sweeping attack
will knock you right out of it while a successful evade will give you a
retaliation chance. This brings you to another crossroads, should you take
the chance. Nothing has ever been won by playing it safe and the payoff here
would equal the damage done so it is definitely worth it to try.
The next instrument is the forward and back movements that a character has.
The thing about a backdash is that it could be more trouble than it's worth,
during the dash and for some time after it you are unable to guard against
any attacks leaving your self open. However backdash is necessary for you to
get your proper spacing and will get you there faster than walking back so
it will all depend on the distance relative to your opponent. The case is
the exact same thing for forward and back movements.
Putting together the forward, back and sidesteps into one big package can
give you a good routine and at any point in the routine you can interrupt it
with attacks like a Shining Fist, Wind God fist or go into the Mist Step.
The total package might look something like this:
f,f~ssl,b,b~ssr,1~1,b,b,ssl,ssr,f,f,b+1
Then there's the harder more advanced movement motions.
I'm sure we've all heard of the infamous Lei Haha step which allows Lei to
go into an almost continuous backdash. This allows him to control the tempo
of the game as the opponent is obliged to follow Lei's lead. What you may
not know is that everyone is able to do this same type of backstep. I've
seen many different ways of people doing it:
b~b~f~b~b~f
QCB~N~b
The first I find to be very hard to use, I always just mess it up. The
second seems to be the better of the two ways listed above, my way of doing
it is very similar to the second. My way of doing it is basically a reverse
wave dash:
b~b~N~d~d/b~b~b~N~d~d/b~b~b
It's works well for me so this is the only method I can confirm. The use of
this is obvious. To slow down the tempo of the match if you're being out
poked or are being totally pitbulled by some Bryan or Julia or even to just
waste time if you want to.
This brings to the final element of the movement game, the wave dash in
actuality. The wave dash is explained in full in the next section so I won't
re-state it here. The use of the wave dash is basically the opposite of the
pseudo Haha step, the up the tempo of the match and get right in that
turtles face.
*********
*Warning*
*********
Some of the techniques in this section are very advanced and will take lots
of practice to master. Since they all have to do with crouch dash, I put
them here instead of in the advanced section. While basic crouch dash
skills, dash buffer and even crouch dash cancel to WS moves are necessary
for a proper game, aspects such as wave dash are best left until all aspects
of the basic game are well learnt.
Wave dash is just too cool not to like. It sets up for the best stuff in the
game, moves quick as lightning and is one of the most effective tools for a
Kazuya master. Now when you crouch dash you can cancel it simply by
inputting a 'f' command. Therefore after you cancel the dash you can simply
do more crouch dashes and cancel them to get a sort of continuous crouch
dash going on. This is wave dash. Wave dash is considered inputs the dash
command up to 4 times per second. Anything faster than that is considered to
be light dash, to be discussed later.
Wave dash, depending on the speed it can be input at, is very useful at
covering ground as it moves you across the arena very quickly. It also
allows you all the standard crouch dash privileges that were previously
described above. This means access to regular crouch dash moves as well as
dash buffer and crouch cancel WS moves. This makes Kazuya's wave dash in my
opinion even better than Jin's, whose wave ranks second.
Due to the speed that dashes are executed and canceled at, you can interrupt
your opponent as soon as they twitch using wave dash. As soon as you see
movement, press '2' or cancel into twin pistons and you'll float them. Using
dash buffer, Kazuya doesn't really have many options outside of the
Stonehead throw which I guess is good enough.
Wave Dash is also good for okizeme. While the opponent is grounded, start
dashing and you'll keep riding up and down at their feet. Then, once you see
them start to move, use a Wind God fist or Hell Sweep to put them back down
on the floor.
All crouch dash capable characters are able to wave dash.
There are only two true commands for the wave dash. All other are wrong:
f,N,d,d/f,f,f,N,d,d/f,f,f,N,d,d/f,f
OR
f,N,d,d/f,f,N,d,d/f,f,N,d,d/f
The second command is commonly used for light dash as it is quicker as you
can see by watching the commands and comparing.
There is currently are fascination with wave dash. The minute people first
heard of it the first thing they did was turn on their Playstations and try
to make 4 times per second. But that in itself is not wave dash. To wave
dash effectively, you must be able to use all aspects of the dash, including
the tricks shown below. Just being able to do the motion doesn't mean you
are a wave dasher. Wave dash is a very powerful tool but is best left to the
advanced player as using it without the full knowledge and practical ability
to use all of its capabilities, wave dash can do more harm than t can good.
There are many tricks that are used out of the wave dash and these will be
discussed in the upcoming section.
***************
* *Fake Wave* *
***************
In fake wave, instead of buffering a 'f' into it and so moving your player
forward, a 'b' is buffered into it and Kazuya is seen as sort of chopping
back and forth while doing his full wave dash motion. What's the use of
this? Well, aside from looking way cool it keeps you in position and you at
all times have access to your crouch dash. You start doing this and it sort
of calls your opponent to attack you. And when they come, as you're using
crouch dash to do the fake wave, you'll have full access to your repertoire
of moves and will be able to interrupt them as they attack.
Here are the commands for Fake Wave:
f,N,d,d/f,b~b,f,N,d,d/f,b~b,f,N,d,d/f,b~b
OR
f,N,d,d/f~b,f,N,d,d/f~b,f,N,d,d/f~b
Either way will work fine although the second way is faster though it
doesn't push you as far back.
****************
* *Snake Dash* *
****************
Snake dash is best used in collaboration with the above tools to confuse the
opponent. By doing a dash canceling it into a sidestep, it also allows you
to sidestep attacks and before you sidestep you also have normal crouch dash
options available to you. Snake dash is performed using the following
command:
f,N,d,d/f~f,SS,f,N,d,d/f~f,SS,f,N,d,d/f~f,SS
*******************************
* *Dash & Wave Wind God Fist* *
*******************************
Dash Wind God Fist: DWGF
Wave Wind God Fist: WWGF
Dash and Wave Wind God fist are sidestep killers. That's their primary
function. We all know of those chronic sidesteppers who walk all over the
place trying to avoid your crouch dash attacks. This is their remedy. Dash
Wind God fist is entered like this:
f,f,N,d,d/f+2
As you can see this is just a 'f' entered before the Wind God fist. As you
know, tapping forward makes you face the opponent, and therefore their
sidestep will be cancelled so you can snag them with your WGF.
Wave Wind God fist takes longer to execute than DWGF, but since you're using
a wave dash, it tracks the opponent better. Needless to say, it's harder to
do than DWGF:
f,N,d,d/f~f,f,N,d,d/f+2
WWGF in addition to having it's longer range also gives you options while
you're in the first wave.
1) Use the d/f+2 gut punch as an opening move, when I use it almost always
hits. And if it hits on CH I think you can do it again for guaranteed hits
or just do a short unblockable.
2) Tag slides usually do no good here, in my experience cross chops have
performed better, but I'd not recommend you use them either.
3) 10 hit strings as long as you don't wiff the first few punches almost
always take the CPU, the last hit almost always hits. Take advantage of
this.
4) Wind god fist is a good attacking weapon against the CPU. It connects a
lot and even if it gets blocked you can defend quickly enough. Just don't
wiff it.
5) I've seen this work a lot, Wind god fist ,1,1, unblockable (long).
6) The final boss, Unknown continually regenerates her life that's in the
red so keep persistent against her so she doesn't get too much of an
advantage by having the regeneration ability.
1) Use your knowledge of your opponent's style to determine your actions at
the beginning of the round. If you know that they are very aggressive you'll
want to either come in with a fast counter, Shining Fist or the d/f+2 Gut
Punch or if you can pull off a very fast Wind god fist, or you can dash
back. The back dash is obviously your safest option but nevertheless you
lose a chance for easy damage (either way). If your opponent would be
defensive you can either mimic him or come in hard with Wind God fist or
hell sweeps. I prefer hell sweeps with mist step because it's harder to see
coming and at the start of the round people seldom block low.
2) Always mix up your moves. Redundancy can be your worst enemy against a
human. While the CPU may take that same move 10 time and time again, a human
will definitely punish you if he knows it's coming.
