Tekken Tag Tournament: Kazuya Mishima Strategy Guide Version 11.0 January 31, 2001 FAQ written by Devil_Jin for the Arcade and Sony PlayStation 2 E-Mail Address: MCDevilJin@tekken.cc Yahoo IM Screen Name: Devil_Kazuya_28@yahoo.com AIM Screen Name: DevilLee19 IRC and Tekken Zaibatsu BBS Screen Name: Devil_Jin EZBoard BBS Screen Name: MCDevilJin Visit my BBS here: http://pub21.ezboard.com/bmcdeviljinstekkenbbs Unpublished Work Trademarked (TM) and copyrighted (c) Devil_Jin 2001- 2002. All Rights Reserved. IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD OF THIS DISCLAIMER. USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER. Unpublished work Copyright 2001-2002 Devil_Jin This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), WITHOUT THE EXPRESS WRITTEN PERMISSION OF THE AUTHOR (Devil_Jin). This FAQ was created and is owned by myself, Devil_Jin . All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. This FAQ was written for GameFAQs (http://www.gamefaqs.com), Tekken Zaibatsu (http://www.tekkenzaibatsu.com), Catlord's Tekken Collection (http://www.catlord.com), Freshly-Baked Games (http://www.fbgames.com) and Tekken Sucks (http://www.tekkensucks.com) ONLY. I don't want it to be put up on any other web sites at this point and am not above explaining this to your ad banner guys or whoever else I can get ahold of if you decide to violate this disclaimer. To continue, this FAQ and everything included herein is protected by the Berne Copyright Convention of 1976, not to mention International Copyright Law. Remember that plagiarism is a crime, and that this is a copyrighted work - stealing from this guide is putting yourself at risk, plain and simple, because the law is on my side. I feel the need to mention that the following publishers/publications/companies have ripped from many Tekken authors in the past, namely: the Ziff-Davis Video Game Group (publishers of EGM, Expert Gamer, etc.), and Game Cave. If you want to show your appreciation for having this nice free FAQ to read, please do so by not reading any of these rags, or refraining from buying anything at Game Slave - er, uh, Cave ^_^. And I mean this to full effect - THAT _ESPECIALLY_ MEANS ALL OF YOU ASSHOLES AT GAME CAVE! YOU'VE BEEN STEALING EVERYONE'S FAQS FOR BLOOD MONEY FOR TOO GODDAMN LONG, AND IF I FIND OUT YOU ARE GOD FORBID _SELLING_ MY FAQ (WHICH IS _MY_ WORK THAT I POURED MY SWEAT AND SKILL INTO), I AND MANY OTHERS WILL TELL YOUR PROVIDERS TO SHUT YOUR ASSES DOWN FOR GOOD AND SEND YOU BACK TO THE TOILET YOU CAME FROM!!! Author's Note: I would especially like to thank Chris MacDonald, a.k.a. Kao Megura, for his incredibly-thorough Copyright Statement. This man is the best FAQ writer ever for a reason, and it's sad that the populace that reads his FAQs feel the need to rip it for petty reasons such as monetary gain, impressing someone by making them think THEY wrote it themselves, etc., and it's even sadder that these same fans have forced him to retire from FAQ writing from all this stress. To all you people I've mentioned (you know who you are), I give you a hearty, well-meant "FUCK YOU!" The Tekken series, Kazuya Mishima, and all related events/characters are (c) of Namco Hometek. All Rights Reserved. This FAQ can be found at (and ONLY at): Tekken Zaibatsu (http://www.tekkenzaibatsu.com) GameFAQs (http://www.gamefaqs.com) Catlord's Tekken Collection (http://www.tekken.net/catlord) Freshly-Baked Games (http://www.fbgames.com) Tekken Sucks (http://www.tekkensucks.com) If ANY other sites I am not aware of aside from GameFAQs, Tekken Zaibatsu, Catlord's Tekken Collection, Freshly-Baked Games, and Tekken Sucks have this FAQ on their site/database, I _URGE_ you to mail me the site address, name, and/or link. NO OTHER SITES SHOULD HAVE THIS FAQ ON IT, _NONE_ WHATSOEVER!!! ================= TABLE OF CONTENTS ================= 1. Conventions - Movement Conventions - Linking and Special Conventions - Grounded Positions - Extra Combo Conventions - Move List Abbreviations 