Normal Hellsweeps/short range jf Hellsweeps juggle on the first hit, so the second isn't blockable. Long range jf hellsweeps cause so much hit stun that the second ensuing hit cannot be blocked: the opponent is still standing when that second hit connects, so it is a Natural Combo rather than a Juggle Combo. Something of a split hair in this case.
Distant TGF-3 works the same way; distant TGF-4 is not a natural combo and the sweep can be blocked.
I had no idea how usefull b+2 is! It's a great poke! Great range, tracks well, only -2 on block, +2 on hit means that 1,1,2 comes out 8 frames after they recover. Once I found this out, I was able to poke my way to victory against my buddy, who plays Law. Mixing 1,1[2], d/f+1,4, and throws after a successfull b+2 works wonders!
I would have never thought that Kaz's poke game could compete with Law's.
Secondly, I thought that d/f+1,f+2 was WAY worse than -13. Since I know most character's ranged punishers now, I have started using his d/f+1 as my primary mid against some characters. Characters like Law and Steve don't get much at all off of a blocked f+2! Still don't want to use it on a good Kaz player though, with a consistant 13 frame EWGF, and ya REALLY don't want to use it against Hei, with his 13 frame TP!
Seriously, d/f+1,4 mixed with d/b+4 or throw = really good Tech Oki!
d/f+1,f+2 is for if they start ducking the 4. This is still a great mixup against most characters, because the juggle I use off of d/f+1,4 sets them right back up for OKI. I got several perfects playing with that Law player just because I launched him and succeeded in my OKI mixup three times.
I had no idea how easy it was for Kaz to settup OKI. I had been using d/f+4[4], but that's crap damage, and doesn't reset the opp for OKI.
Thanks a bunch! I'm playing Kaz on a regular basis again!
d/f+3 special properties:
OC: f+1,1,2 gauaranteed at perfect front angle. Off center it is not gauranteed.
on standing: does not seem to ever gaurantee f+1,1,2.
The frame data that has been listed here is top notch so this might be unnecessary, but i just wanted to say i?ve compiled a txt with Kazuyas framedata translated from the T5 Perfect Guide. Its been translated directly so its not pretty but every practical attack has been listed anyway.
Dont think it will add anything but here it is anyway
Originally posted by Jaeger
Ya WS+1+2 has nice frames but if you hit it you'll be sad since that means you could have launched with TP... but ya it is good to just throw out if you are not sure. On hit uninterruptible d/f+2.
P.S. thanks for the data
can some 1 please tell me y i can get the uppr cut with kaz but not the tgf wnt it d same thing but jus with defferent bottons please an thanks alot an happy new year