3) If you're he kind who likes to use 10 hit strings, I suggest you stop
here, Kazuya's 10 hits start with 4 high hits so a simple low jab will
interrupt you every time.
4) Remember big guys launch high and smaller ones launch well higher. Know
this. Some of your great juggles won't work on the bigger guys.
5) Unblockables aren't entirely out of the question here especially the
short one. A lot of people freeze up when they see an unblockable coming at
them. A good time to use it is after a knockdown a short distance away. If
they roll back you'll wiff and they'll probably be too far to get you. If
they stand in position and try to retaliate they'll get slammed.
6) Tag cross chops and to a much greater extent tag slides work wonders
here. Most players try to retaliate as you tag in. Here's one you can try,
if you're at the other end of the screen and the opponent is standing charge
in and press tag at the last second and send your second in with a tag
slide. Of course Kazuya can't do tag moves so this is only applicable if
your second can do it.
7) Don't forget hell sweeps for people who can't block low, it really does
work wonders. Two sweeps put them down and then one for okizeme.
8) Make sure you know all the escapes from (A)King's, Nina's and Anna's
multis and if by chance you get grabbed don't be afraid to look at their
hands so you'll know what button to escape with. Also learn how to reverse
and escape all parts of the Ultimate Tackle. People rarely use this but if
it happens, you'll be prepared.
9) Use the options that Mist Step gives you to keep them guessing, will you
go for the crouch dash or the good old Mishima trademark punch combos. Moves
executed from Mist Step especially hell sweeps seem harder to detect by
people.
10) If you can do wave step effectively, then use it! It's one of the
quickest ways to cover ground and it's a very confusing art. Your opponent
won't have a clue what you're planning on doing and if they try to attack
you can just WGF them.
Basically these will not hold true for every human since we all play
differently, but this should outline what you should do against specific. As
you gain experience you'll learn your own tactics to use with Kazuya but in
the meanwhile here's my suggestions, and I must apologize due to the fact
that not every character will be listed here since in my arcade not all the
characters are used so I'll know more about some than others, but I'll try
my best to round it off. So if you see very limited info on some characters
bear with me, I'll try to make it better next revision.
These are very basic outlines of each character. While some characters may
be rated low in the hands of a master they could do some good damage. The
most dangerous characters in a master's hands, in my opinion are the
Mishimas.
Basically I think you should continually hound them but in some cases it's
better to hang back and wait for a mistake to surface that you can use to
your advantage.
The characters who are reversal and multi throw capable are stated.
The characters in alphabetical order:
Alex/Roger
Difficulty: Easy
These two whackos share the same basic style as the Kings minus the
multi-throws. Just keep a little distance from them and come at them with
Wind God fist, hell sweeps and the like. They do have a couple good points
about them however. Their Animal God fist rivals your TGF in terms of
damage. Their f,N+1, if blocked, gives them a lot of frame advantage which
allows them time to drop a guaranteed combo down or even an AGF. They also
come equipped with King's cheesy Ali kicks and everyone should know just to
block them and come up with the WS move of your choice, be it a Twin pistons
or a Demon Gut Punch.
Angel/Devil.
Difficulty: Easy
Unblockable lasers. Great...shyeah right. Now in the flying version they can
go over your head to the next side so just sidestep the beams now. They have
a side step uppercut now that is very strong and launches very high, it only
fault is it's considerable wind up time that it takes to execute. They share
all the Mishima moves with Kazuya so they're dependent on the crouch dash
like you are. Anticipate their attacks and interrupt with whatever you can.
They have an excellent Twin Pistons which execute very quickly and don't
give frame advantage when blocked. It has mor forward momentum than yours or
Jin's and Devil players just abuse this to death. You basically have their
moves and then some so keep at them, don't allow any room for them to blast
at you.
Anna Williams
Difficulty: Hard
Reversal Capable.
Multi Throw Capable
She's more or less the same as her sister Nina, though I think her sis is
better than she is although what do I know about them so I could be wrong.
Be prepared for low of little poking attacks and a number of strings.
Speaking of strings, whenever you see her a little way off go for the Wind
God fist since she probably is going to start a string or go for the multi.
You'll want to go for interrupts a lot with your trusty Wind God Fist. Play
her as you would Nina, her only real difference is her low super which you
can see coming and punish accordingly.
Anna's Multi-Throw Escapes:
Throw Name Throw Motion Escape
_______________________________________________________________
Palm Grab QCF+1+2 1
Rear Chickenwing Lock* ~5 N/A
Reaping Arm Bar 3,4,3,1+2 1+2
Standing Reverse Arm Lock 1,3,2,1 1
Falling Reverse Arm Lock 2,1,3,4,1+2 2
Rear Gatelatch Falconwing Squeeze 3,1,4,1+2,1+2 1+2
Gatelatch Throw 2,3,1+2,3+4,1+2 1
Arm Sprain, Standing Cross Lock 1+3,4,1+2 2
Inverted Crucifix 4,3,4,3+4,1+2 1+2
Arm Break, Rear Cross Lock 1+2,4,3,1+2,1+2,1+2 1
________________________________________________________________
Armor King
Difficulty: Medium
I just love this guy. For me he's the King I respect. He has a single
multi-throw so just learn the escapes for it since you can't afford to duck
his crouch dases due to his Dark Uppercut and other impressive moves. His
Multi also comes straight out of the crouch dash so he has an excellent
mix-up at his disposal with that and he can mix the throws in the crouch
dash up. He has an array of power punches. He also has the *drum roll*
People's Elbow. That move is so cool; it even recovers on its own. Attack at
him but keep some distance since he's a brawl fighter. Use stature kicks to
poke at him and counter as he comes at you. He has juggles unlike his
apprentice but they're not overly damaging. He has good low attacks
includong two cheap ones, the first is the Ali Kicks that we all know and
hate and second is his d/b+4 which executes really quickly, but if he wiffs
this, then he's totally screwed.
One more note. When you're face down he can continuous mount you and without
doing any punches, re-mount as you'll be too stunned to get up. What this
essentially is, it's a Hand-Cuff where ha can continuously mount you until
time runs out. This is very cheap and I doubt many people will use this but
if some do, and you're bigger, you ought to beat them down for being cheap
bastards.
A. King's Multi-Throw Escapes:
Throw Name Throw Motion Escape
___________________________________________________________
Choke Sleeper f,N,d,d/f+1+2 1+2
Full Nelson Suplex 2+4,1+2,1+2 1
Waist Lock Sleeper 3+4,3+4,1+2 2
Leg Stretch Muffler 3,4,1+2,3+4 2
Triple Backmounted Head Punches 1,1,1+2 1
___________________________________________________________
Baek Do San
Difficulty: Easy
He's more of a Tae Kwon Do simple person and isn't as flashy as Hwoarang is
and is also to my eyes less dangerous. He was my favorite from Tekken 2 but
his old moves aren't meant for 3D game play so keep moving and then charge
in when one of his little strings miss. He doesn't have the kind of
confusing type of strategy Hwoarang has and everything is pretty much cut
and dried. You should be able to easily overpower him and counter him a lot,
especially his d+3,3,3 as last shot hits high. So, just like his student
look out for the high kicks and counter them until he falls. He seems a bit
more string oriented than Hwoarang though, so use this your advantage with
interrupts. He possesses a very fast jumpkick (3+4) which sends you flying
and can also be easily used in juggles, but it hits high so if they try to
abuse it then he's screwed.
Bruce Irvin
Difficulty: Hard
Another of my T2 favorites. Be very careful against this Muy Thai master.
His mid kick to double uppercut 3,2,1 juggles on the third hit and if
blocked he can sweep you with a '4'. The thing is if the mid kick hits on
counter the next two are guaranteed. If you get launched get ready to cry as
he slams a Triple knee combo down on you. Don't try to attack him head on or
you'll get slammed with that combo. His pokes are very annoying and very
effective as well. He has a very large mix-up from his 1,2 double punch with
hits that can go just about anywhere. His Nightmare Mach Punch can parry
punches but the timing has to be exact for this to happen. His right jab
also has great range so he can poke at you a lot. He has an extreme lack of
low power blows although he is amply equiped in low ticks. Go at him with
hell sweeps and stature kicks and if he'll take it mix the sweeps up with
Thunder god fist from a distance since he'll normally be trying to hit you
with his long legs. Wind God fist when he starts coming too close. This is a
tough battle to win. Try to out power him with your juggles. Like I said
this is tough to keep ticking at him.