2. Strategy Guide Introduction 3. A Special Note To A Good Friend 4. Latest Revision History - Version 10.0 - Version 10.5 - Version 11.0 5. Credits/Sources 6. Kazuya Mishima's Bio 7. Strengths and Weaknesses - Overall Analysis - Strengths - Weaknesses 8. Moves List - Throws - Attacks - Unblockables - Strings 9. Frame Data - Throws - Attacks - Unblockables 10. Moves Analysis - Ranking Chart - Throws - Attacks - Unblockables 11. Combos - Jugglestarters - Stun-Combo Starters - Standard Combo Arts - Counter-Hit Combo Arts - Class 1 Combo Arts - Class 4 Combo Arts - My Favorite Juggles - My Favorite Tag Juggles 12. Strategy - Story Time - The Art of the Crouch Dash - Unofficial Moves - Official Moves - The Wavedash - Sidestepping - Okizeme - Custom Strings - Chickening - Commonly-Reversed Moves - Bait For Chickens - Countering/Interrupting 13. Versus Fights - Alex/Roger - Anna Williams - Armor King - Baek Doo San - Bruce Irvin - Bryan Fury - Devil/Angel - Eddy Gordo/Tiger Jackson - Forest Law - Ganryu - Gun Jack - Heihachi Mishima - Hwoarang - Jack-2 - Jin Kazama - Julia Chang - Jun Kazama - Kazuya Mishima - King - Kuma/Panda - Kunimitsu - Lee Chaolan - Lei Wulong - Ling Xiaoyu - Michelle Chang - Mokujin/Tetsujin - Nina Williams - Ogre - Paul Phoenix - Prototype Jack - True Ogre - Unknown - Wang Jinrey - Yoshimitsu 14. The Best Partners for Kazuya 15. Submitted Strategies - Kazuya VS Anna Strategy - Kazuya VS Michelle Strategy - Kazuya VS Julia Strategy 16. Upcoming FAQs 17. Review Of Versus Book's TTT Perfect Guide 18. All About Me 19. In Conclusion... ======================================================================= 1. Conventions ######################################################## ======================================================================= MOVEMENT CONVENTIONS (Note: These are assuming your character is facing to the right. If they are facing to the left, reverse all b, f, B, F, SSL, and SSR commands. 1 - Left Punch 2 - Right Punch 3 - Left Kick 4 - Right Kick 5 - Tag d - tap Down u - tap Up f - tap Forward b - tap Back d/b - tap Down-Back d/f - tap Down-Forward u/b - tap Up-Back u/f - tap Up-Forward D - tap and hold Down briefly U - tap and hold Up briefly F - tap and hold Forward briefly B - tap and hold Back briefly D/B - tap and hold Down-Back briefly D/F - tap and hold Down-Forward briefly U/B - tap and hold Up-Back briefly U/F - tap and hold Up-Forward briefly N - Neutral joystick position (Joystick is not touched) SS - Sidestep (u,N or d,N) SSL - Sidestep Left (u,N) SSR - Sidestep Right (d,N) qcf - Quarter-Circle Forward (Move stick from down to forward) qcb - Quarter-Circle Back (Move stick from down to back) hcf - Half-Circle Forward (Move stick from back to down to forward) hcb - Half-Circle Back (Move stick from forward to down to back) LINKING AND SPECIAL CONVENTIONS + - Moves must be done together ~ - Moves must be done IMMEDIATELY after the other _ - Or (When used between two moves, they are interchangeable) < - Move following the < has the option of being slightly delayed [] - Brackets surrounding an item indicates an optional output () - Parenthesis indicates moves grouped together {} - Curved brackets indicate buttons needed to break a throw CH - Major Counter-Hit CL - Clean Hit GROUNDED POSITIONS PLD - Play Dead Position, face up & feet away KND - Knockdown Position, face up & feet towards SLD - Slide Position, face down & feet away FCD - Face Down Position, face down & feet towards EXTRA COMBO CONVENTIONS WGF - Wind Godfist (f,N,d,d/f+2) EWGF - Electric Wind Godfist (f,N,d,D/F~2) TGF - Thunder Godfist (f,N,d,d/f+1) big - Can only be done on big characters cc - Crouch Cancel (tap u during crouch) iWS - Instant WS (d~d/b_d~d/f+button) (,) - The hit in parenthesis misses during the combo MOVE LIST ABBREVIATIONS BK - Your back facing the opponent OB - Forces opponent's back to face you OS - Forces opponent's side to face you OSB - Forces opponent's side to face you when blocked JG - Jugglestarter BN - Bounce Jugglestarter RC - Recover Crouching after a move CH - Requires a Counter-Hit DS - Double-Over Stun FS - Fall Back Stun LS - Lift Stun GS - Gut Stun KS - Kneel Stun HS - Hunch-Over Stun TS - Trip Stun CS - Crumple Stun CFS - Crumple Fall Stun CF - Crumple Fall BS - Low Block Stagger SH - Stagger Hit GB - Guard Break FL - Float # - see corresponding footnote c - CH modifier (eg. JGc is a juggle starter on counter hit) cl - Clean Hit modifier (eg. DScl is a double over stun on clean hit) co - Crouching Opponent Modifier (eg. KSco) cco - CH on Crouching Opponent Modifier (eg. FScco) h - Attack hits High (block High or duck) H - Attack hits High and on ground (block High or duck) m - Attack hits Mid (block High) M - Attack hits Mid and on ground (block High) l - Attack hits Low (block Low) L - Attack hits Low and on ground (block Low) Sm - Attack hits Special Mid (block High or Low) ! - Unblockable hit - Unblockable hit which can be ducked {!} - Unblockable hit which hits grounded opponents *!* - Unblockable hit which hits big grounded opponents " - Indicates block point in Strings NEW TTT MOVES If Kazuya has a new move in TTT that he did not have in Tekken 2, I typed that move on the Moves List in CAPITAL LETTERS! ======================================================================= 2. Strategy Guide Introduction ######################################## ======================================================================= Well, thank you for taking the time to plop your Tekken-playing asses down in front of this computer screen and read this tome of Kazuya goodness. The reason I've compiled this FAQ is rather simple - ever since Tekken 2 first came out, Kazuya has ALWAYS been my favorite character in every Tekken. He's just a MAJOR bad-ass, with some awesome attacks with which he can demolish many an opponent in no time flat. In Tekken 2, Kazuya was within the top five characters in the game - he had very powerful juggles, re-defined the meaning of "stun" with his incredibly-powerful Demon Gut Punch, had the nigh-invincible, Mid- hitting Wind Godfist, and was the first character in Tekken to recieve a sidestep of some sort - however, to make that particular advantage even more deadly, Kazuya could enter his Crouch Dash (the most important Mishima move) by simply tapping d/f, from which he could go into a vicious guessing game with his Wind Godfist and Hell Sweep. He had power, speed, and ease of use all combined into one deadly package - the only real weakness he had was the lack of an Attack Reversal. In the words of tragic in his excellent Tekken 2 guide, "If he had a reversal, he would be rated number one or two hands down." - and he hit it right on the mark. Kazuya, much to the displeasure of many Tekken 2 vets, was excluded from Tekken 3, and mostly replaced by his son, Jin Kazama. While Jin was given several qualities that Kazuya lacked (he actually had an Attack Reversal, along with the best moves of his mother, Jun Kazama), several of Kazuya's staple attacks and characteristics, such as a WS+2 Demon Gut Punch, the Wind Godfist (the BEST move ever in Tekken), and the Mist Step were either changed, weakened, or altogether scrapped. While newer players to Tekken didn't really care, just as slikatel stated, Tekken 2 veterans knew that those attacks were the heart of Kazuya's power and effectiveness. The absence of a Mid-hitting Wind Godfist SEVERELY hampered Jin's game. It is a strong opinion (but when you think about it, it's more like a fact) that if Jin had been given a Mid-hitting Wind Godfist in Tekken 3, he would be the strongest character in the game. Well, Tekken 3 is now old news, and Tekken Tag Tournament is in (well, kinda). TTT has EVERY single character ever to grace a Tekken game in this sucker - and that means Kazuya is back to kick ass, and he's come packed with several new moves and quirks that have acclimated Kazuya to TTT's multi-faceted game engine. Although he has been toned-down in many areas, with