*********************************************************************** TEKKEN TAG TOURNAMENT for ARCADE & SONY PLAYSTATION 2 "A Player's Guide to KAZUYA MISHIMA" version FINAL by iLuvMomo (Lee Kian Chong) email : leekianchong@netscape.net helsmley@yahoo.com ICQ Uin : 6477770 Website : http://www.geocities.com/helsmley Affliated Websites : http://ttt.shorturl.com http://pub21.ezboard.com/bmcdeviljinstekkenbbs FINAL version dated : 22/01/2K1 *********************************************************************** This guide is written using Wordpad usings Courier New (Western) Size 10 Fonts. 1234567890 .......... If the dots and numbers are alligned then you are set. ************ Legal Stuff ************ Tekken and all the characters in Tekken are copyrighted by Namco. Feel free to print this guide for your personal use. If you wish to distribute this guide, make sure that it is distributed free and in its unaltered state, even with typo and grammatical errors. Make sure that you have my written permission before you in anyway distribute this guide. Please give credit where credit is due. ******** Content ******** What's New The FINAL version of the FAQ About the Authour Why another Kazuya Guide? Why Kazuya? Kazuya's Weaknesses Conventions Kazuya's Moves Frame Data Move Analysis - Throws - Special techniques - Unblockables Pre-canned 10 Hit Strings - Kazuya's Crouching Teleport Glitch Movement - Sidestepping - Wave Dashing - ... And All Other Dashes - CD Cancel into iWS+1,2 - Tagging Positioning - In close - Dash Range - Far - Side - Backturned Custom Strings - Poking moves - String enders - What makes a string a Good string? Attack, Countering and Interrupting - Attacking - Countering and Interrupting To Parry or Not to Parry? Kazuya's Juggles - Juggle List - My 2 Cents on Juggling Okizeme - OB trap Chicken Buffer Throw Escape The Funny World of Tekken - Scrub - Novice - Intermediate - Advanced - Expert Character Specific Strategy (Vs. Strategy) Suggestions for Tag Partners Putting it Together Sites of Interest Credits ********** What's New ********** v 1.0 First release of the guide. Rather incomplete and there are still some sections not filled in yet. v 1.1 Added, Yoshimitsu Vs. Strategy, slight mods on Vs. Strategy of Hwoarang, Julia, Michelle. Small update on Wave Dash section and Sidestepping strategy. v 1.2 Added "Sites of Interest" Section v 1.3 Added "About the Authour" Section, "Contents", update on Ganryu, Gun Jack, Heihachi, Lee in Vs. Strategy. Also updated my Credits list. Other minor updates. Added some more "Wave Dashing" tips. v 1.4 Added Kazuya's Mist Step Cancel into WGF, corrections on Demon Gut Punch, Glorious Demon Fist, Gut Punch and other minor updates. Added Ogre and True Ogre to "Vs. Strategy" section. v 2.0 Partner Analysis added. Corrections to Tsunami Kicks and Axe Kick. Demon Gut Punch and Gut Punch update. Other minor Corrections. v 2.1 Minor corrections to "Vs. Strategy" as well as WGF section. Other minor updates. Credits updated too! v 3.0 Something *MAJOR* Discovery on Gut Punch on CH. Added To Parry or Not to parry section. Some corrections to other sections. New info added. Websites also updated! f+1+2 is not that bad after all. Almost every section has some updates. FINAL Immediately after v3.0 was out, Bluu inevitably dug up loads of stuff which needed correction. Well most of them are corrected and I even added some new stuff on the way since I got my PS2. A lot of strategy has been revamped for better understanding or maybe because the previous strategies were extremely scrubby and dated by today's standards. Also note that this will be the FINAL version (if you haven't guessed by now... DUH!) of the FAQ. Find out why below. ***************************** The FINAL version of this FAQ ***************************** For the faithful followers of my FAQ (not many I guess) you all should have known by now that I have already quit TTT because of personal reasons. The people in TZ already know why but if you are one of those who are a proud new owner of a PS2 and TTT and just browsed gamefaqs.com to get an FAQ to read, I thank you for reading my FAQ and also tell you why I have decided to quit TTT. Quitting Tekken, has to be the hardest decision in my life, and it was done after my girlfriend, Momo, dumped me, and to be honest, I DESERVE to be dumped. Although Tekken cannot be be blamed, I feel that during the time when I had her, I would spend more time playing Tekken than going out with her etc. Well after a short, 1 year plus relationship, she has given up on me and we broke up. It is off course too late for me to regret and all I can do now is change for the better. I hope you readers of this will take my advice on this - " There is no game (or thing) in this world which can be more important than a person." Do not make the same mistake I have, and take your gaming too seriously. There is always a time for everything and anything. I would like to thank the people at TZ, TC, #tekken, #eurotekken and ICQ for making my Tekken playing days a happy and memorable ones. In particular and in no order, I'd thank Night, bluu, D_J, RevC, Dayful, Chinky-Eye, 7ronko, The Blacksmith,puzzykatz Redfoot, Catlord, Priz, MIC, insanelee, Chef, Shinjin, Annaquin, Redking, Kazman, Ikazushi, Lomber, Markman, Claka, Tragic, Cel aka Newblood, Asian_Caucasian, King_2nd, Deschief, VainJ, Thunderfist, Claka, Shinjin, KazuyaKazama, Kenshichan, KazamaCEO, Castel, [Jin], mokuni, and many many others whom I can't remember at the top of my head whether they taught me loads of stuff or were just plain funny and made my life happy. There are obviously flaws in this FAQ, which I will undoubtedly surface. I have best imparted my knowledge on TTT, and Kazuya Mishima as of the last writing and since this is the final version, please do NOT mail/ICQ me anymore about what is right, or wrong or what you think about this FAQ. It will NOT be updated anymore. iLuvMomo aka Lee Kian Chong ***************** About the Authour ***************** I am an 19 year old boy who lives in Ipoh, a small town in Malaysia. I currently live in KL, studying my second year in A levels at Taylors College. I would consider myself a hardcore gamer and have been playing games in the arcades since I was 6 playing the then popular Street Fighter II series (the ironic thing about this all is that people under 18 are banned from going to arcades!... so you would say I had to illegally sneak into arcades time and time again) Anyways, back to the topic. My first taste of Tekken was Tekken 2 on the Playstation and I have to say I never liked it in the first place. (to slow for me) I really got into Tekken when Tekken 3 was released for the Playstation, and I addictively play Tekken Tag Tournament right now, spending most of my allowance in the local arcades learning new combos or practising new strategies. I have since quit Tekken and now focusing more towards my studies and social life. However should you still want a game of Tekken, feel free to contact me via mail or ICQ and hopefully we can work some things out. Be forwarned though, I am NOT a player with Mad skillz, just an average player who wishes to pass a tip or two to would-be Kazuya Players. Writing this FAQ has not been easy as one would think since it invovles a lot of time and patience. This FAQ has gone through numerous revisions to make it better for you the reader. I hope you will therefore enjoy reading it. ************************* Why another Kazuya Guide? ************************* It all started back sometime ago when I was creating my very own website (which is crap btw). Anyways, my friend Han tzen suggested that I should write an FAQ on TTT since I am such a big fan of the game. Well I told him that "Hey, I'm not really good at writing this stuff especially since I'm not as good compared to all these people here" (of course I am not as good as Anash50 who is beyond comparison LOL) He told me, "Simple job mate, just take a few FAQs, read it through and extract a few points here and there and you have a brand new FAQ." However not to be one to plagarize people's stuff, I asked permission from Reverend_C to use the format of his FAQ to write about Kazuya (which btw is also modified and use in Dayful and my Julia FAQ). At first I have to admit, that most of the points were merely a deceptive method of rewording Rev's strategy in his FAQ. However upon writing it (and playing a lot of TTT in the process) I realized that all the guides out there OVERemphasize Kazuya's Demon Gut Punch. Sure it is a very damaging attack of Kazuya, but the problem is that the move can be tag escaped (or escaped by pushing f) in Tekken Tag Tournament when compared to Tekken 2 thus making the move less powerful than it should be. I'm not saying its useless, but it is terribly hard to hit the Demon Gut Punch on CH against good players consistently. I would say the Demon Gut Punch is similar to Nina's db+3+4 in TTT - it is hard to land on good players but IF it does land your opponent is in a major world of hurt. Sure enough my stand was supported by a few other Kazuya players like 7ronko and Chinky-eye and I was not looked upon as a fool in the brand new FAQ writing world. As time passed though, more things have been discovered, some which are weird (the crouching teleport glitch for example) and others which are very new (WGF after CH df+2) which aren't covered in other FAQs. From the last version of the FAQ, I hope that it has covered every single detail of Kazuya known accurately, precisely and yet in an interesting manner without being too long winded. *********** Why Kazuya? *********** For one moment lets try and forget him having one of the best juggle starters, the Wind God Fist. And lets forget that he has the Hell Sweeps which is stronger than Heichachi's. And lets forget he has all those Mishima trademark attacks (shining fists, tsunami kicks etc.) Kazuya kicks ass NOT because of his Demon Gut Punch ,WS+2 (which when followed up, will almost spell the end of the fight, if not the end of the fight, for your opponent). The Demon Gut Punch (now known as DGP) stuns you opponent for hell of a long time that you can follow up with some painful blows or a juggle. Even a roundhouse kick is extremely damaging (which I will get to later). Kazuya has a regular Gut Punch (think of it as a burger sans the cheese) which is easier to initiate but does not stun as long (you can still get some pretty good hits from it though...) and IMO is better than his Demon Gut Punch. Besides just recently, I found out (more of by accident) that Kazuya CAN indeed launch with a WGF after a Gut Punch and Juggle for Major damage. Among the midst of all the Demon Gut Punch glamour, many players forget that Kazuya has the Twin Pistons which is MUCH better than Jin's sorry offering. The Twin Pistons is a very useful move as it will juggle as long as the 1st hit connects. Sure some people will argue that it does not juggle as high as a WGF and there aren't as many juggle options as there are after a WGF, but hey, we are talking about a move from a WS position. There aren't many moves which comes out of WS position this fast, has this good a recovery (take that Heihachi) and most importantly JUGGLES! His WS Twin Piston is a very useful especially for CD mix-ups. Moreover, Kazuya's Hell Sweeps isn't as pathetic as say Heihachi's as his will trip on the first hit, if you delay the Hell sweep (I'm not saying that Heihachi's Hell Sweeps is useless - it can be devastating when used in combos.) Plus, Kazuya has the Mist step from which you can initiate the Hell Sweeps in an instant and more deceptive manner, thus making it almost impossible to block. Speaking of Mist step, his Mist step cancel is the easiest and fastest way to get a WGF, Hell Sweep or TGF from. There are a hell load of reasons why you SHOULD play Kaz that I won't bothering mentioning here as this will make the FAQ too long, so just read on. Kaz is MY favourite character (along with Bruce) in Tekken Tag and you can always see me playing him in the arcades. ******************** Kazuya's Weaknesses ******************** 1. His grunts are weird.. he goes *eeYikes* or something. Totally annoying. Gets on my nerves at times. 2. His Wind God Fist (like Heihachi's) hits special medium now and this kills of the crouch dash guessing game...or does it.... Moreover he does not have EWGF which makes his WGF somewhat risky. 3. His Demon Gut Punch is easily escaped *boo!* 4. His Hell Sweeps causes him to stagger (what do you expect for such a powerful kick) when blocked. Also lack of good powerful followups after Hell sweeps like Jin's b+4. 5. Lack of moves (but at least the moves he has are very good) which means he gets a bit predictable at a higher level of play. 6. Some of his moves take forever to come out. Example the Glorious Demon Fist (f+1+2) and longer than forver to recover. 7. No netsu power up with a lot of characters. 8. Darn... no Tag slides or cross chops! (though mist step after a tag in is a nice substitute) That means he can't tag in that extra lil bit of damage 9. He can't combo as well as say Heihachi or Jin. 10. Only 2 costumes? Mich has 3. Julia has 4. Jin has 5 and he has only TWO? WTF?!? ****************************** General Idea on Playing Kazuya ****************************** Although some may tell you that Kazuya is a pure pitbull/ offense character, do not believe them. Kazuya should not be played on the offense all the time. By saying this I mean that against certain characters who are faster than him (say the Changs, Law) Kazuya will be in deep trouble if he goes pitbulling all the time. Does CH 1~2,1 or CH 4 sound good to you? Well Kazuya does NOT have pokes that are faster than 10 frames, a fact which will be severely punished by them if you blindly pitbull. With that said, Kazuya should play defensively on the counter. Remember, WGF, is your best friend since your WGF, not only has high priority, it is the fastest WGF in the damn game. 1 damn frame can make a difference. Besides, WS+1,2 is another good move if you should duck any high moves. Combined, WGF and WS+1,2 make Kaz the unstoppable force that he is. Lets not forget Hell sweeps shall we? The only time Kazuya can be offensive is when your opponent is on the ground. Don't believe what people tell you, his Okizeme game is very dangerous because of his CD. I will go into more of this later in the Okizeme section. Of course the ultimate way of playing Kazuya would be to just abuseee his CD mixups. That is if you can do WD/LD properly and consistently cancel it to WGF, iWS+1,2 and Hellsweeps at will. This type of Kazuya players are almost instoppable in the right hands. In the words of tragic (ben cureton) " All a 3D fighter character needs to be powerful is a good mid/low mix up game" Certainly Kazuya's iWS+1,2 and Hellsweep mixups ranks as the best, ousting out every one and probably even Jin. *********** Conventions *********** This is the general convention used in Zaibatsu and is the most widely excepted. It has been around since the days of Tekken 2 I think. Anyways veterans of Zaibatsu or any other Tekken FAQs should just skip this part. Was kinda lazy on doing this so I just copied PMartin's abrevation and modified it with the legend in Tekken Zaibatsu as needed. This version of the conventions was copied from mine (and Dayful's) Julia FAQ. Command ------- 1 = Left punch 2 = Right Punch 3 = Left kick 4 = Right Kick 5 = Tag out N = Neutral f = Tap forward (toward opponent) F = Hold forward b = Tap back (away from opponent) B = Hold back u = Tap up U = Hold up d = Tap down D = Hold down uf = Tap up/forward diagonal UF = Hold up/forward diagonal ub = Tap up/back diagonal UB = Hold up/back diagonal df = Tap down/forward diagonal DF = Hold down/forward diagonal db = Tap down/back diagonal DB = Hold down/back diagonal QCF = Quarter circle forward (d,df,f) QCB = Quarter circle back (d,db,b) HCF = Half circle forward (b,db,d,df,f) HCB = Half circle back (f,df,d,db,b) Notations --------- FC = Full Crouch animation SS = Sidestepping/ while sidestepping. SSL = Sidestep left SSR = Sidestep right WS = While standing (up from a crouch) WR = While Running [] = Optional command Input = = next in sequence + = Do the commands before and after '+' simultaneously. ~ = Do next command immediately after the previous command. , = Do next command quickly after the previous command. < = Next command is delayable. _ = Do either previous command or next command. Move Property ------------- BT = Backturned to opponent OB = Force opponents back to face you JG = Juggles RC = Recover Crouching CH = Counter hit DS = Double Over Stun FS = Fall back Stun GS = Gut Stun TS = Trip Stun CS = Crumple Stun GB = Guard Breaker # = See corresponding footnotes c = CH modifier (ie FSc is Fallback stun on CH) Hit Ranges ---------- h = Move hits high. m = Move hits mid. M = Move hits mid and grounded opponents. l = Move hits low. L = Move hits low and grounded opponents. sM = Move hits special mid (i.e., can be blocked high or low). *!