Bryan Fury.
Difficulty: Hard
Good Lord! You're going to feel real pain against him. Be very careful about
your moves since if you wiff them, he'll give you a good Mach Punch for your
troubles. A lot of his moves cause a stun on counter which means you're
going to fell again. The only consolation is that all his moves have some
initial movement involved (f,f,). Try to detect this and counter
accordingly. Some of them require a back crouch dash, when you see this go
for the Wind God fist and counter. Most of his power strikes can be blocked
high with the exception of his power sweep, which you can see coming
(hopefully). His new b+1, if buffered with a tag gives him guaranteed ticks
at you if blocked and most players will definitely abuse this a lot. He has
the best array of WS moves in the game and so use caution when approaching
him. You shouldn't have to worry much about being countered with his WS+3 as
Kazuya doesn't have many moves that can be ducked. That of course doesn't
mean it isn't a threat.
Of great importance is his punch parry which, if the player can use it, will
give you no end of trouble. The Parry is irreversible as all parrys are and
since it's a Punch parry that means that he can totally, in theory, shut
down your Gut Punch and Twin Piston game.
Eddy Gordo or Tiger
Difficulty: Medium
Owner of the coolest 10 string in the game. There are two kinds of Eddy
users, button mashers (common) and the ones who can really use him. One uses
the kicks like it's some kind of messiah. They'll normally end up using his
'break dance' kick where he sweeps low twice then follows up with two kicks
where he sort of rolls towards you. Now here's the deal, it's actually very
easy to deal with this move. If you can, you can parry it or Wind God fist
if you have the space, just don't get hit. And then there's the choice of
kings. Block low and after the last hit (they're 4 in total, two sweeps and
two roll kicks) go for the Demon Gut Punch. No two ways about it he'll
either try to get up after the kicks (without blocking) or stay low and get
nailed with the Demon Gut Punch, on counter hit! Then do with him as you
please. An expert on the other hand should be treated with respect. Low
attacks from him are the catch of the day so get used to d/b. Use the same
strategy as before for the low hits but beware of him suddenly going mid and
beware of him suddenly turning masher at close range. Wind God fist is also
a good use to interrupt since it does hit mid, even if it's special mid.
Your best attacks against Eddy scrubs however is simply u/f+4,4,4,4 or Demon
Scissors.
Forest Law
Difficulty: Hard
High, low, air parry capable.
Be on your guard against Bruce Lee's shadow here. Be on the lookout for his
Junkyard kick that hits low second. Also watch for his Dragon Tail attack,
it does good damage and it's a knockdown and can be used for okizeme. When
you see him crouching, get ready to block low as he can do a slide attack
from a crouch. Poke at him a lot with of jabs and Shining Fist when you get
a opening. Attack him with hell sweeps and lots of stature kicks. If he's
teamed with Paul remember that their tag attack (f+1~2~5,2,2,5,1) can be
escaped from the first stun. Law is the best defensive character in the game
as he can parry every kind of attack possible and parrys can't be reversed.
Watch for his two three hit punch combos, the one that starts with a right
punch goes low.
If he's teamed with Paul he has a cool tag combo that can be done after the
Poison Arrow (F+2~1), although he can do something special with just about
everyone after this but Paul's is the worst. The F+2~1~5 causes a stun which
allows for some deep comboing. If you happen to get hit with it, tag out and
come in with a slide if you can else just hope that your tag messed up the
coordination.
Ganryu
Difficulty: Easy
Block his multi palm shots and retaliate. He's the king of slow and he's
heavy so you won't get good juggle height on him. I say you take advantage
of your speed over him and go after him with the normal mix. Since he's so
slow I find that the standing gut punch works well on him. Mix up your high
and low game a lot as usual. He has an infinite where he goes on one foot
and hops, just block this low until you get pushed back some distance and
then retaliate.
Gun Jack.
Difficulty: Easy
Erm, I wouldn't be too worried about this. I haven't yet met a formidable
Jack player so don't know much strategy. He's really slow but also powerful.
His attacks can be seen coming easily but they are still very powerful.
Watch for his low kicks as well as his uppercut rushes. His only real
nuisance is the height your juggle starters launch him to and he fact that
he takes less damage because of endurance. His slow speed is his undoing,
you should be able to succeed easily with your standard array of moves, go
offensive here.
Heihachi Mishima
Difficulty: Hard
Automatic Right Kick Reversal if hit with a right kick during his
unblockable.
The juggle king and one of my favorite characters. If he blocks one of your
slower moves look out! His Twin Pistons, unlike your have almost zero
execution time and if they connect just prepare your best sour look for the
kick ass juggle you're about to receive. Of course if you block it has a
long recovery so retaliate with Shining Fist or another move. He has a good
high low mix up with his hell sweeps that have a lot of options ranging from
Thunder God fist to Tsunami Kicks that can be executed anytime after the
first sweep all the way up to the third.. Jab a lot to avoid this. If your
opponent can Electric Wind God fist, you're in for a good fight, avoid his
launchers like the plague, they hurt really bad after all that juggle! But
that's not all, Heihachi doesn't just have juggle ability, he can duke it
out as well. He has a power punch like Paul's and his comes out faster as
well though it doesn't do as much damage wise. His Demon's Boar (b+2), a lot
of people seem to have trouble blocking this, it's not as slow as you might
think.
Higher level Heihachi players, may use his wave dash, you can do one as well
but since Heihachi can do EWGF and some mondo damage from his juggles,
you'll have to be especially careful and you'll have to watch for his hell
sweep while you're at it as it's capable of some big juggles and big damage
by itself as well.
Hwoarang
Difficulty: Medium
His kick strings are particularly deadly. Against intermediate players,
you'll want to block a lot and then retaliate at an opening. A good poking
game is necessary against him. Another thing, his 3,3,3,3(why do people do
this?) has a high last hit, so block the first three, then duck and Demon
Gut Punch or Twin Piston him for a juggle. But even if you get caught in the
first hit or two, I think that it's still escapable. His d+4,4, many
Hwoarang players' favorite launcher, has a high last hit, but get this, even
if the low hit hits you while you're ducking, the high one still goes over.
So, block the first low hit and as the high executes, Twin Pistons. Just
because he's a Tae Kwon Do fighter doesn't mean you should take his juggles
for granted, they can put some BIG hurt down on you. Just because Hwoarang's
a kickster be aware of his punches, Hwoarang players like to use them to
poke at you a lot and to interrupt you when you think you see an opening.
His main weakness is the lack of good low attacks, be aware of this. Also
some of his attacks LFF 3~4, RFF 3~4 and RFF f,f+4,3 do A LOT of damage so
be on the lookout but these are generally slow. He has a really good side
step and most Hwoarang players use his triple side step (SS, f+3, SS) to get
all the way behind you and then give you a good kick in the back.
More advanced Hwoarang users may try a technique on you called 'crazy step'
popularized by world champion Seok Dong-Min. It basically where Hwoarang
goes into a sequence of sidesteps and forward and back dashes while using
his 3+4 stance change ability to cancel the movement giving the illusion
that he is hopping about the place. It's a good technique for dodging jabs
and such as well as it looks very fancy and may confuse you. Just wait for
them to calm down or use a sweeping move like hell sweeps.
Jack-2
Difficulty: Easy
I'm not going to repeat myself here, just use the same strategy as with Gun
Jack, they're basically clones as far as I'm concerned. I heard he has some
type of tag cancel which causes a class 1 launcher and that it can be lead
into an infinite combo, I also heard that the combo is insanely hard to pull
off, some kind of 1 frame window, so I doubt you'll have to worry about
that.
Jin Kazama
Difficulty: Medium
Reversal Capable
Kazuya and Jun's son so you'll know to expect a mixture of the two. He has
your Gut punch but it's not nearly as good as yours. He has the standard
Mishima combos like 1,2,2 and 1,1,2. He also has a more powerful juggling
ability than you. His main ouch maneuver is a three hit electric punch combo
that starts with a gut punch and if it all connects, does a good deal of
damage. This same combo's last hit can also act as a launcher but most Jin
players stop after the first or second and go for (Electric) Wind God fist.