practice, Kazuya is one of the most frightening match- ups for any opponent, and STILL one of the game's top characters. Virtually everything in Tekken has changed since the heyday of Tekken 2 - so that's where this guide will come in handy for the aspiring Kazuya player. This guide is meant for the intermediate to advanced Kazuya player, so if you don't know about the general game engine, check out the Tekken Zaibatsu or read up on one of the two Tekken Tag Tournament books. If you're gonna buy one of the books, I highly suggest the Versus Books guide, because even though it's been cut up like a Scream flick, it's still a shitload better than the Prima book. Although I am not the foremost authority on how to kick ass with Kazuya, I am pretty good, and a very observant learner, so remember that this is not THE way to play Kazuya and win, but the way that I play Kazuya and win. So, for those that want to learn just why Kazuya is so feared in match play, read on... and most of all, enjoy the FAQ. - Devil_Jin ======================================================================= 3. A Special Note To A Good Friend #################################### ======================================================================= To Lee Kian Chong (ILuvMomo): For those that do not know yet, ILuvMomo, Kazuya extraordinare and good friend, has recently announced his retirement from all things Tekken and has stopped posting at the Tekken Zaibatsu. This to me is a truly sad occurence, as he's without a doubt one of the most intelligent Tekken players I've had the priviledge of speaking with. We've both been credited with having some of the best FAQs out for TTT, and while I myself would not agree to that when it comes to my FAQ, I would be lying if I didn't say that Lee's Kaz FAQ is a work of art. He truly has the best FAQ for Kazuya and I'd be hard-pressed to even touch the level of strategy and work in there. And his FAQ with DayFul for Julia is even better. You'd never expect so much strategy and advice crammed in there on one character. He was just hitting his stride as a great FAQ writer, but sadly, as he announced, he's being drowned in personal troubles stemming from his Tekken play, and has officially quit as Tekken player and FAQ writer. I do not hold that against him. Obsession is a horrible thing when not aimed correctly. I wish him all the best Lee, and hope you'll keep in touch. It was great having you there all this time to help with revising my FAQ and placing your well-observed criticisms in the places I needed it. Your witty sarcasm was also funny as hell. And it sure was fun watching me, bluu, and Rev flame right? Again, I wish you all the best and will continue to spread the strategy of our favorite Mishima. Best of luck with getting your life back in order. When I next play P-Jack and block his f+3+4, I'll dedicate the cup of coffee I'll drink during the horrid recovery time to you, before I drop a WGF on him. Cheers! - Mark Campbell (a.k.a. Devil_Jin) ======================================================================= 4. Latest Revision History ############################################ ======================================================================= This keeps track of the last three revisions: v10.0 - All or most of the errors have been fixed, and misc. info added to some moves (WGF, DGP, etc.). My very own Tekken BBS is now up, so I added the address and info of it. Modified Copyright Statement to mirror the latest version of Kao Megura's Copyright Statement (thank you again), added to Overall Analysis of Kazuya, went more in-depth with Kazuya's bio, and added to/altered the Credits section. This will be the final update, until I pick up a PS2 and TTT to test out some fishy- looking errors or something like that. It's been a long time coming, but the FAQ is done. Yes people... DONE!!! Woo-hoo, party party party! v10.5 - Well, screw that promise about not having any more updates for a while. I didn't realize I had so many