*= Move is unblockable, hits big grounded. " = Block/break point in string hits. Grounded Position ----------------- KND = Knockdown position (face up, feet towards) PLD = Playdead position (face up, feet away) SLD = Slide position (face down, feet away) FCD = Facedown position (face down, feet towards) Extra Combo Conventions ----------------------- cc = Crouch cancel (ie tap u while crouching) WGF = Mishima's Wind Got Fist, f,n,d,df+2 EWGF = Mishima's Electric Wind God Fist, f~n~d~DF+2 big = big characters like Kuma, Jacks, also referred to as fatties () = missing hit in a combo *************** Kazuya's Moves *************** Throws: Command Name Escape Property 1+3 Bitch Kicks 1 2+4 Hip Toss 2 f,f+1+2 Stone Head 1+2 #1#2 FC_d_db+1+2 Ultimate Tackle #3 1+3_2+4_2+5 Steel Pedal Drop 1 #4 1+3_2+4_2+5 Skull Mash 2 #5 1+3_2+4_2+5 Reverse Neck Throw n/a #6 #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 con- tinue with ultimate punches. GAYYYYYYYY #4 Left side-throw #5 Right side-throw #6 Back-throw Special Techniques: Command Name Range Property 1,2 Double Punch h,h =<2 Demon Slayer h =4 Stature Kick l 1,1<2 Shining Fist m,m,m WS+1,2 Twin Piston m,m JG d/f+1 Entrials Smash m HS f,N,d,df+1 Thunder God Fist m =3 Mid Kick m =4 Hell Sweep L f+1+2 Glorious Demon Fist m CFS f,N Kazuya Mist Step n/a =df+2 [~5] Wind God Fist [tag] sm JG =df+1 Thunder God Fist m =df+4,4 Hell Sweeps L,L WS+2 Demon Gut Punch m CFS DSc JG df+2 Gut Punch m JG CFSc 2,2 Demon Back Hand h,h f+2 Soul Thrust m GB GS KNDc f,n,d,df+2 [~5] Wind God Fist [tag] sm JG f,f+3 Split Axe Kick m f,f,f_WR+3 Leaping Slash Kick m GB f+4 Axe Kick m GB KS WS_df_f,n,d,df+4 Rising Kick m =4 Tsunami Kick m f,n,d,DF+4,4 Hell Sweep L,L BS u_uf+4,4,4,4 Spinning Demon h,L,L,h BS 4~3 Demon Scissors M db+4 Stature Kick l Unblockable: Command Name b+1+4 Lightning God Fist B+1+4 Lightning Screw God Fist f,f,n+2122:3:4:4::1::2:1 *Tenstring* f,f,n+2122:3:4:4::3::2:1 *Tenstring* f,f,n+2144:2:4:3::2:1 *NineString* *********** Frame Data *********** I got lazy while doing this update, so I nicked the Frame data from DJ's FAQ (which was nicked from TZ) So big props goes to DJ (for having the patience to write to copy the frame data out..... I know how hard and taxing it is not to mention the formatting nightmares you get) and also to Castel at Tekken Zaibatsu for putting up the frame data (though somehow I feel that there are questionable ones. So how do you definte a frame? A frame is an animation taking place during 1/60 of a second during a fight. Tekken Tag Tournament runs at 60 fps (frames per second) or 60Hz, which is in fact almost twice as fast as normal television (TV runs at 32 frames)! PAL TTT runs at 50 fps or 50Hz btw, which makes it look oh so crap. Now, what does that have to do with all this? Well, in TTT, attacks give you a certain frame advantage and disadvantage in certain situations. For example, Kazuya's WGF executes in 11 frames, roughly 1/6 of a second, once you've pressed the Right Punch (2) button. When blocked, a Wind Godfist has a 10-frame disadvantage, which means that Kazuya will be left open for approximately 1/6 of a second. If it hits on normal or Counter Hit, the opponent will be launched and fall to the ground afterwards. Here is another important thing - the frames of a move's execution only pertain to how fast it comes out WHEN YOU PRESS THE BUTTON TO DO THE ATTACK, and does not take into effect the amount of frames per directional input. So, while a Wind Godfist may execute in 11 frames once you press 2, it will take AT LEAST 13 frames overall to come out, because it takes at least 2 more frames should you choose to do it via Mist step cancel (f=1, n=1, df+2=11, TOTAL = 11+1+1= 13) It is VERY IMPORTANT to note that sometimes you can block before you can actually input a command - this is often the case with minor stuns and guard breaks. Thus a -12 for example doesn't necessarily mean you can't block for 12 frames - it means that you cannot attack for 12 frames. Most moves with a disadvantage of 8 or less can be considered safe moves as it takes at least 8 for your opponent to execute a standard jab and in some cases your opponent will not even be within jab range and you have to add on whatever amount of frames it take for him to dash within hitting range. Eddy has to ability to shorten recovery time after certain moves with Sidestep or Recover Crouching cancels. Each of the Frame Data List columns contain specific move information. To keep it all as organized as possible, I have divided the list into Throws, Moves, and Unblockables. Command Column Pretty self explanatory, this is how you execute the listed move. The directions are in relation to which way your character is facing, of course. F Hit Column Indicates how many frames it takes for a move to hit after you have finished the command. This does NOT included the number of frames it takes to input the command. B Adv Column The number of frame advantage or disadvantage when the move is blocked. Meaning the amount of frames it takes before you can input a new command. Positive numbers are advantages over your opponent, negative numbers indicate a disadvantage and KD indicates the opponent gets knocked down. This can either be a juggle, stun or any other kind of knockdown. H Adv Column The number of frame advantage or disadvantage on a hit. Keep in mind a hit does not necessarily results in an advantage over the opponent. Frame advantage on stagger moves reflects the amount of stagger frames, this does not equal the number of frames your opponent cannot block attacks. CH Adv Column The number of frame advantage or disadvantage on a Counter-Hit. Keep in mind a Counter-Hit does not necessarily results in an advantage over the opponent. ****** THROWS ****** Command F Hit B Adv H Adv CH Adv 1+3 12 x x x 2+4 12 x x x f,f+1+2 12 x x x ******* ATTACKS ******* Command F Hit B Adv H Adv CH Adv b+2 17 -13 -2 -2 2,2 10,x 0,-13 +9,-2 +9,-2 1,2 10,x +1,0 +9,+8 +9,+8 1,2,4 10,x,x +1,0,-14 +9,+8,+2 +9,+8,+2 1,2<2 10,x,x +1,0,-12 +9,+8,+1 +9,+8,+1 1,1<2 10,x,x +1,+1,-17 +9,+9,KD +9,+9,KD WS+1,2 11,x -2,-6 +9,KD +9,KD WS+2 16 -13 KD KD WS+4~4 11,x -3,-15 +8,-4 +8,-4 d/f+4,4 13,x -9,-15 +2,-4 +2,-4 f,f+3 19 -12 KD KD f+4 19 +11 +8 KD 4~3 25 x KD KD u/f+4~3 24 x KD KD u_u/f+4 25 -12 KD KD = 4,4,4 x,x,x -12,-26,-10 KD,KD,KD KD,KD,KD d/f+2 14 -14 +5 KD d/f+1 16 -1 +3 +3 f+2 20 -1 +8 KD f+1+2 25 -16 KD KD d/b+4 20 -9 +7 +7 WR_f,f,f+3 22 +17 KD KD f,N,d,d/f+1 22 -14 +1_KD +1_KD = 3 x -14 KD KD = 4 x -23 KD KD f,N,d,d/f+2 11 -10 KD KD f,N,d,D/F+4,4 16,x -23,-23 KD,KD KD,KD ************ UNBLOCKABLES ************ b+1+4 43 x KD KD B+1+4 63 x KD KD - d/f+2 will only KD on Clean and Counter Hit. - f,N,d,D/F+4,4 will not KD if it hits at maximum range. - On Clean Hit or Counter-Hit, f,N,d,d/f+1 will KD. - The B Adv of the second hit in u_u/f+4,4,4,4 is -26 when started as u/f+4,4. - d/f+4,4 can be delayed inbetween hits by 5 frames. ************** Move Analysis: ************** Unlike other FAQs, I am not going to rate any of the moves because even if the move seems sucky to me, someone out there may have found a good use for it that I haven't, I'm not the lead designer of Tekken Tag so who am I to judge anyways? But I'll try here and there to point out the excellent moves that you should use often (but not over abuse). First off though, I must stress the strategys I have written here is based on vs. Humans and not vs. CPUs. If you need some strategy as to how to beat the CPU in record time, go look up other FAQs (I'm sure there are some out there) Throws ------- Command Name Escape 1+3 Bitch Kicks 1 The good ol Kazuya kick (which Jin also learnt) Gives you two good kicks in the face and leaves your opponent on the floor near to you, close enough to use some okizeme tactics. You can follow this up with Kazuya's UNOFFICIAL move f,n,d,df+3 which is basically a CD into d+3 sweep. This is almost guaranteed. However, use this only when your opponent starts breaking your stone head throws as most players default to 1 for their throw escapes. Just a small note, should Jin be partnered with Kazuya (or Jun) Jin's has a "special bitch kick" 2+4 Hip Toss 2 Throws your opponent over your shoulders to the ground. It does very poor damage, even for a normal throw at only 28 points. However your basic 2+4 throw which leaves them in PLD position.... PLD you ask me? YEAHHHHHHH good opportunity for OB trap if you ask me. Anyways you can get a free d+3 I suppose if OB is not your opponent's cup of tea to up the damage. f,f+1+2(~5) Stone Head 1+2 Kazuya's best throw. It is a no nonsense, not flashy, good damage double break throw. Does a little more damage than your normal throw (33 pts) but has so many uses. First of all you can do it from a CD or dash buffer it (f,n,d,df,f+1+2), which is ideal for those custom strings since it helps closes the distance very well. Do NOT abuse Stone head set ups though (like CD cancelling to Stone head) since your opponent will learn to break it. Secondly if Jun is on your team, you can tap 5 to have her safely tag in with an arm bar (damage is suprisingly less... but you do get a free FC,df+2 so I guess I shouldn't complain too much). Lastly, your opponent will be on the ground close to you and the df+4 kick is almost guaranteed (if I'm not mistaken, you can escape the df+4 by tech rolling the Stone head, something which is easier in TTT than in T3). Even if it isn't you still have lots of options for okizeme (like say another throw? - evil laugh). In fact, if they have developed a habit for techrolling, then nail them with UF+3 which you should pleasantly know is almost guaranteed (your opponent can escape it by pushing forward, thanks to King_2nd for pointing this out to me). Do note however that Kazuya can get a FREE WGF on bigger characters (e.g. Kings) after a stone head as demonstrated by Dohee in his Kazuya vid. After a Stonehead, this is a good opportunity for you to do some wave dashing and put pressure on your opponent. Perfect for OB trap setups :) Problems? Even with its double break, the stone head has such a HUGE escape frame that your opponent has until Kazuya draws his head all the way back to escape it (watch the change of camera angles) Do NOT over use this. When your opponent starts breaking it, you know its time to switch to another throw. FC_d_db+1+2 Ultimate Tackle special Chicken Command: f+1+3 for all. Wang's cannot be chickened since it is considered a lp reversal. Use this on slow witted opponents or those who don't know how to break reverse this throw. This move is so bad because your opponent has loads of time to escape from this throw, and even if it connects he can reverse it to his advantage (1+2 just before they hit the ground and before you know it they are on top of you) . Moreover this move is slow to start of with and your opponent may have already whupped your butt before you could even grab him. Even a d+1 will interrupt this move. Sadly, Kazuya doesn't even have and arm lock to add more damage (and mix things up) which means your chance of hitting your opponent is 50- 50. Oh I guess you could try Ultimate tackle off CD to give it more range.... (who cares..??) Come on Namco... what are you doing to him? Btw, it can be reversed. LOL. I made a dick of myself when asking about it on Zaibatsu. 1+3_2+4_2+5 Steel Pedal Drop 1 Its a side throw. Most of the new side throws in TTT look cool and this is no exception. Kazuya grabs his opponent by the leg and slams them to the ground. *OUCH* It does more damage than a normal throw. It can be easily escaped unless your opponent was committed to an attack before you grabbed him which means he would probably have no idea you were going to throw him anyways. Against a good player though, never use side throws. 1+3_2+4_2+5 Skull Mash 2 Other than looking cool and putting your opponent next to you, sideways in which you can set up OB trap by SS'ing or get in a free d+3, the Skull Smash is a side throw which, like all side throws are easily escapable. Looks painful though when Kazuya holds his opponent back and punches them real hard. Electricity sparks all over. *Ouch* 1+3_2+4_2+5 Reverse Neck Throw n/a Its a back throw therefore it cannot be escaped. Does a good deal of damage (50% actually) but nothing in the range of Heihachi's or Yoshi's back throw. WGF,4 will do 49% damage so I seldom use this throw. Of course one will say that WGF will take a longer time to initiate but lets not forget that its also unblockable if your opponent is BT'ed. However when your opponent is on the ground, you can still follow up with d+3 to up the damage. SUPER boring throw. Special Techniques ------------------- Command Name Range 1,2 Double Punch h,h Two fast punches that hits high. Not really useful except when used in juggles, but then I myself prefer 1,1 more than 1,2 as 1,1 comes out faster, and if the 1,1 connects, the 2 follow up is guaranteed. Just a small note, 1,2 has more forward momentum than 1,1 so WGF, 1,2, df+4,4 will always connect but for WGF, 1, 1, df+4,4, the last kick will miss. (you have to do the tsunami kicks by inputting f,n,d,df,f+4,4) Bluu adds, the 1,2 punches have a much better tracking ability compared to 1,1 (from the shining fists discussed later) The tracking ability helps alot when Kazuya faces fighters who likes to SS alot since they generally think that Mishima's track very poorly (which is actually a fact). Use this to punish them and knock them silly. 