A lot of Jin users fake the third punch and instead go for a throw so be
prepared to cancel. Jin also has a (Electric) Wind God fist but it hits high
so you what I'm going to say now. When Jin crouch dashes towards you chances
are he's going to use Wing God fist or hell sweep, so block this low and if
it's a hell sweep you block it low then block the follow up high, if a Wind
God fist however, after the attack wiffs, hit him witha Twin Pistons. Of
course he could use Thunder God fist or Tsunami Kicks instead. TGF should be
no problem; the Tsunami kicks are the only problem and the only risk
involved. Just don't let him get you in the air because he can put some
major hurt down on you with his juggles. His new b+4 will annoy you forever
with its okizeme usage and its ability to cause stuns.
Also a high level Jin player will probably use wave dash against you, you
have it as well but it's more useful with Jin since if they can do it well,
an EWGF isn't far behind and he can use the dash buffer to go into his f,f+2
or a WS+2 juggle starter. And Jin has some mean juggles.
One more note, when he's teamed with Heihachi, after a force block he can
turn to Devil Jin for a short time. You'll know because he'll be pulsing
with lightning. Also in this mode his Wind god fist also hits mid so be
aware of this.
Julia Chang
Difficulty: Hard
A lot of people find her tough to defeat. She always mixes up high and low
attacks and especially the dreaded overhead hit to low sweep to jump kick
that if you don't block the low hit always connects. I would suggest keeping
some distance and dashing in and out with pokes, hell sweeps and stature
kicks. Interrupt with Wind God fist. She also can keep you in the air for a
long time with her elbow juggles, which actually don't do that much damage,
since each elbow does around a jab's worth of damage. A good Julia player
will keep in your face and poke at you with all her fast little high low
attacks waiting for a chance to launch you or connect with one of her more
powerful moves. Also beware of her G-Clef cannon, it executes VERY quickly,
you couldn't even get a Shining Fist off, and it juggles so she'll start
dropping some elbows down on you.
Jun Kazama
Difficulty: Easy
Reversal Capable
She's weak but has the pest gene in her. She has little 4-5 hit combos that
are relatively powerful but her strength is in pestering. Her double jump
kick hits low unlike Jin who learned it wrong. Use the interrupting strategy
here to stop her cold when she charges at you. She has the same annoying 1+4
move that Jin has so she'll be able to mix up using this.
Kazuya Mishima
Difficulty: Medium
This match will basically be a test of who's the better Kazuya player.
Remember the weaknesses of your own moves and try to exploit that. Use your
specialty strategy with Kazuya here be it attack or poke, since he's the
same as you you'll want to fight him at your most comfortable. Just remember
how each of his moves operate and adapt accordingly. Just remember to
lookout because in this battle, your opponent doesn't just accept Demon Gut
punch and twin pistons, he can dish it out as well.
King the Second
Difficulty: Medium
Kick reversal capable
Multi-Throw Capable
I really hate him. He's sooo advantaged over everyone else. An
un-chickenable reversal, ground/crouch throws, unblockables that don't need
to charge, waaay powerful throws and a Boomerang Kick that does more damage
than even a Phoenix Smasher! He also has a set of general moves and the good
ole multi throws. I really suggest that you learn the escapes to ALL his
linkers so they don't do you in. Speaking of linkers, when you see him
crouch dash in, that usually means he's coming in for a throw so duck to
avoid and when it wiffs, Twin Pistons. Of course he could lure you to think
he was throwing by crouch dashing in and then throwing out a Black Bomb.
Also when you see him in the long sidestep, duck and then retaliate as
necessary. Look out for the Boomerang kick I mentioned, a side step move,
which does 82 points of damage on CH and about 62 on normal hit. It can
quickly change the way the game goes. The only good thing about this move is
that it hits high so you can duck it and it's easy to see coming. Also
beware of the most used follow up to his b+4 kick which makes him end facing
back, a low quick foot raise (cheap too, I might add) that does too much
damage. I've just been made aware that after he does the b+4 kick use a WS+2
demon gut punch on him to counter. Thanks to KazMishimaKazama for this one.
Attack at him a lot so he doesn't get a chance to throw (all his special
throws do mega damage, the spinning one does 70 points!). Use Wind God fist
as usual when you see him twitch and go for hell sweeps rather than Tsunami
kicks which can be reversed and can't be chickened (cheap). He'll try a lot
to punish you with his u/f+4 and go for a little juggle. be careful of this,
although King isn't a juggle oriented character he can still do some damage
onto you.
King's Multi Throw Escapes:
Throw Name Throw Motion Escape Motion
______________________________________________________________________
Achilles Tendon Hold f,N,d,d/f+2+3 2
STF 1,2,3,1+2 1
Scorpion Death Lock 1+2,3,1,1+3 2
Indian Death Lock 1+2,1,3,1+2 1+2
Romero Special 1,3,4,1+2,3+4 (none)
Arm Break 1 f,N,d,d/f+1+4 1
2 Arm Breaks 1+2,1+2 1
Reverse DDT 1+2,4,2+4 2
Arm Crucifixion 4,3,4,3+4,1+2 (none)
Chicken Wing FaceLock 2,1,1+2+3 1+2
Dragon Sleeper Hold 2,1,3,1+2+4,1+2+4 1
Rolling Death Cradle 1+3,3+4,2+4,1+2,1+2+3 2
Reverse Arm Clutch f,D/F+1+3_f,D/F+2+4 1_2
BackDrop 2,1,1+2 1
German Suplex 3+4,1+2 1
PowerBomb 1,2,3+4 1
Giant Swing 2,1,3,4 1
CannonBall 2,2,1+2 2
Manhattan Drop 3+4,1+2,1+2+4 2
SuperFreak 1,2,3+4,1+2 (none)
TBone PowerBomb 3,1,2,3+4,1+2+3+4 2
Reverse Full Nelson d/f+1+2_d/f,D/F+2+4_SS_2+4 1+2_2_1+2
_____________________________________________________________________
Kuma/Panda
Difficulty: Easy
Their fighting style is similar to that of the Jacks. They have great big
uppercuts and biting and clawing moves and throws. He has a long range over
you and he doesn't launch high so most of your juggles don't apply here. He
also has some the characteristic Jack pounds like 1+2,1+2 and f+1+2 as well
as the low uppercut rushes which can end in different ways. Their
unblockable can turn into a rolling move that has an entire screen's range
but is blockable. I'm yet to see someone actually use one of them. Don't
worry too much, they're great, big, slow animals. Watch for his f+1~1,1.
Kuma's f+1 has mad range however and that gives him a big poking tools that
you'll see being used a whole lot. Fight them as you would a Jack.
Kunimitsu
Difficulty: Easy
The Yoshimitsu rip off is in my opinion not as good as the real deal. Train
yourself to look out for her teleport into mid air with a stab move and
counter it every time with Wind god fist, glorious demon fist or whatever
you want. Most of her moves are the same as Yoshimitsu's so use the same
basic idea against her. She has a plethora of unblockables just like
Yoshimitsu does and most of them are very fast but they also don't do much
damage.
Lee ChaoLan
Difficulty: Easy
He has a few of Law's moves but strangely doesn't have any Mishima moves. He
has infinity kicks, don't be scared when they push you far enough out
interrupt or side step throw. He has his own stance now and when you see him
beckon you I suggest hell sweeps. Also, watch for his d+4,4,4,4 combo. This
has to be one of the cheesiest combos I've ever seen, it comes out fast and
the first three hits are low so remember to block this one, Lee scrubs use
this a whole lot and even the advanced incorporates it. But he's overall
pretty weak so I wouldn't worry.
Lei Wulong
Difficulty: Hard
The king of confusion. Be very careful wit this cop's style. He has a total
of twelve, yep, count em' twelve different stances. His Razor Rush is one
move you should be especially wary of. This move has four punches and then
either a high or low kick. Each one of these hits, aside form the low kick
can be transformed into a stance that makes things very hectic. Also look
out for his b+1+2 head butt, which avoids attacks, and his sweeps, which are
quite fast. Because of all his style, you can get many opportunities to
interrupt and counter him. I suggest that you go on an attack against him so
he doesn't get time to gather himself and spin his web of confusion. Study
how he moves and reacts. A lot of Lei players, when they're a little out of
throw range are looking to start the razor rush, so you can go for Wind God
fist at that time. He has the best mix up in the game with stances but if
you keep at him he'll eventually succumb to his fate, a KO.