errors here and there... semi- minor update, added Catlord's site as a carrier of my FAQ, added info on Gut Punch, Right Splits Kick, and a few other moves, added "Electric Wind Godfist" (don't worry, it's a joke... just read it) and added a lot of Submitted Strategies. v11.0 - Well, I've found out new info on the Right Splits Kick, Hell Sweeps, Gut Punch and WGF, changed the title of the FAQ around a bit (to better represent the content of it), stopped being lazy and included everyone into the Versus Fights section, removed the High Pounce stuff (it appears Kaz DOESN'T have this move after all... big loss, right? ^_^), removed the Fighters.Net address and replaced it with Tekken Sucks (since Fighters.Net is gone), changed the roman numerals to regular numbers, got rid of the Links section (too many to keep track of), basically refined and corrected my mistakes all over the place, found other miscellaneous data, AND own the PS2, TTT, and the TTT Perfect Guide from Versus Books to confirm my stuff. This was originally going to be the final revision, but I decided that there had to be room to make changes if anything came up (like the frame data for a blocked WGF and the possible follow-ups), so for the time being, this will be the last update in a long time unless something really major comes up. ======================================================================= 5. Credits/Sources #################################################### ======================================================================= Like I've stated before, I feel that the people that inspired me and motivated me to create this FAQ are the ones that deserve credit for this FAQ. Let's get this on... - Rev, hey, it's always fun getting flaming lessons from you dood. I have gone from being wimpy-ass Devil_Jin to being one of the baddest motherfuckers in the Tekken Zaibatsu (or maybe I'm just full of myself)thanks to your "kind tutelage", if you can call it that. To be honest, your FAQs are pretty damn good anyways (if not for the info, for the personality all over it), and I do admit you are my main inspiration for writing this stuff in the first place. Props go out to Exar Kun, whose Heihachi and Kaz FAQs are also EXCELLENT themselves (in fact, since he has just revised them once again, he's totally killed me once again with his info). And Lee, it was real, it was fun... - Victar, keep it real, man. For those that haven't read it yet, I urge you to check out his site and read his incredible Tekken fanfiction. His latest, and finally finished fanfic, "Phoenix Reborn", is an essential read for any respectable Tekken fan. His site, Victar's Mortal Kombat/Tekken Fanfiction Archive, is very comprehensive, with a huge list of crazy links and fanfics. Check it out at: http://members.aol.com/sglkht - Raijin Aoki for his absolutely incredible Lee Chaolan Tribute movie. I love it more than any movie of Tekken so far! The BGM RULES! If you are a Tekken fan, download it. _Now_. LEE KICKS ASS!!! My God, I must have like every good Lee movie out so far... UnknownHP's, Agent316's, tragic & Castels, Raijin's... any others that I don't know of? MAIL ME IF YOU KNOW SOME OTHER GOOD ONES!!! - Kevin, Amaro, and my pal Kenny at Time-Out Arcade in Danbury Fair Mall, CT, for killing my ass (well, Amaro, I almost always beat Kenny and I haven't seen Kevin in a while...) with your mad skillz... especially Amaro with his insane Baek/Hwoarang team, cuz his New Haven skillz are to be feared, rekonized, and rezpekted, cuz he iz just beez- naughty. Kenny, keep working on your game dood, you'll get good someday. Of course, you can start on the path by blocking my Thunder Godfists first, and you'll be on your way (lol)! Kevin, try some other strategies with Paul, ok? You got too much potential to waste on doing 5,296 Deathfists in a row... - Castel, for supplying all the masses with your sick knowledge of the greatest fighting game ever made. Keep it coming, man! AND _BIG_ PROPS GO OUT TO TEKKEN