1,2<2 Demon Slayer h,h,h Why do the Mishima's bother teaching their children this move. Other than being damaging, this move is rather poor. Slow,three consecutive high hits. Use this move when I play Kazuya and you will probably be at the receiving end of a Twin Pistons. Of course on the last hit (backhand), Kaz's body is surrounded with electricity. The only time I'd used this move is when playing against a scrub (but then the move's recovery time is soooooo slow that you probably get hit in return if it is blocked). Lastly this move doesn't knock down and has no guaranteed follow-ups, but if it does connect, it will push your opponent far away enough to be safe from retaliation and give you +1 frame advantage. This move isn't all that bad as it is made up to be... but Kazuya just has better moves. The fact that it hits high will cause a lot of headaches for you since if your opponent ducks it, the wiff recovery is attrocious. Secondly, even though it is listed as 1,2<2, there is no way Kazuya can actually delay the final backhand (unless its a delay of 1 frame) This makes it hard for a player to react to a situation even if 1,2,2 is guaranteed should the first punch hit ala 1,1,2. 1,1,2, just beats the hell out of Demon Slayer because of the DELAYABILITY. A good player will never risk that extra damage for a wiffed standing 2. Use this move in juggles (easy and moderately damaging since Kaz has so few juggle options) or if you KNOW that your opponent is trying to parry your 1,2<4 stature kick combo with a command low parry (example : King's db+1+4) NOT a generic low parry (df). p/s I have come to a conclusion that this move may be the 'best' move in the world of Tekken if used correctly, only second to Devil's flying lazer. LOL 1,2<4 Stature Kick h,h,l An average move overall since the last kick is quite hard to see coming but since this is the only other option other than the Demon Slayer (and good grief I myself wonder who'd use the Demon Slayer in a higher level of play) the Stature Kick will be expected and thus low parried (Demon slayer hits high, so holding df will be safe if you complete the whole combo) or even blocked. If it is blocked, be prepared to eat a WS move. A LOT WSmoves are guaranteed after a block stature kick like the Chang's WS+4, Kazuya WS+1,2, or worse a parried stature kick - df+2,1 juggle with Chang *Shivers* etc. TOO risky if you ask me since the last kick does poor damage but a low parry to Julia's df+2,1 combo does an unhealthy 70+ points. This move is useful for ticking away the last bit of your opponent's life but I still prefer using 1,2, db+4 instead of 1,2,4 (MUCHHHHH safer though your opponent can interrupt you) and mix that up with 1,2, df+2. Throw this once in a while and use it SPARRINGLY for heaven's sake. One last thing about the 1,2,4 combo, its really fun to do in the WGF, multi jab combo since it has a lot of air time and is bound to annoy your opponent since it does lil damage. Great for time wasting. 1,1<2 Shining Fist h,h,m If you already know how to play Jin or Heihachi then you might as well skip this part. Being a Mishima trademark move, the Shining fist is one of the better moves passed down the generations. The 1,1 hits quick and will most likely be your poking tool of choice. The last hit hits mid and knocks down, which means your opponent won't be able to duck all day. Moreover, the last hit comes out pretty fast, therefore, your opponent will not have enough time to WS you, but he will still be able to interrupt you with d+1. Therefore, 1,1 is ideal in custom strings since you can train your opponent to block high before going low with a stature kick combo, Hell sweep(s) or a simple throw. In addition to that, the 2 can be delayed and thus you may sucker your opponent into eating the 2. Another advantage is that if the first punch connects the follow up is all but guaranteed. There are times of course where the first punch would hit and the second would wiff. In such a case, the last punch is NOT guaranteed and will most likely be blocked by your opponent which means free juggle. Small note, you may need to delay the last punch a bit though since the last punch will inexplicably wiff at times which opens you up. However if your opponent blocks the last punch (2), be prepared for some hurting as there is a BIGGGG delay in recovery. Lastly since it hits so quick, the punches are uncounterable. Do not over use this though since characters with quick 8 frame jabs will punish severely... people like the Changs who can get a 1~2,1 (CH) *ouCh!* since your basic jab is 10 frames. Boo! The Shining Fist is best used off sidesteps or mist steps in Kazuya's case when you know that you don't have enough time to initiate a WGF. WS+1,2(~5) Twin Piston m,m JG This is MUCH MUCH better than Jin's Twin Piston (which is only guaranteed if the first hit hits on a counter). Thanks to Chinky-Eye for bringing about this topic in the Zaibatsu forum. In fact this is the most important move (along with the WGF) in Kazuya's arsenal. Without this, Kaz would not be as good. Basically , Kaz double uppercuts your opponent into the air for an juggle. For characters like Hei or Jin this would be good but since Kaz has air juggling capability isn't as good, it still doesn't diminish the Twin Piston's usefulness. This move has forward momentum and is useful in custom strings. More importantly though, if the first hit connects the second hit is guaranteed. Just make sure you don't whiff this move or you will be at the wrong end of Paul's Deathfist. I don't understand why every single Kazuya FAQ out there rates this move 3/5 (average move) because I myself find this move extremely useful. This move recovers REALLY well. It is just too safe a move to ignore and with its priority I have to say this is THE BEST MOVE KAZUYA HAS BAR WGF. I mean if Heihachi's Twin Pistons are blocked, he has a bit of recovery time, enough for him to be smacked, but Kazuya's recovery is almost instant. -6 frames? Punish THAT! Of course one may argue that it can only be pulled out from the WS position, compared to Angel/ Devil's Twin Pistons which are very abusable. Use this in any situation that you would use Jin's WS+2, only remember.... it comes out faster but doens't juggle as high and MOST importantly has smaller range. For example if you blocked a Hell sweep and your opponent is recovering from the sweep stagger, it is more advisable to pull off the Twin Pistons because if you connect with the Demon Gut Punch, it won't count as a CH or even clean hit, so a juggle is a smarter thing to opt for. Well not all instances though since I stress again that Jin's WS+2 has better range (comes out a bit slower though) Also, the 2nd hit of the TP has the tendency to wiff even if the first hit connected at Maximum distance. Also, this would be a better move to opt for since it comes out wayyyyy faster than the Demon Gut Punch, recovers amazingly fast, has insane priority AND the Demon Gut Punch can be tag escaped. Learn to do the Twin Pistons after an instant Crouch (d~db,N+2 or d~df,N+2) for an instant WS+1,2 and after a Crouch Dash Cancel for Crouch Dash Mixups purposes. Play this way, Kazuya IS a force to be reckoned with. Wave dash into WS+1,2 is very much abusable.... Just ask Jang. Drawbacks? The Twin Pistons just REFUSES to juggle big characters but if you are near you can still knock them off balance while they are recovering with a standing 1 and continue juggling them. Btw, forget about tagging out after WS+1,2 (unles you are desperate to tag out safely ie low health bar) since it doesn't juggle your opponent very high, and you can't get much from the juggle anyways. WS+2 Demon Gut Punch m FS DSc JG What went wrong??? I don't understand why each and every Kazuya FAQ authour so far says that the Demon Gut Punch is the most important move of Kazuya. Sure, it hits mid, comes out of crouching. Stuns your opponent for almost eternity, has high priority, recovers moderately, but expect to be smacked hard if this is blocked. It stuns both on CH and on Clean Hit, and does good damage. BIG F***in' DEAL! Both kind of stuns ARE tag escapable! The DGP is by far the most overated move by most people. On CH, you will get a Double Over Stun which is much longer than the Fall over stun caused on a Clean hit, making damaging combos like the infamous DGP (CH), TGF,3 possible. Do note that you can launch your opponent with a WGF regardless of whether it is a CH or Clean Hit stun. However, gone are the days where the DGP on CH would do BIG damage and the stun was unescapable. It is worth nothing though that the escape window for the DGP on CH is much smaller compared to that on Clean hit (think of of CH DGP as Jin's b,f+2 and Clean Hit DGP as Jin's b,f+2,1) That doesn't make the DGP a totally worthless move, it just is more risky with less guaranteed paybacks now in TTT. This is basically Kaz's wildcard strategy, a last resort if you will = to get your opponent into eating the DGP on CH. I mean COME ON... if you hit this move its probably curtains for your opponent. The problem however with this move is plain and simple = tricking your opponent into eating the DGP on CH. I mean the DGP isn't the fastest move to perform from WS position so it is kinda hard to actually hit your opponent on CH. Which half-decent opponent would be stupid enough to eat wait for you to do a DGP after a d+1 jab? Of course Kazuya can do the DGP using a trick I dub as Instant Crouch (it may have other names, but I call it this) - Simply input d~db,N+2 or d~df,N+2 and he will do the DGP as if from a standing position. Think of this move as Paul's Phoenix Smasher on CH or Nina's Divine Cannon Combo - its hard to hit on CH in the first place, but if it does, your opponent will be in a major world of hurt. The situations where you can use this move however are rather limited. First, and in a rare occasion, you should choose DGP over the Twin pistons if there is some distance between you and your opponent (say after d+3) and you know that the Twin Pistons will wiff (or get blocked). If your opponent is tagging out and you are in a FC position, use the DGP since you most probably will get a stun (be it Clean hit or CH) If your opponent should escape the stun by tagging out, you can DGP him, but it is worth noting that your opponent can avoid it by cancelling the tag run in (u~ub) After this move, you have some lovely follow ups which I will get to later in the Stun Juggle section. I'll repeat in case you haven't been paying attention all the while,the biggest draw back of this move is that your opponent can quickly tap 5 to tag out and thus cancel the stun, but if you look at his hand when he plays(which a good player should always try to do), you can prepare for the tag in and whack your opponent hard with the juggle starter or power move of your choice. Another catch though is that the player can push F to escape the stun (much like Jin's b,f+2,1 (ch) ) which makes this move even more useless. As far as the DGP usefulness though, it is good at beginner or intermediate level of play but almost useless against good players. d/f+1 Entrials Smash m HS It looks like Bryan's df+2 punch... a kidney punch though slower and with more limited range I guess. Although players seldom use this move, I feel that it has been to often neglected (because of the other abusable moves like WS+1,2 which Kazuya has). Okay so whats so great about a move with limited range that takes 16 frames to hit? First off, Entrails smash is very safe even when blocked. Kazuya is only at -1 frames disadvantage. Should it hit, Kazuya gets a nifty +3 frames advantage. The best part of it though is that Kazuya has a built in mini SSL when performing the entrails smash which helps a lot in custom strings when your opponent tries to barrage his way out of your pokes. I usually use this move after my df+2 hits but not on CH and I know my opponent is trying to use a slow move to counter (Phoenix Smasher/ Deathfist anyone?). If this hits, your opponent will be slightly stunned giving you initiative but no free hit is guaranteed. Use this in a good string and your opponent will more than likely eat this. This move can be used in a juggle as a combo filler. You can attempt the oh- so hard WGF, df+1, f+1, f+2 juggle demonstrated by Castel or opt for the easier, WGF, df+1, df+4,4... both doing good damage. f,N,d,df+1 Thunder God Fist m =3 Mid Kick m =4 Hell Sweep L Chicken command: f+1+3 for Paul and Jin. All others cannot be chickened Well well, what can I say. To say this move is slow and can be easily countered is true. But then since this is Tekken Tag and your opponent at some point of the game has to tag in (unless of course he plays to lose or your game is so pathetic) you can use this move to anticipate a tag and hit him hard. The follow up for this move (both the Mid kick and Hell sweep) can be easily interrupted by quick moves. So this move is bad? HELL NO! This move should be used if possible in your juggles. What do you do if you tag your sorry opponent with a DGP? Finish him with a TGF,3 of course! This will make your opponent sorry for trying to hit you in the first place and he will fear the wrath of the DGP as it will take off LOADS of damage. The other instance in a juggle where this move can be used is after a Class 1 launcher (ie Yoshis 4~3, Hwoarangs f,N,d,df+4 etc ). The TGF is also a very good combo finisher for WGF juggles. Please note however that the TGF after a WGF will only connect on Big characters. (Kings too since they are considered Semi Big characters) Tis too bad that even when Namco decided to cripple Kazuya's game by not giving him an EWGF (and launch his opponent higher, they have decided to weaken him even more by preventing him to TGF his opponent after WGF by giving it a slooooow execution of 21 frames. In comparison, even Jin can TGF his opponent after an (E)WGF. Not to mention, Heihachi can do it with ease since his TGF ducks lower than the other Mishimas. If you are playing against a opponent with low intellect and low reactions, you can use this in your crouch dash guessing game, after doing loads of Hell sweeps and your opponent is too slow to react (but seriously though, even my Sis will be able to block this move as it comes out so slowly). Moreover, if the initial TGF is blocked, both the Mid kick (3) and Hell Sweep (4) follow up comes out so slowly you can be jabbed out of it. The Mid kick or Hell sweep Follow up *MAY* hit players who are too hasty in