More advanced Lei players may be employing a technique called the 'Haha
Step' where Lei seems to continually back dash. It's executed by inputting
b~3~4,b,repeat or b+3+4,b,repeat. By canceling the back turn each time he
seems to be on a continuous back dash. I recommend you don't give chase as
he can come out very quickly with a Razor Rush. This is seriously one move
to which I have no cure, if anyone knows of a solid way to kill a haha
stepper please e-mail me and share it, I'll give you credit in the FAQ. I
was thinking to charge in then press tag to stop and tag out and come in
with tag slide, this will probably fail though. Anyway, I just recently got
a strategy against Haha step from bluu. Start wavedashing towards him, your
wave should match his Haha for speed. Then, when you see him about to twitch
for the Razor Rush, drop a TGF down on him.
Ling Xiaoyu
Difficulty: Hard
She's a little pest who'll constantly tick away at you. Her little ticks do
negligible damage, but if it continues, be prepared to lose. Her little
stance can evade a whole lot. When she goes into it, take her out with hell
sweeps or Stature kick. She has a few strong strikes that do a good deal of
damage like her d/b+1 or u+1+2,2,1. She'll poke at you a lot and flip around
with her cartwheel and roll so you'll have to stay back and interrupt and
counter her little pokes. A good Xiaoyu player will keep in your face and
keep poking at you while using her quick movement to move about the place
and using her stance to dodge your attacks. Also be careful, she has some
mean okizeme. Just don't get frustrated, keep at her and she'll eventually
succumb to your power. Wait for her cartwheels and rolls to end before
throwing out an attack.
Michelle Chang.
Difficulty: Hard
A lot of people find her tough to defeat. She always mixes up high and low
attacks and especially the dreaded overhead hit to low sweep to jump kick
that if you don't block the low hit always connects. I would suggest keeping
some distance and dashing in and out with pokes, hell sweeps and stature
kicks. Interrupt with Wind God fist. She also can keep you in the air for a
long time with her elbow juggles, which actually don't do that much damage,
since each elbow does around a jab's worth of damage. A good Michelle player
will keep in your face and poke at you with all her fast little high low
attacks waiting for a chance to launch you or connect with one of her more
powerful moves.
Mokujin/Tetsujin
Difficulty: Depends
Everything Capable (depends)
Err, well...what can I say? You're either playing a newbie who got enticed
by the tree man or someone who studied the way characters stand. However
you'd better be able to do it otherwise you'll fall pray and might think
it's Jin coming with Wind God Fist and duck when it's Paul with a mid
hitting OOOWWWWAAAAGGGG! Well, I think he also get whatever size advantage
or disadvantage he gets with being that size e.g. not as strong as Gun Jack
when imitating him or not as weak as Ling when imitating her.
Nina Williams
Difficulty: Hard
Reversal Capable
Multi Throw Capable
Oh boy, I really hate her. Watch for her between the legs kick, on counter
you can collect a few more before you actually get off the ground as well as
sudden upward roundhouses. Her powerful double palm you should see from
afar. Use the same strategies that you would use against Anna as well. If
she starts poking then you can either interrupt or go on a rampage although
I'd recommend the former. She has a LOT of little strings that'll just make
you hate her which she uses a lot to poke at you with. Like I said she also
has multis, but don't use the King crouch dash strategy here because she has
a lot of moves she can execute from there. Learn how to break all of her
multis and it'll save you a lot of life in the actual game.
Throw Name Throw Motion Escape Motion
_____________________________________________________________
Crab Claw qcf+3+4 1
Rolling Arm Bar 3+4,3,4,1+2 1+2
Achilles Tendon Lock 3+4,4,2,1+2 2
Knee Cross Lock 3,1,4,2,2+4 1
Double Leg Break 1,3,2+4,3+4,1+2 1+2
Palm Grab qcf+1+2 2
Standing Reverse Arm Lock 1,3,2,1 1
Double Arm Break 3,1,4,1+2,1+2 1+2
Falling Reverse Arm Lock 2,1,3,4,1+2 1
Knee Bash, Neck Snap 2,3,4,2,2 2
Octopus Special 1,2,4,3,1+2+3 1+2
Neck Snap 1,3+4,1,2,1+2 1
Shin Smash qcb+1+3 (none)
Twisting Arm Lock 2,1,1+2,1+2+3 2
Octopus Special 1,2,4,3,1+2+3 1+2
Neck Snap 1,3+4,1,2,1+2 1
______________________________________________________________
Ogre
Difficulty: Medium
He's basically a mixture of characters, Baek's triple low to high kick and
WS+4,4, your own gut punch, Lee's infinity and whatnot. He also possesses
the standard Mishima 1,1,2 and 1,2,2 combos. He has a variety of
unblockables from quick to slow. When you see him glow go for the interrupt
immediately or dash away. He can slide without running so be aware. I
suggest you go on offensive with hell sweeps and stature kicks and use your
WGF and gut punch to counter as usual. Use Gut punch for Baek's kick. Go for
the counterattacks from a distance against him. Also use tech-rolls mostly
to get up as his okizeme game is very strong.
Paul Phoenix
Difficulty: Medium
Reversal capable
I really hate him. There are basically two types, the kind who'll play you a
game with his Smasher, Falling leaf and his QCB+3,2,2_1. For him be VERY
CAREFUL, don't get too cocky for a moment. I can't emphasize this enough.
Try to play a more ranged game against him, as up close you're more
vulnerable. You don't want too brawl with him. Tag carefully as well because
a Phoenix Smasher can drain 60% and ruin your day. If possible, use tag
slides to be safer. Counter him at will with your Wind God fist and gut
punch. Look out for his shin kick, which comes out very quickly, when you
see him SS he's probably going for it. A good point is that he's not all
that great at juggles and his launchers are either QCF+1, which is slow, or
uf+4. Take every opportunity to punish him when he makes a mistake. I would
go low against him and use many hell sweeps. Remember he'll always be
looking to execute the power punch. Although I believe that Kazuya is an
attack-based character I don't recommend going for the jugular with an all
out attack against Paul since he's a brawl type character. Against the other
Paul, if you ever find one, he'll play you using a lot of little punch
strings. Try to get to try him for a juggle, usually with the uf+4 launcher
by dashing forward and back. Then in the recovery time punish as you see
fit. I would use the Wind God fist and normal gut punch in this battle more
than the demon gut punch. A trick many Paul players like to use is toteam up
with Baek or Hwoarang and do f,f+1+2~5,d/b+3+4. This is very annoying wand
was thought to be only escapable by perfet timing of a sideroll but thanks
to the KOFTEKKEN/Jjt FAQ, it seems that if you just mash '3' you'll sweep
them at the last minute.
Anyway, some time has passed and I don't find Paul that threatening again.
His deathfist almost never connects. All I can say now is to beware of his
Falling Leaf (d+4,2) when at close range.
Prototype Jack
Difficulty: Easy
I consider him the best of the Jacks. He has an almost completely different
style; look out when he's tagging in he may come down from above. He has
high launchers as well as a power punch. Still though, he can be taken out
with the standard Jack techniques of pitbulling until they die.
True Ogre
Difficulty: Medium
My god! If there was ever an advantaged character...First he has flame
attacks. Although to your credit they're very easy to detect and avoid, duck
for the standing one and sidestep twice for the flying although if you're
close enough (rare) run under and counter as he comes down. Like all moves
you can always be caught by accident and the fact that it's a projectile is
just plain unfair. He also has a teleport from a knocked down position to in
the air where he jets towards you with an unblockable horn attack, it's
duckable but during any hustle you may have had to okizeme him you could get
caught. He also has juggle escape where he sort of turns right side up and
flies up a bit higher making your juggles wiff.. He has the same moves as
Ogre just with a greatly extended range to beware. On the up side he's slow
due to his size and therefore an attacking game against him is recommended.
Use the same attack pattern you'd use against regular Ogre. They have the
exact same moves except for his flame attacks, his get up unblockable and
his horn attack. I suggest you tech-roll all of his knockdowns and you don't
want to chance yourself with his crazy okizeme game.
Wang Jinrei
Difficulty: Hard
Reversal Capable
He has some borrowed moves from Michelle like her high low punches. He has a
variety of power punches. Wang is a very well rounded character but his
endurance sucks (c'mon he was Heihachi's father's friend). Very versatile.
At least that's what I used to think until I read Reverend C's Anna FAQ
about his frame data. So I looked it up, damn man, it's just sad. Not to
mention he takes damage like a 90 year old man, oh yeah he is a 90 year old
man.
Yoshimitsu
Difficulty: Hard
Don't underestimate Yoshi. He has an insane number of unblockables. A note
about one, when you see him pull the sword back for a stab don't rush even
if you're close, he could be faking it and go for a sword spin instead. He
has a number of spinning attacks most of which go low so be prepared for
them, block and counter with a rising attack. His Shark Attack is one move
you don't want to get lured into, it does amazing damage and recently
there's a trend to execute it after a f+2 turnaround hit. Look out for his
roundhouses, duck and respond. Also his 10 strings end in three unblockable
hits so interrupt early usually at the spinning kicks which are in almost
all his strings. His standing uppercut (d/f+2) juggles to a good height and
like everyone's comes out quick so don't wiff your moves or use slow
recovering ones (f+1+2) since he can follow with powerful juggles. A good
Yoshimitsu is hard to kill as he is overall very solid and if they do his
flash counter, it will kill your crouch dash game quickly. Yoshi also has
ways out of even your most solid strings. A quick teleport can escape almost
anything, even Shining Fists! He has a large assortment of low attacks, some
of which he can combo out of. You'll have to play a very balanced game here,
too much pitbulling and you'll eat his d/f+2 and too much turtling and you
could get in trouble with his unblockables.
It is true that any character can successfully partner with any other
character but some characters pair with other better than some. Teams like
Kazuya and Heihachi/Jin are always possible and are very powerful but using
character of the same type has disadvantages, as some people may be better
against one type than against another. A character with a class 1 launcher
is good to have so you can take advantage of Kazuya's Thunder God fist
juggles. One player I don't recommend is Devil since his and Kazuya's tag is
very dangerous to you as he just morphs there. Of course it's your business
if you use them. I highly recommend a 'fancy' character like Hwoarang, Lei,
Ling or Yoshimitsu since these characters are very fun to use and are great
confusers of the opponent. Of course in the end it's all up to you, don't
stop using your player just because I said so. Kazuya can pair well with
almost any character and having a variety to choose from is great, as your
opponent will have a hard time adapting to your style.
Personally the teams I use are
Kazuya/Heihachi (very strong, just think, Kazuya's stuns into Heihachi
powerful juggles, hot
dog that's great)
Kazuya/Hwoarang (lots have trouble with Hwoarang)
Kazuya/Bruce (just started, a good combo as Bruce is a very deadly
player and his triple
knee just makes things better.)
Heihachi/Hwoarang (strong and good confusing ability)
Heihachi/Jin (powerful juggling ability and Devil Possession)
************************************************************************************************
Good Partners.
************************************************************************************************
A good partner would be someone that can complement Kazuya well and cover
his various weaknesses while Kazuya covers that person's. These ratings will
be somewhat biased as it's obviously what I may or may not think.
Alex or Roger
**
Lack of reliable launchers. I've never really liked them much. I don't think
they're very juggle inclined, the only move they really get good damage from
is their animal god fist. Kazuya'll basically beat the crap out of the
opponent while they just stand there and look stupid. This team gets style
points however.
Devil
**
There's no Angel here unless you're playing the PS2 version. If this was
like a normal Mishima team, it would be very highly graded ad the value of
two people who can do Wind God fist is very great. But the special tag
animation they both have, regardless of how cool it looks is too much
trouble. The Devil Twister is just what Kazuya needed but the animation
basically killed whatever usefulness you'd get off the Devil Twister.
Anna Williams
****
Good teammate to complement Kazuya with. I mean she's a Williams. She has
powerful juggles, multis, reversals and tons of strings. Great speed and is
excellent defensively. She's a good choice for a partner. Anna has been
tremendously improved from Tekken 3 and is very powerful overall for someone
who was just intended to be a secret costume for Nina.
Armor King
****
He's tough, just like Kazuya. The combined juggling power of this team
however won't be very high. But they'll both set it off on offense. A.King
is not really lacking in any area. He has his wonderful Dark Uppercut and a
great crouch dash mix up. I just have to say it, A.King has got the
"People's Elbow" which is a sure crowd pleaser. This team is very solid for
those who are offensively inclined.
Baek DoSan
***
He has good range and lots of kick strings not to mention a class 1 launcher
that launches any size opponent but Baek is hard to use effectively in my
opinion. He is made up of numerous kick strings that are easy to avoid and
interrupt. His juggling power isn't much to marvel at, his student's is by
far better. He isn't very offensive, although he has some good juggles.
Better partners exist.
Bruce Irvin
*****
Bruce can complement just about anyone. He is just a monster. Fast with very
good pokes not to mention he has some very powerful juggles make him an
ideal teammate for Kazuya or just about anyone else. His b,f+4 launcher also
launches very well, not as high as a class 1 though. This team plays hard
offense. Bruce's pokes are some of the game's best and you can tag out
Kazuya to let him come in and finish with a big juggle. You'll probably take
flak for using a lot of knees though, but then again, who cares?
Bryan Fury
*****
Another who can complement just about anyone. He has an arsenal of high
powered moves and power strikes that can make anyone cringe in fear. He also
has very good defense as he has a command low parry as well as his Punch
Parry which makes him an excellent choice against players who use Mishimas
or Paul. Like Kazuya, his most powerful attacks come out from the WS
position. Bryan's main weakness is his chronic lack of low hitting attacks
but his strengths more than make up for this. Very offensive team.
Eddy Gordo/Tiger
*****
This rating is based on an expert Eddy player. Eddy cab duck in and out of
range very quickly, has lots of low hitting attacks and is a master of
confusion. He has auto sidesteps, is very slippery and has tons of mix ups.
Just hitting an expert Eddy is a chore. Eddy's movement game is by far the
best in the entire game. By far the game's most annoying character, in a
master's hands, he'll make people pull their hair out. Not to mention when
you pick him, you'll have psychological advantage as people may take you for
a scrub. If you're an Eddy masher however change that to *. Eddy mashers get
creamed by any half good player 95% of the time. This team would have an
excellent balance of offense and defense.
Ganryu
**
I've never much had a thing for Ganryu, he's slow really. However he does
have a class 1 launcher and is very powerful with lots of stamina. I'm yet
to see a good Ganryu player at work so I'm not sure what he's capable of.
Gun Jack
**
The Jack series consist of very powerful, very endurance built individuals.
They're also big and very slow. His juggles aren't much to jump up about
either. Because of his speed or lack thereof, he's not very suited to hard
offense. He'll be more defensive and that totally contradicts Kazuya. Jacks
are all about sharing pain with their powerful attacks but they seem to
accept more than they give.
Heihachi Mishima
*****
Excellent partner. Heihachi is a monster. Very powerful with strong fast
power strikes not to mention his top of the line juggling abilities make him
one of the best choices available. His juggling ability combined with
Kazuya's stuns make for a very offensive combo. Also, having two WGF capable
players strikes fear into anyone. Heihachi's EWGF is the best launcher in
the game. He also possesses other power strikes other than the standard
Mishima strikes including a Deathfist. He also has those awesome hell sweeps
to back him up. Highly Recommended.
Hwoarang
****
He has a class 1 launcher and has a very large mix up of kicking strings to
call upon. He is also very strong juggle wise. His weakness is a lack of low
attacks and that his power strikes aren't very fast. You'll have to hold
back a bit on the offense and keep out of throw range for him to work
properly but when used properly (he's hard to learn) he can be very deadly.
This is one of my favorite teams due to Hwoarang's finesse and the fact that
he's more of a fun rather than serious character to use.
Jack-2
**
The Jack series consist of very powerful, very endurance built individuals.