retaliating with a power move, but those are scrubs we are talking about, so there. I strongly advise against using the Hell Sweep follow up in all cases since it does slightly less damage when compared to the Mid Kick. Of course, you are welcome to try it for some variety. All in all a good move but only if you use it at the right place, and at the right time. Pull it out at any other time, and I gurantee you, you WILL be the laughing stock. In short, Kazuya's TGF has decreased substantially in uses and as such can only be implented during specific situations of which there aren't many. f+1+2 Glorious Demon Fist m JG CFS Chicken command : f+1+3 for All, except Wang's since it is considered a lp reversal. So what if it hits mid and stuns as long as it hits.... if it hits. A lot of players like this move because it looks cool, and it does, since Kazuya takes a small crouching step forward and punch your opponent so you may be able to duck some high attacks. Sadly though, this move takes such a long time to come out that any opponent who is awake would be able to poke you out of it, or at least block this move. Do NOT throw this move out just for the fun of it because wiffing is NOT an option. However in the event that this ACTUALLY connects, you can do a single Tsunami kick to kick your opponent into the air for a small juggle. If it does NOT connect... Hoo boy are you going to be sorry... this move recovers real bad and you will get juggled for all your effort. A good thing though is that this move does some solid damage and stuns even on a whatever kind of hit. The only useful situation for the Glorious Demon Fist would be to punish wiffed slow-recovering attacks, but I feel that is better done with your WGF (comes out faster, easier juggles). Since Kazuya actually extends his hands quite a bit when performing the Glodious Demon Fist, it is an excellent move (and the only REAL situation where it is useful) to catch tagging OUT opponents. However using it in such a situation may result in hitting your opponent in the back so some of the juggles has to be changed (oh what the heck just do WGF, df+4,4) Another situation where this move may prove to be useful is when your opponent tags in. You can use the GDF to nail your defenseless opponent but do not forget that if he has tag slides or cross chops, you may get hit instead. Worse, if he should tag cancel, and he ends up blocking it you are in deep shit. Those who say that Kazuya should just use df+2 are correct in some sense but then f+1+2 was created for different purposes unlike df+2. Besides for df+2 you need to have a clean and CH to land a stun, something f+1+2 can do on any hit. Lately, I have been messing around with f+1+2 when I am playing with scrubs. It is an excellent move to catch people carelessly tagging out as I mentioned before. The damage is excellent pay off for the risk you are taking AND the Juggles of it are rather flashy... i think. f,N Kazuya Mist Step n/a =df+2 [~5] Wind God Fist [tag] sm JG =df+1 Thunder God Fist m =DF+4,4 Hell Sweeps L,L This baby is what seperate Kaz from the other Mishimas (or Kazama if you'd like). After doing f,N , Kaz does a small sidestep. After his mist step, Kaz can easily perform an instant WGF or Hell Sweep, or he can opt to go into his crouch dash. Performing moves from his mist step is quite useful especially if you can't perform a quick crouch dash. Have your opponent stunned with a DGP and can't seem to be able to connect with the normal TGF? Try doing the TGF after a Mist Step. Performing moves after Mist step allows the moved to be pulled out of no where especially where the Hell Sweep is concerned. Since the Wind God Fist has been tonned down to hit sM, your opponent will block low when he sees you starting to crouch dash... but what if he doesn't see you CD? What if you suddenly come out of a small sidestep with a quick Hell Sweep. He will more than likely eat the Hell Sweeps and since Kaz's Hell Sweep trips on the first hit, you can easily follow up with another Sweep for okizeme purposes. But best of all, he doesn't necessarily have to do one of the follow up moves as he use his normal arsenal of moves (1,1 / 1,2 etc). Use this move in your strategy and I'm sure your opponent will be cursing you when you are done with him. I must stress that although the motion to perform the WGF from Mist step may seem faster, the WGF still comes out at the same speed because of the small SS caused by the Mist step, if you do the full Mist Step thingie. However,thanks to Reverend_C's input, if you do the WGF off Mist Step REALLY quick (f,N and immediately df+2, essentially doing WGF from Mist Step at the speed of an EWGF) Kazuya will cancel the Mist Step and go into his WGF, thus making it faster in terms of frames need to pull out a normal EWGF. Just for those frame freaks, an EWGF takes at least 15 frames to pull out (f,N,d each requires 1 frame each making that 4 frames and df+2 is the completion of the EWGF itself is 11 frames making it 14) while the WGF off Mist Step Cancel is pulled off in 13 frames since Kazuya can skip the d command. When done this way, Kazuya's WGF will launch higher than usual like it would for an EWGF done the conventional way. Do remember that although the WGF can be technically done in 13 frames, I doubt that many can pull it off consistently unless you are a cyborg or something. f,n,d,df+2_f,n,df+2 Wind God Fist sM JG *DISCLAIMER* Whatever you may have read and believed, Kazuya does NOT have an EWGF (and there is not EARTH Wind God Fist btw) so I don't wanna hear any more morons saying that they swear on their sorry Chimpanzee's butt that they saw someone or something do an EWGF with Kazuya. I will only believe that Kazuya has an EWGF if I SEE thunder and HEAR lightning when he does the WGF. This is the heart and soul of EVERY Mishima. However, Namco created Kaz's WGF with different properties so that like all the characters it would be unique. The price for the uniqueness comes at a price though which is somewhat a double edged sword. Just in case you don't know how to do this move, it is CD+2. Another vital move that is in every Mishima's strategy. Although the WGF has been tonned down so much so that it now hits special medium, it's use hasn't diminished one bit. Sure you don't have no crouch dashing game to fool your opponent with anymore, but I myself use this move whenever I see an opening. See your opponent winding up for a Deathfist? WGF immediately. You blocked Laws flip kick... WGF of course! This move comes out fast (and can be performed faster via Mist step cancel) and has superb recovery time so use it to counter or interrupt your opponent. Even though Kaz does not have much damage opportunity after popping your opponent up into the air, you should still use this move. Why? Remember this is Tekken Tag, and you can easily buffer in the tag button so that your partner tags in immediately to finish off the juggle. Unlike Old man Hei where all his strategies are based on popping your opponent up into the air with WGF, Kaz on the other hand is blessed with other moves like his DGP, Gut Punch and Twin Pistons (the latter playing a very important part in his strategy). So even as useful a move like a WGF can be, lets all remember that Kazuya has other options to fall back on. Also since the WGF is now non parriable and non-reversible, you should still NOT abuse this move because your opponent can still poke you out of it (d+1 is all that is needed) and when blocked, your opponent is guaranteed a throw if you do ANYTHING but duck. Rememer this is NOT heihachi's EWGF. Big Note, thanks to Bluu and all his experiments (I FINALLY got my very own PS2 ... YAY!) if the WGF is blocked at its maximum range, the WGF will push your opponent too far away so that normal jabs can't reach you, and almost all the throws will wiff. Therefore even if there is some recovery for a blocked WGF, since it pushes so far away you can't be hit, the WGF is practically invincible. However, if you do WGF too close to your opponent, then opponents with longer hands may be able to poke you. This is such the case with Heihachi who is guaranteed a 1,1,2 after blocking your WGF in close. Other characters like Law for example will be able to hit Kazuya with a quick 10 frame standing 4. Speaking of WGF hitting sM, if you are those players who are still bitching around because Namco made the WGF hit sM instead of Mid (thus crippling the CD mix up strategy) all I have have to say is you aren't playing Kazuya right. The main use of the WGF has to be to counter, and for that purpose, it does it better second to none. The WGF ducks under most high attacks, and even some mid hitting ones, comes out quick (13 frames if you do it from Mist Step cancel) and has good priority which is second to none. If you use the WGF to counter youropponent and to punish wiffed /slow recovering attacks, I don't even care if the WGF hits high, mid, low, special mid, special whatever as Long as it hits. While some may say that by changing the WGF to sM Namco has weakened it a lot, I'd think otherwise.As someone in the Tekken Forum said (I'm sorry I forgot your name, so ) the WGF is not the best launcher in the game, it's THE tekken launcher. Kazuya's WGF from Mist step cancel will always come out at EWGF speed. However there is a major difference here. Coming out at EWGF speed doesn't mean that it will pop up as high or recover faster (as in Heihachi's case) after the WGF. Kaz's WGF will noticebly launch higher than usual if it is on Clean Hit, not if it is done EWGF style as previously mentioned. Sadly, Namco must have forgot (or refused)to add the Electric animation and block stun to Kazuya's EWGF which ultimately makes his WGF 3rd rank, only better than Angel and Devil... But then he has the WGF off Mist Step Cancel which is a dangerous weapon in it's own right. The only drawback from this move is that if it hits on CH, your opponent will be flipping in the air and some of the combos like WGF, 1,1,1,1, WGF cannot be done. Who cares about that when you can easily do WGF, 1,1, WGF, uf~4~3 for 70+ damage. Indeed, Kaz's CH WGF is what a Kazuya player should aim for since the combo is insanely easy not to mention damaging. For the more daring, they can try WGF, 1,1,1, uf~4~3 for 1.5 more damage. Now if only Namco would at a bit of Electric animation to Kazuya's WGF.... -Your WGF Lingo- Those Korean's do like to come up with a lot of terms for each new technique they discover. Well here we are with some of them. Note that Kazuya does not have EWGF. a) DWGF Dash Wind God fist. Performed f,f,n,d,df+2. Nothing out of the world really. Kazuya just dashes a little before performing the WGF to give it more range. Used usually in combos, and sometimes is vital for a proper combo. e.g. df+2 (CH), WGF, WGF, DWGF. b) WWGF Wave Wind God fist. This is when Kazuya performs the WGF at any point of the Wave dash, pulling the trigger. Also closely associated with it is its cousin the LDWGF. c) MSWGF Mist Step Wind God Fist. Well...er ... this is a term I came up with (mannn.... I'm PROUD to create a new term LOL) This form of WGF is special and unique only to Kazuya since only he can perform a Mist Step. d) mWGF Mist Step Cancel Wind God Fist. This is the fastest way to perform Kaz's WGF since you save a frame of input. Performed f,n~df+2 whereby Kazuya cancels the Mist step animation. e) EWGF Electric Wind God Fist. Wind God Fist with Electric animation that Jin and Heihachi have. Juggles even on CH for Jin's case and certainly launches higher than usual. A Move that many Kazuya players have seen performed before, but none have actually achieved the feat. This is ONE move all Kazuya players dream he had. f,n,d,DF+4,4 Hell Sweeps L,L Another bread and butter move passed down by his father. The Hellsweeps of Kazuya is an important tool in his CD guessing game with Twin pistons. The special properties of Hell sweeps which will KND and place your opponent in PLD (face down, feet away) position is a valuable thing indeed and is used to set up various things like the OB trap for example. Kazuya also has different properties for the 2nd kick of his hell sweeps which I will discuss in detail further on. However, Kaz must have gotten lazy or something because he does two low sweeps and stops, while Hei has so many variations. However old man Hei must be getting real Old now since his first sweep doesn't trip, while Kaz does making it more useful since you can suddenly come out of Mist step and sweep you opponent. One thing to take note of is that the Hell Sweep will trip as long as it hits on Clean hit. Just to note, Kazuya's Clean hit range for his Hell sweeps is larger than Jin's. At maximum range, the Hell sweep will limp your opponent. A good thing though is that the 2nd hit of the Hell Sweep will ALWAYS trip no matter whether the first limped your opponent or totally wiffed. Completing the motion by performing both hell sweeps (f,n,d,df+4,4) will result in the first sweep always tripping even though he is at maximum range. However if you want the the 2nd hell sweep after the first one has limped you need to delay the it a bit after the first sweep. Remember even if the first hit only limped, the second hit IS guaranteed. Also, doing f,n,d,df+4,4 nets you 24 points of damage but doing f,n,d,df+4 and following it up with d+3 does from 27-30 points of damage. Well the 30 points depends on whether you activate the combo counter. If you do d+3 quickly (and activate the combo counter) the d+3 (or f,n,d,df+3) counts as a combo and as such takes only a percentage of the d+3 damage (since in a combo each subsequent hit reduces in damage from its base damage) If however you delay the low kick a bit, then it doesn't count as a combo (even though d+3 IS guaranteed) and the damage of the low kick is taken as the base damage and therefore the damage is 27 points. If you trip your opponent and the distance between him is rather large such that d+3 will wiff, then do f,n,d,df+3 (this is an unofficial move where Kazuya CD's into his d+3) Also the delayed f,n,d,df+3 can aslo be used for OB trap. Any well time hit on a rising KND opponent will result in your opponent being backturned. Well refer to OB trap section for more. This combo is risky to say the least and one might want to opt for the safer 24 points guaranteed knockdown Hell sweeps, but just keep in mind that Kazuya's Clean hit range is again far greater than Jin's. However the introduction of sweep stagger in Tekken Tag means that if you are near and your opponent blocks your hell sweep, you will staggera bit giving him the chance to clock you. Also the Hell sweep is an ideal okizeme tool which I will further discuss later on in the "Okizeme" Section. Btw, you can Juggle off a hell sweep. However since the recovery time is a bit different, you can only juggle off a Hell sweep if: a) your first hit just limped your opponent and the second hit trips them b) you wiff your first hit but the second hit