They're also big and very slow. His juggles aren't much to jump up about
either. Because of his speed or lack thereof, he's not very suited to hard
offense. He'll be more defensive and that totally contradicts Kazuya. Jacks
are all about sharing pain with their powerful attacks but they seem to
accept more than they give.
Jin Kazama
*****
He can achieve just about anything. Although he has the weakest moves out of
crouch dash of all the Mishimas his other extras such as his Laser Cannon
more than make up for these shortcomings. His new b+4 also has many
different manners of usage. He can juggle especially and is a very well
rounded character. Jin depends more on juggles than Kazuya however as Kazuya
has his hard hitting punch moves. This team is also based on hard offense
but Jin also has a reversal for playing defense. Jin is regarded as the best
character in Tekken my most of the higher level players. However he is much
harder to learn and to use than Kazuya is. Also highly recommended.
Julia Chang
*****
She's one of the game's most powerful players. She has very fast attacks
such as her G-Clef Cannon and she juggles very well as well. She can play
good offense as well as defense. Julia is also one the games most annoying
opponents. She had an 8 frame jab and her standing 4 can juggle an opponent.
Julia is blessed with one of the game's best high low mix ups which makes
her the perfect choice.
Jun Kazama
**
Aside from her ability to tag throw with Kazuya I don't see much reason in
recommending her. She isn't very strong nor is she speedy. She has good
defense and mix ups however and her infinites can kill those who can't block
them.
King
***
His strength lies in his numerous throws and multi mix-ups. He can juggle
but not as well as you can. He also possesses an un-chickenable kick
reversal which will undoubtedly come in handy when fighting kickers like
Baek and Hwoarang. He has high power and stamina as well as range. King is
not much of a fighter like A.King in my opinion and I've never really liked
the idea of repeated throws. However King can humiliate people into changing
their own names with a single Rolling Death Cradle.
Kuma/Panda
****
Although most animal characters are for laughs, Kuma is really great. I've
been experimenting with him lately and he rules. Kuma has extreme range on
his attacks especially his f+1 which he can use to start a G-Clef cannon.
However as a big character, he is very slow and you have to learn to use his
range to keep opponent's out.
Kunimitsu
**
She is very fast and has numerous unblockables but she'll weaken this rather
than strengthen it. She is sort of similar to Yoshimitsu but is not nearly
as effective as the former.
Forest Law
*****
Law is one of the game's most dangerous players. He can juggle and is very
strong offensively. His moves are fast and he complements Kazuya very well.
His juggling ability is also very good. Law can also play completely
defensively with his ability to parry everything. Law is one of the game's
more balanced characters as he doesn't really lack anything at all like
other characters. Highly Recommended.
Lee ChaoLan
**
Lee is fast and possesses a class 1 launcher not to mention his cheesy
d+4,4,4,4 combo. He also has a special unblockable when teamed with Kazuya.
His Mist Trap looks mad cool but is pretty cheesy. If you pick him, you
simple must pick both in their suits so...*familiar whistling music* "They
be Big Pimpin, spendin' cheese"
Lei Wulong
****
A good solid partner. He is also a master of mix up like Eddy. He isn't too
fast as his strength lies in his animal stances. Overall he is a good
partner for Kazuya. One of his main weaknesses however is his lack of strong
juggles. Lei also possesses a punch parry and can do those annoying Haha
steps. His Razor Rush is the key to playing him though as the mix up from it
is just plain stellar.
Ling Xiaoyu
****
She has a very low stamina value but she's very fast and her Phoenix Stance
can dodge just about anything. She's a good poker and she has a launcher
that launches quite high. Her strength is in pecking your opponent to death
while nimbly avoiding damage. Although this is the opposite to Kazuya, they
complement each other very well. Ling, like Law also possesses the ability
to parry just about any move.
Michelle Chang
****
She's basically the same as Julia with some subtle differences. I hate to
fight the both. Her style will be very similar to that of her daughter's
with annoying high low mix-ups and quick poking attacks that'll make people
pull their hair out.
Mokujin/Tetsujin
***
This is an up down kind of game. If you can use everyone then pick him as it
mixes up better than anything. Make sure you can tell a character by how
he/she stands, though. Pick him if you wan to show off basically. After 10
wins you can get the Gold Tetsujin which allows Netsu powerups even to
characters like Devil and T.Ogre.
Nina Williams
*****
Nina is very strong with her multis, reversals and her powerful juggles. He
is also a master of strings and is very hard to kill even though her stamina
isn't very high. She can work together with Kaz very successfully. Nina has
been really hurt by the Tekken 3 to TTT transition and is one of the most
weakened characters.
Ogre
****
Ogre is a mix of various and can do just about everything. He is very tough
and strong and he has powerful juggles. Ogre's okizeme is also very fearsome
and he has a good selection of stolen unblockables. I personally prefer his
alter ego though even though Ogre does have the edge in speed.
Paul Phoenix
****
Paul can work together with anyone well, provided that you play him in a
very unscrubby like manner. His moves do a ton of damage especially his
infamous Deathfist. Up close, his Falling Leaf conquers all. He doesn't
however have powerful juggles or very good launchers but with high powered
moves like the ones he has, he doesn't really lose out much. You gain
psychological advantage as 95% of Paul users are scrubs and people know and
play against them as such.
Prototype Jack
***
P.Jack I think is the best out of the Jack series. He has a class 1 launcher
and some powerful shots. But again his speed slows him down tremendously. He
has high stamina and strength. Like the others in the Jack series he also
lacks good juggling ability and will be massacred by characters like the
Mishimas, Williams and Changs.
True Ogre
****
He is similar to Ogre except that he 4-5 unique moves. He is very large and
has high stamina and power. His flame attacks are worthless against any
decent competition though. Many character also have extra powerful juggles
that they can drop on him and him only. His okizeme is even better than
regular Ogre and is probably the best in the game. T.Ogre is just a monster
and is too damned powerful for his own good.
Wang Jinrei
***
Wang takes damage like a 6 year old child. His frame recovery also sucks big
time. Aside from that he is very well rounded with power strikes, juggles, a
non-chickenable left punch reversal etc. But his stamina still sucks.
Yoshimitsu
*****
Yoshi goes together well with just about anyone. He has a class 1 launcher
which will probably never connect. He has an excellent blend of speed,
power, juggling ability. He has a plethora of unblockables which come in
handy. He also has the best basic uppercut of anyone in the game. You really
can't go wrong with Yoshi and his mix of well, everything. A very solid
partner.
*****************************
* ************************* *
* *Putting it all Together* *
* ************************* *
*****************************
This is the most important part of the game. If you can't put together all
that you've learnt, then you really haven't learnt anything at all. It took
me over a month of using Bruce before I finally remembered when I was in the
arcade, to start using his b,f+4, one of his best launchers. If you can't
put your stuff together and find a place to use each of your skills, then
really what good is knowledge if it can't be put into practice. This section
will just contain any little tips I may have to render to you, take heed or
ignore them if you wish. Your style is your style.
Kazuya's barrier, that is the distance at which Kazuya is at his most
effective would be just outside of throw range, also called medium range.
Why? Simple. Because the majority of Kazuya's powerful attacks stem from his
crouch dash, he must have space in which to execute it. If he is choked
together with the opponent then he has no room to crouch dash and is likely
to be interrupted. Also, since Kazuya is an ideal character for countering
people with, he needs a distance at which he has space to execute his
counter attacks, most of which aren't too fast. If he was too close, he
would suffer the same fate as close crouch dashes. If Kazuya is too far,
then he is out of ideal crouch dash range, ideal being the range at which a
quickly done crouch dash attacks would hit.
Your attacks should never be put into a pattern for the opponent to
recognize. The frequency and type of attacks you use in any given (Sunday)
situation should be dependent on your personal style as a player. Each move
has a certain range and situation at which it is suited to be used. Using
the wrong move at the wrong time could have disastrous results. If you're
playing pitbull style then you want to stay slightly within the barrier
distance and should go for a lot of jabs and light punch strings, as well as
pokes as d+1 or d+4 as well as Stature Kicks punch strings and maybe a gut
punch thrown in to mix things up a bit. If you're playing turtle then you'll
want to stay slightly out of the barrier distance and use Gut Punch and Wind
God Fist to interrupt when you detect your opponent starting an attack or
you could duck the attack if possible and respond with your WS move of
choice. Kazuya doesn't have many high attacks aside from his jabs so you
won't have to worry about people ducking most of your attacks like Jin does.