trips them. The recovery time will be oh so much faster , so much so that you can connect with another two hell sweeps or juggle with a WGF, much in the same vein as Heihachi could in Tekken 3 after a Hell sweep. Just for the record, f,n,d,df+4(limp),4, WGF, df+4,4 IS a true combo for those who doubt it isn't. It is so unfortunate that the properties of Kazuya's Hell sweep is such that on CH it need not necessarily trip your opponent. Kazuya HAS to be in Clean Hit range in order that his Hell sweep trips his opponent CH or not. Also even when performed EWGF style, Kazuya's Hell sweep does not necessarily trip. Arghh!!! Lastly, when whiffed, the first sweep recovers longer than the second sweep. Some Tips from Bluu: Generally a Kaz player must do his hell sweeps fast (don't buffer) and always complete the motion. Also if you REALLY know your spacing, try to do your sweeps at maximum distance. Why? Because when it is blocked you are pretty much safe from from things such as Hopkicks, etc. Another thing is if you want electricity from a Hell sweep, get it on CH (or Netsu powerup) df+2 Gut Punch m JG CFSc In any situation that you would use the Glorious Demon Fist, the standing df+2 Gut Punch would almost always be a better option. First it can be initiated from standing position (so you won't need to be in the crouched person first of all) and more importantly it doesn't take as long as the Glorious Demon Fist to wind up. Although the Gut punch looks the similar as its cousin the DGP (meaning he crouches a lil bit and then punches your opponent), the stun animation is not as long. Moreover, the Gut Punch will ONLY stun if it hits on a clean hit AS WELL AS CH. However, this crumple fall stun can NOT be tag escaped so you can get a guaranteed juggle in, and even if you don't get it to hit on CH, your For comparisons sake, the Gut Punch comes out a tad faster than the Demon Gut Punch (14 frames for the Gut Punch vs 16 frames for the Demon Gut Punch). However it recovers a frame slower than the Demon Gut Punch if blocked so you know you are going to get a good beating if your opponent blocks it. Thanks to 7ronko, the block disadvantage of the df+2 depends on the distance you get blocked. If it gets blocked at a short distance, it causes a small guard stun to your opponent, so the the disadvantage is minimal and there is no guaranteed hits possible. However, if it is blocked at a long distance, it does not cause guard stun, so the block disadvantage is indeed 14 frames. Drawbacks and advantages though, it is for these reasons that I feel the standing Gut Punch is way much more effective and useful than its cousin, the Demon Gut Punch. The standing gut punch proves its use in custom strings since it is a solid mid hitting attack which does crap loads of damage on a CH. Simple strings such as 1,2, df+2 are ideal since your opponent would most likely duck in anticipation of the stature kick. Once your opponent wises up and starts blocking high, you can throw him (or at least hit him with a stature kick). Will get to this later in my Custom Strings section. This move is also valuable when your opponent tags in with a move and you are in a standing position ready to hit him. Usually I'd suggest you use the WGF, however you can get up to like 47 points of damage if the Standing gut hits both on CH and Clean hit, the damage itself alone shadows most of the WGF juggles. Lets face it, Kazuya's WGF juggles can't do as much damage as you'd like. Moreover, this move, as I have stated earlier is 14 frames, and unless you are someone who can pull off a 14 frame WGF each and everytime, the df+2 should be more reliable. This is also a good move for beginners and players who can't seem to do those 'oh-so-hard' WS moves, thus not being able to do Kazuya's WS+1,2. *you'd better learn to do them quick though as WS+1,2 is one of Kazuya's most important moves* . Apparently while I was fooling around in the cade the other day with Kazuya I accidently hit my opponent with a df+2 Gut Punch on CH + Clean Hit while trying to do a Mist-Step Cancel WGF (henceforth referred to as mWGF) Anyways, after that I tried another mWGF and to my amazement it does launch. Anyways thanks to info from Kazuya Kazama, who confirmed this, you have absolutely 0 slop factor when trying to launch your opponent after a CH df+2. You have exactly 13 goddamn frames to launch them and if you are slow by just ONE damn frame. Yes that means any mistake and your opponent will be flying away. This really makes Jin's b,f+2(CH), EWGF and Kazuya's WS+2(CH), WGF look extremely easy in comparison. The trick is to initiate the motion for the mWGF the moment you see your opponents knees hit the ground or when Kazuya's right arm goes behind his left. To be honest, launching with a mWGF involves a lot of risk and if you are really desperate on doing damage then stick with b+1+4 or u+(4),4,4,4. However, even if you accidently do df+2 or do not launch with WGF after the df+2 stun, the damage isn't really that bad anyways. 2,2 Demon Back Hand h,h While the Demon Slayer has its few uses in combos, the Demon Backhand, I'm afraid is worse. The 1,2 of the Demon Slayer gains a few plus points since it has forward momentum, however, if you imagine the last 2 hits of the Demon slayer which comes out sooooo slowly and is sooooo telegraphed you'd know why this is the worst move in Kazuya's repretoire... whoops... make that second worst.. the worst move has to be the standing backhand (b+2) b+2 Single Joke Back Hand hits nothing rubbish Well this move is.... sadly the worst move in Kazuya's repertoire. I know that I have a policy of not rating moves but argh.... I'll break that policy just once and tell you this - stay FAR FAR away from this move if you have any hope or doing well against good competition. f+2 Soul Thrust m GB GS KNDc This move when hit on a counter will put your opponent in the face up, head away knocked down position. Looks like Jin's f,f+2, but slower and not so much range (Kazuya looks like he is doing a standing version of his Tummy Rush) . I myself don't use this move often and usually only in combos..... but then I'd rather tag in my partner to do the dirty work. You see the main problem with this move is its slow, relatively lack of range and will only KND your opponent if it hits on CH. It isn't without its pros though. If this move hits, Kazuya gains frame advantage (+8 frames) which is again very useful to set up his CD mixups. You CAN use this in custom strings, something like : f,f,1,1, d+1, WS+4, f,f,1,1 df+1, f+2 This move can be useful if used correctly, but because Kazuya has other much better moves, this move seems pretty weak. f,f+3 Split Axe Kick m Hey... I'm slow. I hit mid and I knockdown. Actually though, I think this move is totally worthless. At least when Jin uses this move (and if it can actually connect) he can juggle with the White Heron Combo. I mean gosh... this move is so slow, your opponent could nail you cold without you knowing what hit you. Wait, you can actually do some juggles after the knockdown from this move, but MAN its hard and you'd probably do yourself a favour by not using this in the first place. Note that like all f,f moves you can do it off a CD cancel. f,f,f_WR+3 Leaping Slash Kick m GB The same Leaping Slash Kick that everyone has. Use it when you run at your opponent and they're moving, but it's not long enough for should- er ram. If blocked, it'll stun them long enough to leave Kazuya safe. But if you actually get to use this move, I'd rather use the running slide or the shoulder ram. f+4 Axe Kick m GB KS If your opponent blocks this kick, he will be stunned and stagger, giving you the slight initiative. There are however no sure follow ups should your opponent block it. However the frame advantage you have is ideal to set up Kazuya's CD mix ups. I'd like to stress on the key word here "FRAME ADVANTAGE". With most of the other characters being able to Outpoke Kazuya with their 8 frame jabs, Kazuya needs frame advantage and space if he is to set up his CD mixups. This is where f+4 comes in handy since it gives you a hefty +11 frames advantage!!! I have to admit that I have started using this move quite a bit and found it to be an excellent move if not for its rather poor range and slow execution. The poor range can be easily overcome by performing the Axe Kick out of CD. However, you have to performing it by pressing f,n,d,df,f,f,F+4, instead of f,n,d,df,f,f+4. As demonstrated by Castel's Juggle video (Kazuya Act 2), the Axe Kick can be used to stun crouching opponents (good for those custom strings when you have trained your opponent to duck high attacks) for a meaty juggle....ideal in your custom strings....getting the WGF however is easier than you think it is. (okay its hard but with a bit of practise it isn't if you compare that to the WGF after CH df+2). A player may ask... who would be so stupid to eat a 20 frame (well if I'm not mistaken its 20 frames) kick while ducking even in custom strings? Yes they are right in the sense, but I use f+4 a lot in Kazuya's Okizeme game. OKIZEME GAME? Yep! After an attack which grounds your oppoenent (say Hell sweep) you can SSL off axis around your opponent and force him to guess what to do next. If he even thinks about attacking you, WGF him for a CH and 70+ points juggle. If he gets up here is where the fun begins. You should usually use f+4 a lot since even he blocks it you get frame advantage. Should your opponent rise crouching well..... you know what to do next... STUN, WGF juggle. Mix this up with Hell sweeps and throws to prevent from being too predictable. But what if it hits your opponent on CH. Your opponent will be grounded in what could possibly have been a CH WGF juggle for 70+ points. Yes you are right here...BUT grounding your opponent gives you a HUGE advantage to set up your next attack, namely WD. Think of the potential. CH f+4, and a WGF,4 juggle does more than a CH WGF juggle not to mention you can rinse and repeat your WD'ing antics. I made the stupid mistake of confusing the Axe kick with the Rising Kick (first part of Tsunami kicks) If you are having trouble pulling out f+4 consistently try f~4 instead. WS_df_f,n,d,df+4 Rising Kick m <4 Tsunami Kick m Another trademark Mishima move, and a good one too. Kazuya can do this move by tapping df much like Jin can but he can't initiate it using QCT like Heihachi. Some say that he won't be able to gain more forward momentum, but you can easily do so by CD and doing the Tsunami Kick. The First tsunami Kick is the most important as it can be used to lift your opponent who is on the ground for a juggle (assuming they are big or if your opponent moves even a bit) It is also used in Okizeme. After a generic low parry (df) a df+4,4 is pretty much guaranteed and is, if I'm not mistaken, the most damaging, guaranteed follow up after a low parry for Kazuya. Lastly the Rising Kick has forward momentum and is useful in custom strings since it has very low recovery time. Moreover the second hit is delayable to try to sucker your opponent into eating the damn thing. A small good news for those Kaz players who can't get over the fact that the CD mix up has been killed because of Kaz's (and Hei's and Devil's) WGF has been made sM will be slightly joyed to know that you can mix up Kazuya's Tsunami Kicks with his Hell Sweeps. But don't go hoping that you will catch many experts with this tactic as the Hell Sweeps are highly telegraphed. Remember if the first Kick hits the second is guaranteed. Oh and did I forget to mention that it is useful in juggles? The initial Rising Kick is also very useful for OB trap. However this tactic is less useful than that of Jin. When your opponent is on the ground (most likely from a Hell sweep) you can try a WS+4 and wiff it (assuming your opponent does not move) Your opponent will most likely try to rise up and attack you of which you immediately d+1 him. d+1 will interrupt any rising attack that they have and backturn them guranteeing you a subsequent free hit. For Jin that would be WS+2 and juggle but for Kazuya his options are limited (WS+2 or WS+ 1,2 which wiffs most of the time) This tactic is very potent when combined with wavedash to mask the intentional df+4 wiff and works at higher level of play. u_uf+4,4,4,4 Spinning Demon h,L,L,h BS So the guy who challenged you just pick Eddy Gordo and is now mashing as hard as possible on the controls? Use this move. This will kill him as Kaz will jump into the air, do a spinning kick, land and do 2 hell sweeps before ending with a roundhouse kick. The sweeps will be what usually kills them, and since this has good tracking ability, you won't need to worry about those Gordo's spinning all around the arena. At a higher level of play though, this move is practically useless. First the kicks can be low parried by anyone (given the inclusion of the universal low parry) which leaves you at a disadvantage. Secondly if the sweeps are blocked, the second sweep will leave you staggered, and you will be beaten up like hell. It has its uses though as it can be done after a Gut punch (df+2) on CH or a Glorious Demon Fist (f+1+2) for an easy, damaging combo (you have to use the u+4,4,4,4 version), but hey, I'd rather see a perfectly timed b+1+4 unblockable hit. The Spinning Demon is the most ideal follow up after a Glorious Demon Fist has connected since most of the GDF juggles are hard and do not do as much damage. Cheesy though, but who cares... its the damage that matters! 4~3 Demon Scissors M Chicken command: This move CANNOT be chickened Since the addition of Quick Recover in Tekken 2, the Demon Scissors use has been severely weakened to the point of uselessness. What more, Kazuya WILL take damage if the Demon Scissors wiff. However, I do not think that this move is completely worthless since Kazuya's WGF on CH will cause your opponent to flip over thus guranteeing a free okizeme hit. Therefore after a WGF (CH) 1, 1, 1, WGF you can add a 4~3 Demon Scissors for good measures since your opponent will not be able to quick recover. Another tip is to do uf,4~3 since Kazuya will initiate the Demon Scissors faster (vital in some cases for the 4~3 to connect if your opponent is lying on the ground before he recovers and rolls away.) If you are facing Eddy mashers who start those slippery kick nonsense from a far, use the Demon scissors to knock them out of their monkey business before they can annoy you anymore. db+4 Stature Kick l An average move, one you should throw sparringly during your mixup of strings. The kick is hard to see coming and your opponent will most likely eat it. The damage however is rather low but can you really blame it for being such an deceptive move? Kazuya feints a high kick but instead attacks low - an ideal move for ticking life away. Just remember that at the end of the round every sliver of damage counts, PLUS you get a +5 frame advantage to continue on with your strings. The only drawback of this move is that if your opponent is somehow sees it coming and blocks it (which will happen VERY often at a high level of play), you will be in trouble, since it has a bad recovery (9 frames, which is enough to get you jabbed). However this move will almost always land against scrubby or intermediate opponents. Landing this move against advanced players though is another story. As Chinky Eye mentioned in the forum - this move involves too much risks with too little paybacks. Other than that this is one of Kazuya's more useful poking attack bar bad controls that is. A thing worth noting, the stature Kick is 20 frames which is on the slow side, and what more you will be standing, so if your opponent KNOWS you are going to stature Kick him, an EWGF will be your reply. Use this moderately, or you'd be sorry. Unblockables ------------- Command Name b+1+4 Lightning God Fist Chicken Command: f+1+3 for Paul, f+2+4 for Jin. All others cannot be chickened. Usually, unblockables are so damn useless except for a few. Kazuya's Lightning God Fist is among the few exceptions. This move comes out real fast for an unblockable and does good damage (40%). You can use this move in combos after a Class 1 launcher or during a stun combo. You can connect with this after a Demon Gut Punch if you can't seem to be able to pull off the TGF fast enough. This move can also connect after a df+2 and f+1+2 stun though that is much MUCH harder. Lastly, you can pull this move out at random because even good players freeze when seeing an unblockable. Just make sure that you don't over use this move. I forgot to state this but b+1+4 will go underneath high attacks and most mid attacks, so use this if your opponent is getting too 1,1 happy or happily pulling Deathfist after Deathfist. B+1+4 Lightning Screw God Fist Chicken Command: f+1+3 for Paul, f+2+4 for Jin. All others cannot be chickened. Well if the Lightning Screw God Fist is useful, well this move is really so useless I can't think of anyone getting hit with this. Even Eddy Gordo mashers will kick you out of the wind up before you can actually hit them. If you can connect this move at a consistent basis on an average tekken player, consider yourself a master. Hey, you can perform this move when anticipating your opponent tagging out, but chances are that your opponent will tag slide/ cross chop you out of it before you can hit. However in a tight battle where you know you have lost it wouldn't be so bad to pull this out since even GOOD players freeze at the sight of an unblockable and with some luck you may be ablt to hit him with this and win the round. Just look at Valle vs Nappi 2 in the world tourneys. If it ever connects, even on normal hit he is in a major world of hurt.. and on CH... LOL. However, there are a few instance where this move is guaranteed - to hit your opponent after a f+1+2. If your opponent was a big opponent, then he will be taking some massive damage. But if he isn't you will wiff him and get up ready to be backthrown/ juggled or literally get your ass kicked around. Also in PS2 TTT, Kazuya can get B+1+4 on normal sized characters after Angel's SS+2. ************************* Pre-canned 10 Hit Strings ************************* I don't understand why people STILL practise the 'religion' of 10 Hit combos. I don't understand why after parrying their 10 hit string on the 9th Hit for the 10th time they STILL come at me with the same 10 Hit string. Hmm... in my opinion 10 hit strings are useful only against the CPU since the CPU will fall for the last few hits of the 10 Hit string. Don't ask me why but even on Ultra Hard (and cheesy) setting, the CPU still falls for certain 10 Hit strings (like Julia's for example) However against good players , I will never ever allow a 10 hit string to go unpunish. Whether its a simple parry or a perfectly timed Demon Gut Punch on CH, I will make my opponent pay. 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 Anyways back to Kazuya's 10 Hit string. They actually look kinda cool but since the first 4 hits of his 10 hit string hits high a d+1, d+3 etc will easily poke you out of the act. However if your opponent is stupid enough to allow the whole combo to hit, then you do get to see some very flashy unblockable finish. His 9 string on the other hand has 2 high hits so at least there is a better chance of completion against scrubs (but then I'd parry the Low hit) Also if you some how manage to complete it, the 9th hit will stun your opponent giving you the advantage to do something like go buy your opponent a bus ticket to go home. Protip submited by Vengetta_X: An expert knows ALL the 10 hit combos. Hmmm... and 'excellent' tip if I ever saw one. So all those Kazuya experts don't call yourself experts just yet until you learn your 10 hit combos. You MUST use it in battles because they are the true mark of an expert. ROTFL ....... HOWEVER ...... There is a glitch with Kazuya's 10 Hit combo in which you can teleport during the 5th hit. !!! TELEPORT !!! Yep, here is the Kazuya Teleport Glitch trick submitted by "Puzzykatz". The below article of Kazuya's Crouching Teleport Glitch is all written by him and is in its original form, unaltered. Small Changes (addition of N in f,f,N+2,1... which were deemed necessary) was made without altering the original meaning of the text. Indication is made when I have made a comment on a certain point. All credit goes out to him for the text and the discovery of this glitch. Kazuya's crouching teleport glitch ********************************** What it is? ----------- It is a glitch where Kazuya gets teleported forward crouching, while recovering from his f,f,N+2,1,4,4,2 5-string (iLuvMomo: which is part of his 10 string) This Glitch also works with Jin's f,f,N+2,1,4,4,2 5-string. How was it found? ----------------- I was reading jjt and KOFTEKKEN's Advanced Technique document, where they mentioned that the 5 string has an "odd property" because it "recovers crouching". However I believe they did not find out you can teleport after it. I experimented with the string and accidentally found the glitch. What are the properties of the 5-string? ---------------------------------------- f,f,N+2,1,4,4,2 is a h,h,m,m,l string. The first 4 hits are so fast that when they block the first 2 hits standing, they will still block the 4,4 standing even if they hold down. However if they duck f,f,N+2,1 they will continue to duck expecting 1,2,2 or 1,2,4 they WILL get hit by 4,4. Unfortunately although the first 4 hits are fast, they are not a true combo. The 5th hit is a low hit which comes out after a slow delay. It's basically the generic d+2 that everyone has, except this one his low instead of special mid. Yes, it can be low parried, but since it is a punch, nothing is guaranteed although you will be at a slight disadvantage. How to perform the teleport? ---------------------------- Simply do f,f,N+2,1,D+4,4,2. In other words, after the first two punches, hold DOWN and continue with 4,4,2. You will see after the punch, Kazuya will be transported forward a short distance, still crouching. How is the teleport useful? --------------------------- f,f,N+2,1,4,4,2 recovers way far away from your opponent, too far for a throw, twin piston, etc. to connect. However the teleport will bring you closer, close enough for those attacks to make contact with your opponent (unless they moved). The recovery of the 5 string looks vulnerable, and it's obvious that it recovers crouching. Kazuya can not normally retaliate from that position and distance, so your opponent may not be prepared to block your surprise attack. What can you do after the teleport? ----------------------------------- (poke) d+1_d+4 => f,f,N+2,1,D+4,4,2, d+1_d+4 (throw) 1+3_2+4 => f,f,N+2,1,D+4,4,2, 1+3_2+4 (juggle) WS+1,2 => f,f,N+2,1,D+4,4,2, WS+1,2 (bait) WS+4 => f,f,N+2,1,D+4,4,2, WS+4 (stun) WS+2 => f,f,N+2,1,D+4,4,2, WS+2 (tackle) FC,1+2 => f,f,N+2,1,D+4,4,2, FC,1+2 ..... hmmmm.... so the 5 string of Kazuya isn't so bad after all (if your opponent isn't expecting it to come that is) and certainly makes his strings a little more useful than I gave it credit for. ******** Movement ******** This is something that I realize is sorely lacking from most Tekken players. Most players just do a move, stand there and block and attack again. Sure against beginners and average players this will work out fine. However , if you are to play it as a 2D game in a 3D world, I'm sure you are going to get a serious trashing against good opponents. DO NOT ADOPT THE MENTALITY OF "HIT, BLOCK, HIT". Think of this as a boxing match. You don't punch your opponent and wait for him to react and punch you back right? Come on, you have so many options available to you. Namco didn't just put the Sidestep feature into the game for no reason, did they? Besides, you have the CD which gives you a bigger advantage. By moving around a lot, your opponents chances of hitting you and landing that major butt-kicking juggle starter is lower. Moreover, he may wiff and therefore allow you the chance to counter attack him. There are occasions when blocking will be more of a disadvantage to you than sidestepping. The best example is Bryan's b+1~5 which causes such a long guardstun that he is guaranteed at least a 1,2 or 1~4. In such a case, blocking would be very much hazardous than sidestepping. Besides if you sidestep you can retaliate with a WGF of your own since he will be busy recovering from a wiffed move. Sidestepping ------------ I don't think I need to teach you how to sidestep, but I wish to emphasize how important it is to sidestep. Try to incorporate sidestepping in your game step by step (no pun intended). At first you may find it really hard to successfully sidestep attacks but with practise you will be able to sidestep most moves easily. You should also include side stepping in your movement for example :- f,f,N,SSD, b,b,N, SSU, f,f etc By simply moving around you create confusion for your enemy as he will have a harder time anticipating when to attack you since his attacks will miss more often than not. For Kaz, he can be more confusing as he can add his Wave Steps and Mist step into his sidestep movement (although this is hard)... and come out of it with a WGF or Hell Sweep. Sure Kazuya doesn't have good moves that come out of his SS unlike Jin, Devil, Changs etc. , but that doesn't mean that he shouldn't sidestep. Learn how to do a WS+2 and WS+1,2 out from a SS and you'd be surprised how many times you will be able to catch your opponent on CH with the DGP. Lets also not forget your WGF. You may go for a sidethrow from your sidestep but side throws are easily broken by good players. To succesfully sidestep opponent's moves, sidestep in the direction the move of which he is pulling off. For instance if he is pulling off a right punch, you would sidestep to your right (your opponents left) Of course this is just a general formula. Somemoves track well and some don't. Take Jin for example. EWGF doesn't track well while f,f+2 Demon's Paw has good tracking. EWGF can be sidestepped in both directions rather easily, but sidestepping to the left (your opponents right) of f,f+2 is a tad risky because of its tracking. Not to say that it is not impossible though, with perfect timing, you can sidestep Jin's f,f+2 to both sides, a technique which RedKing mentions in his Jin Compendium as interrupted sidestepping. Even if you aren't interested in playing Jin, do read his FAQ because his sidestep section is useful for all characters, not only Jin alone. Succesfully sidestepping an opponent's attack is more of an art which you will slowly master. Do not give up when, at first you often get hit even when trying to side step your opponent's move. Another thing to remember is that some moves have really good tracking and it will hit you unless you sidestep at the very last second. Other moves have good radius (example Yoshi's standing 4) and will hit you if you sidestep too early. *small note* A lot of people say its pretty hard to do a SS into a mist step of the same direction. However I can do it pretty consistenly alright (not 100% as I would like though) Trick is to SS, pause a slight second and then tap f,N. Hey, anyone reading this, please try this and lemme know if this works or not. =) On the other hand, you can do it the other way, do Mist step and then double sidestep. A triple sidestep is not really recommended because Kazuya's Mist step sidestep depends on his frame and also because the distance of his Mist step Sidestep is pretty small unlike Bob's triple Sidestep. Wave Dashing ------------ I actually used this move first before reading any of the Kazuya FAQs but I will not take any credit away from whoever first discovered it. The idea of the Wave dash is to cancel the CD by inputting f which is also the start of another CD command, hence, a continous chain of CD'es. In short :- f,N,d,df,n~f,N,d,df,n~f,N,d,df,n~f and so on or f,N,d,df,f~f,n,d,df~f,n,d,df~f,n,d,df~f and so on. What makes this so dangerous is that you can pull the trigger from the Wave dash any times, namely you can come out from it with a WGF,Demon Gut Punch or Twin Pistons. To come out of a CD with a WS move, just press b + Button(s) from the CD. Sure it is hard to perform at first, but with a lil practice, your CD game will be feared (as you can now mix up the Hell sweeps with the Twin Pistons or Demon Gut Punch - not recommended though). So who was it that said that the Mishima's CD strategy was completely killed now that the WGF hits sM? Also from the CD, you can buffer a stonehead throw (f,N,d,df,f+1+2) The Wave dash will become extremely useful if you incorporate sidesteps and backdashes into it.... even Mist steps as you can pull a Hell Sweep out of no where (how many times have I said this? ) However useful the Wave dash can be, it does not have 'ABUSE' written all over it. My point is, don't just simply wave dash. Do NOT simply Wave Dash in to close down distance on your opponent, because more than likely, you will get a nice hopkick for all your trouble, and you know what happens after a hopkick *especially* with Julia. I'm not saying that you CAN't use it to close distance, but use it sparringly and as I said before, mix it with Sidesteps, backdashes etc. The most effective (and safest) use of Wave dashing is when your opponent is down to apply pressure on them. With your opponent on the floor, and you continuously dashing towards him, he will be spoilt for choice whether to roll on the ground or get up and attack. Either way, it is dangerous for him since if he gets up with a kick, you can WGF for a juggle. If he decides to roll, you can kick him back to the ground, wash rinse and repeat. IMO, the Wave dash is one of the most dangerous Okizeme tool when used right since your opponent could be lying on the ground till he is dead or time expires. *note* for the above methods discussed above, the first one f,n,d,df~n~f definitely works, but there should be at least an 8 second pause for the neutral command. For that