Never underestimate the value of tick damage, it could save your life during
the match. You should try to use low tick shots at the very least 4-5 times
per round. In a stand-off you have the perfect opportunity to do a Stature
Kick. Use your d+1 and d+4 carefully though, as fast as they are, their
range isn't very good and you'll get punished. At the end of the match,
every Stature Kick, every low jab and low kick makes a difference though it
may not look so when you use it. The majority of the damage in most matches
comes from gradually eating away at your opponent. Although every now and
again you'll connect a big stun or drop down a big juggle, more often than
not you'll have to slowly peck away to survive.
Whether you want to play offensively or defensively is your own choice,
while personally I feel Kazuya should be played more offensively than not,
your own style and taste should dictate how you play. A true master however,
adapts to suit his opponents style of play. You shouldn't adopt the "I'm not
turtling/pitbulling for nothing" approach. If a solid Chang player were to
come along, surely you'll have to play a bit more defensive against her fast
attacks and strings. Or if a Jack player comes along, surely you'll want to
take the fight to him. While you may prefer to play one style rather than
the other, always be ready to adapt.
Another thing, try not to always play things safe. Taking a chance could pay
off big. The trick is to know when to take these chances. Most of the time,
you'll just 'feel' that it's the right time for a Thunder God Fist even if
the situation may seem the opposite. You hit, you get major damage done, you
miss, you take major damage. The fact is you can't become a champion player
just play playing it safe all the time.
As long as you have your juggles, your move knowledge and can put it all
into practice, you should have no problems pulling up constant wins.
I hope this FAQ has at least taught you a thing or two about Kazuya or has
at least been an entertaining read.
Anyway, if you're from Trinidad and are ever in Center Point on Saturday
afternoon check me out for a game of TTT or Soul Calibur. I'm usually by
either one with one or two friends. I always wear jeans and something and
always have a black JanSport on.
It's been fun making this FAQ. I think in the end I'm probably a better
player for it. When I first released this, Reverend C's FAQ was the only one
out there. Now, in this short space of time, two more FAQs have shot up and
surprisingly none are half assed. This will probably be the last big update
on this unless something ground breaking happens since I think it's time to
work on some other stuff like making this Hwoarang FAQ a reality since he's
really under represented and a lot of people want to learn him.
Anyway I'm always up for a game even if I lose since we've all got stuff to
learn.
If you have any questions or any stuff I missed or did wrong e-mail me at
exar30@hotmail.com and I'll get it in the next revision.
It seems that this FAQ has turned out pretty large. I never intended at
first for it to be this size. But I hope what I've done has covered most if
not all someone would need to learn to use Kazuya effectively. If there's
something I missed or you think should be added in, then drop me a line and
I'll do it.
************************************************************************************************
PS2 Stuff.
************************************************************************************************
Well, I haven't gotten a PS2 yet but I'll try to put in all that I know
about it from what I've heard around the internet.
******************
* *Secret Stuff* *
******************
Tekken Pair Play Mode - Push Right at the main menu.
Tekken Bowl Mode - Beat the game with 9 different characters.
Score 200 pts. or higher and you can select the
soundtrack in Bowl Mode.
Tekken Gallery Mode - Beat the game with 13 different characters.
************************************************************************************************
Tekken Sites.
************************************************************************************************
In case you're looking for more Tekken information.
http://www.tekkenzaibatsu.com/index.shtml
THE Tekken site to go to. They've got it all. Movelists, combos, frame data,
FAQs and not to mention Castel's kick ass movies. Oh, and this place also
has the most kick ass forum I've ever seen. Features galore. Mad props out
to Castel and all the people who work on it for this one. You really can't
get much better than this. If you just visit one Tekken site then there's no
two ways about it, come here.
http://www.tekkentagtournament.com
Namco's official site. Check here for updates often and for movelists and
they've also got a forum for those heated discussions. Everything you expect
from an official site. It's official, but not much more than that.
http://www.fighters.net
They've got a great TTT section with all the FAQs and movelists etc. Check
them out also for ALL the videos on the World Tournament that concluded a
few months ago. Also check here for anything remotely concerning fighting
games, mostly Marvel v.s. Capcom though. Just recently got a forum.
http://www.gamefaqs.com
THE FAQ archive on the net. If you're looking for a FAQ and it ain't here,
then it probably doesn't exist. They don't just have Tekken, they're got
nearly every game in recent memory. Big props go out to GameFAQs for being
the best FAQ provider on the internet.
http://www.tekkenzone.com
This is a cool site run by a guy called Dohee-Kim, it has some great combo
movies as well as movies on wave dash, crazy step and the like. Check it out
also for videos of the recently completed Korean tournament. Dohee is
quickly making a name for himself in this regard, check it out. You can also
find Korean manuals here that were translated by Bob.
http://www.counterhit.com
This is a cool page run by SauerKraut, it has a nice little analysis on the
difference between WGF and EWGF not to mention some nice movies.
http://www.tekkensalute.net
This is probably one of the best forum sites. Go here or Zaibatsu if your
looking for forums. Also check out the JoeKing juggles. That Ling combo is
just wild man.
http://www.gamezt.com/dtl/
This is really great too! Actually I wouldn't really know as most everything
is in Japanese. That's what you get for visiting a Japanese site! Seriously
though, there are some great movies here for you to check out. Don't worry,
the directions are in English. Props to DigitalLee for assembling all this
stuff.
http://titan.spaceports.com/~tekken/main.html
Tekken Oblivion has a large collection of stuff that has been archived here.
If you missed the Asian Champs videos, here's where to get them. Good
looking out.
http://www.geocities.com/TimesSquare/Bridge/2700
Abrar Rana's page. You can get some nice Kuma videos here. There're also
guides created on site for various characters in the game and a special
section where articles are placed about various subjects concerning Tekken.
Myself for finally writing a FAQ after intending to do so after a whole
year.
Perry Sartain for his storyline FAQ which helped to piece together Kazuya's
Bio.
KazMishimaKazama for some useful tips.
Mark Kim and Kao Megura for their excellent copyright. Kao, dude, you've
been retired long enough, and even though you've gotten screwed by people
more times than ever, you're an inspiration and you need to get back to
work.
Slikatel and Ben Cureton (Tragic) for providing the standard by which all
character FAQs will now be written and judged.
Dohee Kim for writing his Wind God Style Manuals and Bob for translating
them. That is where I learned all those crouch dash tricks from.
To Catlord for his excellent Tekken movelists. How in the hell do you figure
out ALL the moves in the game?
Jjt and KOFTEKKEN on their Advanced Techniques FAQ which gave me a few good
tips which I put in this guide, the quick WS and the F+1 over f+1.
Castel and the Tekken Zaibatsu staff for making the most kick ass site out
there and for having those awesome movies. Castel you're a damn juggling god
man. And where else can you get all that great and essential frame data?
http://www.tekkenzaibatsu.com
Reverend C whose Kazuya FAQ gave me the basis of my Kazuya knowledge and
taught me how to play who I believe is one of the best strategic FAQ writers
out there. I would also like to acknowledge Reverend C for this excellent
FAQ format. Props out to you Rev for your Kazuya and Heihachi FAQs, some of
the best strategic writing out there.
The people at the Zaibatsu Forums, bluu, Chinky-eye, IluvMomo, Reverend C,
Renick, tomhilfiger, KOFTEKKEN, Redfoot, 7ronko, abrar rana Devil_Jin,
Assblaster and everybody else I can't remember now, I learn something new
each time I go there. And TurgeonB, for just being himself.
To all my peoples from 5J, you know who you are, who brought me back to the
arcade, without whom the arcade would really suck without friends. J class
of 2000 forever!
Namco, for making the greatest fighting series of all time and for
continuing to bless us with these wonderful games.
To the sites that posted my FAQ for all to see. Thank you.
To you, the reader for choosing to read my FAQ. I hope it helped.
The Almighty without whom none of this would be possible.