reason it is sometimes easier to do the second version because if you have quick hands, that means you can do more Wave Dashes per sec. Thanks to MSG (you have finally posted something useful on Zaibatsu) for this small info. Also instead of doing something like f,n,d,df,f~f,n,d,df,f~f you can substitute the f~f with b~f, db~f etc. Try b~f..... ... And All the Other Dashes ---------------------------- Wave dashin' wave dashin' and the next thing you know those Koreans come up with another 3216841320684 new Dashes. Ah well, Wave dashing is the core of which has spawned many variants which I will just touch on briefly. a) Slow Wavedashing This is the wavedashing cancelled slowly usually to prolong each crouch dash. The reason is to cover more ground quickly. This is seldom used since you are very vulnerable during the CD motion. Players opt for the Fast Wave dash and even Light dash. Measure - 2-3 CD's a second b) Fast Wavedash The fast version of the Wavedash. The fast wave dash is very potent since it allows the player to travel across the screen at a relatively fast pace, though a smaller distance is covered per dash. However, more CD's also means more points for WGF/Hellsweeps/iWS moves. Most Kazuya players only reach the Fast Wavedash stage. Measure - 4-5 CD's a second c) Light Dashing Basically this is WAVE DASHING. However, the speed of each CD cancelled to another is that of an EWGF, constantly. The distance covered by each CD is very small and the character can be seen bobbing along. LD is the most potent form of WD since the player can cancel at any time to EWGF (well Kazuya doesn't have EWGF so WGF at EWGF speed), Hell sweeps and iWS moves. The Light dash is the most feared weapon of the Mishimas. Measure - 6+ CD's a second d) Snake Dash The Snake dash is another variant of the Wave/Light dash. The Player cancels the CD into a SS and a SS into a CD, weaving about like a snake. It is notated as such:- f,n,d,df,f, SS, f,n,d,d,df,f, SS, f,n,d,df,f, etc. Note that the player can choose to do 2 or more CD's and then SS or even use another varitn where he incoporates Mist steps into his SS. This is called the..... e) Box Step. Funny names they gives it. The Box step need not necessarily incoporate CD/WD into it but usually the players do. This is when Kazuya Mist steps and cancel it into a SS. From there he can go into a CD/WD or Mist step again. If done correctly Kazuya's legs will look really quirky and be like floating about. Not much use, but due to the random nature of Mist step which is controlled by the frames, your opponent is equally baffled as you as to which direction you will Mist step in. Another variant of the Box Step (Actually THIS is the real box step) is f,n,f,n,f,n etc but the randomness of the Mist step makes it very unpredictable. Looks real funny though but you really need good timing for this. CD Cancel into WS+1,2 --------------------- Ever since this FAQ was released, I have always been asked "How come I can't get the WS+1,2 twin pistons out of CD cancel consistently?" Okay before I go into further detail, for those who don't know what I am talking about, CD cancel into WS+1,2 is basically when you do a CD and cancel the CD animation. During certain frames of the animations, you should be rising from Crouched position and would be able to do WS+1,2 properly. It can also be called as CD into instant WS+1,2 if you know what I mean. This is probably going to be Kazuya's main attacking tool along with with his hell sweeps since it offers him the opportunity for CD mixups. Okay enough blabbering. So how do I do the CD cancel into WS+1,2 you ask? Well there are two methods 1) f,n,d,df~b+1,2 _ f,n,d,df~db+1,2 2) f,n,d,df~db,b+1,2 There are significance of the two methods. The first method being more illusive as the WS+1,2 comes out from the CD in one smooth motion. If done correctly, there should be no transition time (aka no tell tale signs which screams "I'm going to WS+1,2 you). On the other hand the second method is much like Devil's CD cancel into standing twin pistons df+1,2 as in it can be seen much easily. No it does not look the same but the fact that there is a short lag time (you can see Kazuya crouching for a brief moment) gives away the fact that you are going to do Twin pistons. Therefore, I would suggest using the first method and only do the 2nd method after 10 years of trying without success. Bewarned though, the first method is very much harder and most of the time you will either do it too fast (you will do 1,2 instead) or too slow (in which case TGF will come out) Anyways for those who have trouble pulling it off consistently (and I know there are many) here is a small tip for you. When doing a CD cancel (or EWGF for that matter) its not really necessary to push the joystick all the way to the edge. What I mean is all you need is a slight tap and the computer will register the command already. If you push the joystick all the way in a given direction, 9 out of 10 times you will fail to do the CD Cancel and end up doing TGF. And for those who always keep getting 1,2, my advice is to master your iWS+1,2 first because that will help you. You already got the timing for the f,n,d,df~db motion just that you are pressing 1,2 at the wrong time. I hope this small info should be of great help for Kazuya players out there who wish to master one of his most difficult techniques. Remember practise is the key to success. Before you get all fustrated out though I'd suggest you use Jin and practise CD to iWS+2 before attempting Kaz's iWS+1,2 from CD since I myself think that Kaz's version is slightly more tricky to do. Tagging ------- Tekken Tag wouldn't be half the game if it weren't for this element - TAGGING! A lot of players do NOT understand the tagging system of Tekken Tag Tournament. From what I observe when playing, many players blindly tag out when they are low on health. Yes, I know that you have to bring in a fresh new partner because your character can be easily KO'ed but by foolishly tagging out, they leave the poor tagging in character open to all kinds of dangers. Worst is if you carelessly tag out, your tagging out character may be KO'ed in the process. Do this to me and I will undoubtedly punish you with something nasty. Think about this, your character is low on health but if you bring a fresh new character in and say Julia hits you with a Heaven Cannon Unblockable + Juggle, your partner could be even more badly hurt than the initial fighter that just tagged out. Morever, your opponent is given the initiative to pound you into oblivion with all kinds of Okizeme attacks. As a rule of thumb you should only tag out when 1) Your opponent is on the ground or your opponent is far away and not is not able to hit you. 2) You use a tag throw or do a tag combo. 2+5 is a very safe tag throw but the damage depends on Kazuya's partner (ie Bruce = very lil, Michelle = qutie a lot) Kazuya's special tag throw with Jun is VERY VERY VERY useful and is guaranteed (unlike say special tag throws between Julia and Michelle) if the stone head is not escaped. Use it a lot since Jun will get a free Okizeme attack too. 3) The worst time to tag out is when your opponent is charging up an unblockable or heavy hitting move. More likely than not, your partner will come rushing in only to be hit by the said move. 4) If your opponent is all over you and you need to tag out, try to knock him down or at least push him away so before making a tag. For this reason, knock-away moves like Kaz's f+2 are ideal. 5) When you do tag, try to come in with a cross chop or tag slide (or its equivalent), at least once in a while, so that your opponent will not get into a habit of always trying to counter you when you tag out. Tag slides are useful not only because they can catch your opponent unaware but can be used to tag in an extra bit of damage at the end of a juggle. Also tag slides may be an excellent counter to certain moves (say Yoshi's b,b+1~1) At certain distance, tag in cross chop is almost unavoidable. Sadly Kaz does not have Tag slides or cross chops so this only applies to his partner. Remember too that King, Yoshi and Kuni does not have Tag slide and Devil/ Angel does not have a cross chop. 6) Tag frequently when given the chance to tag out. The small health regained may be the difference at the end of the bout. Also, do not get predictable with your tagging. A wrong tag will probably result in a nice WGF up your shiny noses. 7) If tag slides or cross chops are not your thing, you can always cancel the run in by inputting u~ub. This will stop your character from running and you can block or input your attack. This technique is also useful for doing some of the class 1 launcher juggles where you need to position yourself. It is usually much wiser (and safer) to use use the tag cancel since you do not need to commit to and attack and thus do not lose any initiative. Moreover Kazuya has a special way of Canceling his tagging in and that is with his mist step (f,N) 8) Like everyone she can cancel his tag in with d+1. Don't be stupid however and d+1 all the time, especially when your opponent is up your nose because he will almost always CH you. I think you should know by now that Julia's CH 1~2,1 is not very nice. With all said, I also find that a lot of Tekken Tag players do NOT use tag juggles enough. Come on, the damage lost during tag juggles cannot be recovered. I can't remember how many close battles I won because of the 'extra' health I could regain from tagging out. This is even more apparent with Kazuya who is a poor juggler overall, so after a WGF, it is avisable to tag out to better Jugglers like Jin, Bruce or even Julia to finish the job. This is not called TTT for nothin' you know. ************ Positioning ************ Movement of course will lead to positioning. I find it sad that a lot of players nowadays do not understand positioning. Kazuya has excellent movement in his game with his CD/WD/LD but a rather below average SS game (quite wide but no where near Ogre, and no double/triple SS). His LD is THE killer for backdashers and is extremely dangerous even for Lei Haha steppers. Also his SS, although not the greaters can get you into very advantageous positions if timed correctly. As such I have subdivded into 5 categories - In Close, Dash range, Far, Side, Back In Close -------- The In-your-face, melee situation. This is the most common of situations especially against fast pokers (of which there are a lot). IMO this is NOT the preferred range a Kazuya player should be in. Why you ask? Because Kazuya has a 10 frame jab and he will lose out jab for jab against faster 8 frame jabbers. Against the Changs for example, this can be very bad since on CH they get a meaty juggle. My advice is to Watch your frame rate and do not just poke happily. Try to fight your way out of this range with CALCULATED pokes of your own. Dash Range ---------- Inevitably after pounding your opponent for some time, there is going to be some space left between you and your opponent. This is THE STRONGEST part of Kazuya's Game. With his CD/WD/LD he is almost invincible. His CD will neutralize all high attacks and some mid attacks if timed correctly and his WGF will be at the touch of a button. At this range, WGF will OUTPRIORITIZE almost every move your opponent throws at you. If your opponent decides to turtle up you will end up in close with your opponent BUT with the advantage of the CD/WD/LD. This is when you use your CD mixups to your advantage. Watch out though for Yoshi flash though! Far --- Not really an advantageous position for Kazuya since he does not have long range moves (like T.Ogre Flame for example) or very good long range moves (P.Jack's SS+1 for example) to capitalize on. At such a distance you can either safely tag out or close the distance on your opponent with a LD. Side ---- Kazuya's Side game is almost NON existent. Well who cares? You'd prolly get to your opponents side by Sidestepping his move, so WGF and juggle him. Since you are at his side, you will flip him over and you can end your juggle with a flip kick.... all without a CH WGF. If your opponent is grounded and you are at his Side (or SS'ed to his side) this is a good opportunity for you to use his f+4 bait (which has been explained in detail already) or SS again to get to your opponent's back. Backturned ---------- Unfortunately for Kazuya, he does not have much moves to capitalize on in such a position. The best you can do is WGF,4 juggle. Kazuya's WGF juggle on a BT opponent is severely hampered by his lack of moving attacks (like Jin's b,f+2,1,2) Moreover, if you get your opponent into BT position via OB trap (refer more on that in the Okizeme section) the best bet is his WS+2. Also try Kazuya's backthrow for 50 points damage and a 13 point follow up if you can land a throw. ************** Custom Strings ************** As you might or might not have noticed I have revamped the Custom strings section because most of the strings I gave in the previous updates of the FAQs are pretty worthless above even beginner level. Anyways I was really lazy to change stuff, but since this is the last verison of the FAQ, I might at least correct all the BS in it. First off a player has to have a good understanding of frame data to be able to pull of a decent (and safe strings) Without proper understanding and using the same string over and over again you are just asking yourself to be CH'ed by Julia for a 70+ point juggle. The ability for a good player to string reflects on his understanding of any given situation and how he reacts appropriately towards it. Poking Moves:- 1,1 1,2 1,2,4 d+1 d+2 d+3 d+4 (df_WS_f,n,d,df,f)+4 WS+1,(2) df+1 db+4 f+2 f+4 String enders:- WS+2 WS+1,2 WGF TGF,3_4 b+1+4 Hell Sweep(s) (df_WS_f,n,d,df,f)+4<4 1,2,4 1,1<2 f+1+2 f+2 f+4 f,f+1+2 Generic throws. Well I have basically broken down the moves down into 2 categoris that is moves you should use to poke with and moves to end the string with. Poking moves: ------------- Moves to poke with are usually moves which are relatively quick, safe, recover quick, closes distance well or gives you a good frame advantage for which you can pile up the pressure on your opponent. Moves like 1,1, and 1,2 are good quick pokes which are quick, safe when blocked, has forward momentum to close distance and recover quick when blocked. It does not however give you a frame advantage when blocked or if it connects. Other moves that fall in this category are df+4 and WS+1. Then there are moves which are quick interrupt moves. For Kazuya there aren't much. d+1 is the most obvious one in mind though the slower d+2 too can be used. d+1 has very poor range, but it is extremely fast (8 frames) which makes it good to interrupt your opponent's slower moves. f+4, db+4 and df+1 on the other hand are relatively slower poke moves. However both are still good pokes because they recover very well if blocked and gives the player a frame advantage when it is blocked, hit or both. The frame advantage gives you time to close in on your opponent and force him to guess your next move. Moves like f+2 can be classified as both a poking move as well as a string ender. As a poking move, should it hit, it does not knock your opponent down but gives you a frame advantage instead. String Enders: -------------- The ultimate purpose for poking is not only to chip away your opponent's health but to land that all important move which will give you a meaty juggle, CH and knock your opponent away with half his bar gone (yah right... that only applies to deathfist) or maybe to break your opponent from turtling. String enders are usually chosen according to the situation whether your opponent is crouching, standing or attacking. Crouching opponent. You would be aiming to hit him with mid moves. For this purpose, f+4 as a string ender is excellent (though slow) since it guarantees you a free WGF juggle. iWS+1,2 (or WS+1,2) df+2, df+4,4, f+1+2 can all be used for the same purpose, varying in properties. For example df+4,4 should be used relatively close to your opponent, but you might want to try the slower, longer range f+1+2 in dash range. Recognizing the situation is important because a wiff in a string ender usually means a free juggle for your opponent. Standing opponent. In such a situation there are two options for you. Pound him with low hitting moves or throw him. Low hitting moves as string enders aren't really common for kazuya and in fact he only has one - hell sweeps. However since his can be initiated quickly via mist step cancel there really isn't a problem. Also you can try throwing your opponent with stone head or any other generic throw. Mix them up though so that you don't get predictable. If they turtle too much, maybe a surprise unblockable is the call of the day. Attacking opponent. In such a situation there are two things you can do. CH him or back up so that his move will wiff and then juggle him while he is recovering. Both are good and bad and experience is needed to know what to do for each situation. For example if your opponent tries to interrupt your string with d+1, you can easily back up from it (in fact at times because of the distance between you and your opponent you might not need to even back up) and then hammer him with a quick df+4,4 before he can hit you with a WS move. If however he is opting to go for a power move like Deathfist for example, you might want to WGF him on CH which would give you a meaty juggle. Backing off and hoping that your opponent wiffs is safer but remember you CAN be hit during the backdash animation. Moreover if you choose wrongly, it could mean a missed opportunity or a huge CH for him. What makes a string a Good string? ---------------------------------- Flow, unpredictability and overall safety. Basically these are the main ingredients for a good solid string, though some may opt to deviate a bit to add more spice (and risk) to their attack. Compare the two strings below. f,f, 1,1, d+1, d+3, WS+1,2 f,f, 1,1, d+3, WS+1,2 f,f, 1,1, d+1, WS+1,2 Which of the above is the best string? Although none of them are really good strings, the 3rd string would obviously be the best choice. Why? For string #1 following 1,1 with d+1 is very safe (8 frames) however the d+3 after d+1 is too risky since it has a long execution. Moreover considering the range you will be after your opponent blocks your move, your opponent could easily have backdashed (or actually walked back) out of the range and hit you instead. For string #2 after 1,1, d+3 is a POOR follow up since it has a too slow execution time. However it would be harder for your opponent to backdash out of d+3 after blocking 1,1, as compared in the first string after considering the block range. Moreover in both cases, even if d+3 should hit you WILL be at a frame disadvantage when you initiate the Twin pistons (WS+1,2) String #3 is the safes among all. Why? Again after 1,1, d+1 is totally safe being only 8 frames. Even if d+1 is blocked by your opponent, (and leaving you in a slight frame disadvantage) the WS+1,2 comes out relatively fast and your opponent would not be able to counter you with anything serious. Plus if d+1 should connect you will be at a +8 frame advantage which would mean your opponent cannot do anything but BLOCK your subsequent move. In such a case you MIGHT want to risk a d+3 (though I recommend d+4 over it any day) or crouch cancel into a throw. Got the basic idea yet? After getting the picture of what is proper and improper in a string you would be able to create strings of your own. Here are just a few more examples for you. 1) 1,2, d+1, WS+4, df+4,4 1,2 as stated earlier when I analyzed it has better tracking and overall more momentum. If your opponent tries to Counter you after a 1,2 punch interrupt him with d+1. The safest option here would be WS+4. If WS+4, is blocked this would put space between you and your opponent. A quick df+4,4 here is chosen since it does not need a CD motion to pull out (though experts should try MS cancel WGF) and has good range to punish opponents who try to Counter attack after seeing the single rising kick. 2) 1,2, df+2, f+2_WGF When seeing 1,2 punches most opponents will usually duck in anticipation of the low 4 follow up. Punish them with df+2 (which will most likely be on a normal hit). On hit it will give you a frame advantage. Most players have a bad habit of trying to retaliate after eating a df+2 so you can go for a CH f+2 or WGF since the spacing should be just right. 3) 1,2, d+1, WS+4, 1,2, d+1, WS+4,..... This is an infinite string. Stay clear from it. I just put it here to tell you that Kazuya can create infinite strings, but like ALL infinite strings they ARE crap. 4) 1,2, d+1, WS+4, 1,2, iWS+1,2_f+4 In this string you train your opponent to anticipate the d+1 after a blocked 1,2 punch. Most players will move their sticks to df in order to parry the d+1 (and in turn give them the advantage) Use this to your advantage by pulling out an iWS+1,2 to juggle them. Alternatively f+4 can be used to crouch stun them. 5) CD~db+1, 1,2, CD~f+4, df+4, f+1+2 This isn't the best of strings but the CD (use WD or LD if you want) will add a lot of confusion for your opponent. I chose CD~db+1 which is actually CD cancel into iWS+1 since it recovers quite well and continued to poke with 1,2. Note that although you technically (by reading frame data that is) CAN be CH'ed by your opponents (Changs including) a blocked CD~db+1 at maximum range will usually put you out of Chang's standing 1 reach so they won't be able to CH you. Watch out for fighers with longer jabs though. Anyways the 1,2 punches when blocked will create some more space. Use CD to WS+4 to continue the string since it has better range than that of CD to iWS+1. df+4 after that is used to push your opponent further away if needed. After creating a good amount of distance, you could try a risky f+1+2 and should your opponent try any High poke you would be able to CH him. SWELL! Well these are just examples. Remember even with such a small number of moves, Kazuya's strings can be endless. Be creative and vary your strings. There is no greater killer than telling your opponent what you are going to do next by being predictable. *********************************** Attack, Countering and Interrupting *********************************** Ah Well... since this is the last version of the FAQ, I thought "What da heck, I might as well make it as complete as possible." Knowing when to counter and interrupt is an integral part for all characters and Kazuya is no exception. Again I bring about the situation of Kazuya vs Julia. Attacking at the wrong time could land you with a CH juggle. Same goes for countering and Interrupting. Attacking --------- Basically most of the general ideas for Attacking have already been covered in depth in the custom strings department. So what else do i have to add here? Watch your spacing. Knowing your frames and how fast a move can come out only helps you so much. You really need to know what moves will wiff and what moves won't. When playing Sonic the Hedgehog there is the saying "When in doubt Jump" This cannot be applied in Tekken however since even if you do a d+1 you risk yourself being CH'ed. Knowing when to attack is vital. For example you would be able to safely poke Jin after blocking his d+1 since it gives him a frame disadvantage but trying to poke after getting hit by the same d+1 is asking to be killed since he gets +8 frame advantage. Countering & Interrupting ------------------------- Countering here does not refer to CH but rather hitting your opponent after he wiffed a move. Knowing which move to counter with is again vital. If your opponent wiffed a move which recovers fast, you might want to hit him with 1,1,2 shining fist for quick easy damage. On the other hand if you blocked Nina's db+3+4 which gives you 16 frame advantage you might want to try a quick WGF to juggle her. Not knowing what move to retaliate wiff could not only mean a missed juggle opportunity but more severly you getting CH'ed instead. An example of a misjudged counter would be after blocking Julia's d,df+1,2 and you attempt a WGF. Even though a blocked d,df+1,2 will give Julia -7 frame disadvantage, she can mash 1~1,1 while you have to carefully time a quick WGF. Technically you should be able to CH her 1~1,1 but if you are not careful you yourself and do your WGF too slowly (or misjudge your blocked recovery) you yourself could be at the end of a CH. Interrupting on the other hand refers to CH'ing your opponent. To interrupt your opponent you have to hit your opponent while he is in the process of attacking. This is usually hard for beginners but it is the most common way for Kazuya to land a stun juggle. Again knowing when to interrupt is vital and thus you must have substantial knowledge of your opponent. Consider this situation. Julia does d,df+1. Would you try to CH her with 1,1,2 or will you turtle up? If you knew anything about julia, you would know that she can delay the flash elbow after d,df+1. If you tried to CH her with 1,1,2 you would instead get CH'ed by the flash elbow and stunned instead. On the other hand, if Julia did d+2,N+3,1 you could safely CH her after bloking d+2,N+3. At the end of the day, proper judgement will safe your ass and maybe win you the game. ************************* To Parry or Not to Parry ************************* Okay, so you are probably pyschic enough to know that your opponents next move would be a db+4 by Lei. Question what do you do, what do you do? With the introduction of Universal Parries as well as the Sweep Stagger system, there is more than one way to 'counter' Low attacks, so to speak. With this in mind, players sometimes do not know when may be the ideal time to parry or block. Both has its pros and cons. Btw when I speak of parries, I am referring to the universal parry and not command parries or punch parries. Blocking The reason you'd want to block a low attack is because you know that the low attack will stagger your opponent and as such give you a good opportunity to nail them with a WS move (TP baby!) However, your opponent usually needs to be quite close to you for the block to produce a stagger. Block if you know your opponent move has a chance of getting staggered or if it will stop his momentum going e.g. Hell sweep, Lei's db+4, Paul's d+4 Juli's b+3 etc. Also block if you know your opponents move will give you a huge frame advantage e.g. Kazuya's 1,2,4, the 9th Hit in Pauls' 1,2,3,1,4,2,1,4,2,1 10 string, Jun's d+3+4, Can-can Kicks. Parry The reason you'd wanna use the universal low parry (df) is because it ALWAYS gives you the initiative no matter what. A parried low punch would give you get 9 frames advantage and with a parried low kick you will get 16 frames of advantage. Obviously, the 9 frames after a parried low punch do not mean much especially since parrying will often shift your opponent off the axis a bit, so technically after readjusting yourself, your advantage is less than 9 frames. The parried low kick will give you a bigger advantage, enough time for you to take advantage of. For Kazuya, the best he can do is df+4,4 and even get off a quick Mist step cancel WGF (gotta be QUICK though). I'd generally say use parries if you know that the move WON'T stagger and instead leave your opponent relatively safe (either because of frame advantage or quick follow ups) e.g. Chang's 4,4, Law's Junkyard Kick combo (2nd hit) Lee's d+4,4,4,4 (second hit can be parried even if first hits) At the end of the day, a correct parry or block could mean defeat or victory especially in a tight battle. **************** Kazuya's Juggles **************** If all you did was scroll right down here to read the Juggles section, then don't be surprised if your sorry @$$ is creamed by someone who can properly set up juggles. I am rather lazy with the juggles section so all I did was copy out the juggle list from www.tekkenzaibatsu.com so all credit to them for the good job. Please remember that the stun Juggles CAN be escaped and as such should not be considered TRUE juggles. However since scrubby players never ever escape stuns (and good players sometimes forget to do so), they are listed here for your convienice. Juggle List:- -------------- WGF_WS+1,2 , 1,1, f,N,d,DF+4,4 , 1,1, d+1, WS+2 , 1,2, WGF , 1,2, df+4,4 , 1,2, f,n,d,DF+4 , 1, 1,2, WGF , 1, 1,2, df+1 , 1, 1,2, df+2 , 1, 1,2, df+4,4 , 1, 1,2, f,n,d,df,f+4,4 , 1, 1,2, db+4 , 1, 1,2, f,N,d,DF+4 , 1, 1,2, 1,2,4 , 1, 1,2, 1,(1),2 , 1,2, f,N,d,DF+4,4 , 1,2, 1, df+1 , 1,2, 1, df+4 , 1,2, 1, db+4 , 1,2, 1, 4 , 1,2, 1,1,2 , 1,2, 1,2, df+4 , 1, 1, 1, df+1 , 1, 1, 1, 1,(1),2 , 1, 1, 1, 1,2 , 1, 1, 1, 1,2,4 , 1, 1, 1, f+2 , 1, 1, 1, df+2 , 1, 1, 1, df+4,4 , 1, 1, 1, 4 , 1, 1, 1, db+4 , 1, 1, 1, 1, WGF , 1, WGF, df+4,4 , 1, 1, d+1, cc, WGF (big) , 1, 1, 1, 1, 1,(2),4 (big) , 1, 1, 1, TGF, 3 (big) , 1, 1, 1, TGF, 4 (big) , 1, 1, 1, 1, 1,(2),4 (big) , d+1, cc, d+1, WGF (big) , WGF, WGF , WGF, 1, WGF , WGF, f,n,d,df+4, WGF , WGF, df+4,4 , WGF, 1,(2),4 , WGF, 1,1,2 , WGF, df+2 , WGF, 1, df+2 , df+4, WGF , df+4, df+2 , df+4, 1, WGF , df+4, 1,(2),4 , df+4, 1,(1),2 , 4 , df+1, F+1, F+2 , df+1, F+1, WGF , df+1, F+1, df+4,4 , df+1, F+1, f,n,d,df+4, f,n,d,df+4,4 *Note* Not all juggles that work for WGF will work for WS+1,2 WGF (CH) , 1,2, df+4,4 , 1,2, f,n,d,DF+4,4 , 1,2, WGF , 1,2, df+2 , 1,2,4 , 1, 1,2, df+4,4 , 1, 1,2, df+2 , 1, 1,2, f,n,d,DF+4 , 1, 1, f,N,d,DF+4,4 , 1, 1, 1,1,2 , 1, 1, 1,2,2 , 1, 1, 4 , 1, 1, 1, 1,2 , 1, 1, 1, db+4 , 1, 1, 1, df+4,4 , 1, 1, 1, WGF, uf~4~3 , 1, 1, 1, 1, df+4 , 1, 1, 1, 1, df+2 , 4 , WGF, f,n,d,DF+4,4 df+2 , f+1+2 (big) , d+1, WS+4,4 , d+1, cc, 1, df+2 , d+1, cc, 1, WGF , WGF, any WGF juggle , df+2 , df+4,4 , f,n,d,DF+4,4 , tgf, 3 (big) , tgf, 4 (big) , b+1+4 , u+(4),4,4,4 , f,n,d,df,f+4, 1, f,n,d,df,f+4, df+4,4 (big) , f,n,d,df,f+4, 1, f,n,d,df,f,+4, df+2 (big) , f,n,d,df,f+4, 1, f,n,d,df,f+4, WGF (big) , u+(4),4, d+1, cc, WGF (big) f+4 , f,n,d,df,f+4 , f