ZAIBATSU FOR THE COMBOS, CONVENTIONS, FRAME DATA, AND ENDINGS!!! - Agent316, for having the crazy skills (he's got the best editing I've ever seen!) to make those insane movies! Keep it up and visit his webpage at: http://www.geocities.com/martb_perez - The guys at Tekken Zaibatsu's Forums: Reverend C. (the well-known "Asian Sensation"), tragic (who's T3 Yoshi FAQ is the greatest Tekken FAQ known to man), Catlord (mad cool dood, I talk to him on IRC), prizim, SPMAN (gorrila-boy Cuban), Night (bluu's bastard love-slave), tomhilfiger (Mr. American Wavedash), KOFTEKKEN and jjt (owners of the immensely-helpful TTT Advanced Techniques FAQ), Chinky-Eye, 7ronko, DatBastardSho (one of the kuhlest doods in the Tekken community, with a great Jun FAQ), Chinky-Eye (King Of Twin Pistons), Renick (excellent FAQs dood!), Shukudai, Izakushi, -NewUltraCowLand (probably the biggest moron I've ever talked to, lol, until I met this next one), Vegetta X (one of the biggest morons I've even seen, without a doubt, with a name based upon a SHITTY cartoon too), Chris Mishima, Proxer (Defender of "Kazuya does NOT have EWGF!"), FusionTech, toshinjin, EDDYRULZ69 (I mean I69EDDY, another idiot), KaNE (fellow Vegetta X hater and Asian Sk8er), avkazama, RedFooT, elfty (plays a mean Baek), and my main mans bluu (MoFo Ultraflamer # 2), Exar Kun, ILuvMomo (Ultimate Master Of The 1,2,2, and we shall miss him), Joshimitsu, Triple Lei, Guppie, J&H, SeanPyro, and Trekk. You guys kick ass in Tekken and are cool to debate, argue, chat, and/or bitch with. Keep it up. Thanks Chinky for the Twin Pistons info and strats, thanks 7ronko and Rev for the 13-frame WGF info, and thanks bluu for all the Hell Sweep data (and thanks also go to ILuvMomo for including this info in his FAQ where I could find it!) and the invincible WGF info. You ROCK dood! You are hereby designated "The Confirmer" and "MoFo Crazy-Ass UltraFlamer #2 (Rev is #1, and I'm stuck at #3, lol) in my book... er, FAQ. - And I can't forget Annaquin, or as we Zai goers call him, Analquin. HE IS THE BIGGEST MORON EVER. No one comes close (Well maybe YoshiMishima). Never listen to anything he has to say, EVER. - And here's the time to put down a rampant rumor. For those that aren't in the know, the popular rumor is that EVERY Mishima, not just Kazuya, can do a WGF with just f,N,d/f+2, and in the case of Jin and Heihachi, do an EWGF with just f,N,D/F~2. The theory is that the 'd' part is skipped, because apparently the 'd/f_D/F' command fulfills BOTH the 'd' and 'd/f_D/F' commands, bringing out a WGF/EWGF just like magic without pressing 'd'. I've tried it out, and it does happen about 80% of the time, but I'm almost certain that I'm hitting Down sometime, and I did try it in Tekken 2 and 3, and not ONCE did I get WGF with just f,N,d/f+2, because you can see the commands you input at the bottom of the screen in Practice Mode, and I've gotten confirmation from peeps with programmable D-Pads and joysticks who have said it is total bullshit. And if that's not enough, Dohee, the Korean WGF/EWGF master and owner of the Tekken Zone, has proven this method to be full of shit in his Wind God Style Manuals. And if you don't believe Dohee, you're a moron, plain and simple... - The Tekken Salute BBS, for being the most hardcore BBS ever for Tekken strats, even if it NEVER freakin' updates. Many thanks for the info guys. - DOA2 Online, for having a huge forum filled with total jackasses and morons alike. Makes you wonder what GURT was thinking when he created it. "HEY! Let's make a big site filled with dumbasses, and base it on a skilless, moronic, scrubby, tits-and-ass showcase of a game!" And you're welcome Wind-X (or as I call him, Windex), for being such a jerk, as well as being a retarded, asinine, one-minded DOA2 whore (you retarded smart-ass). http://www.doaonline.com - Ummmm... GURT, I'm doing you a huge favor by letting you put my FAQ on your strange little anti-Tekken web site (www.tekkensucks.com). You're damn lucky I let you keep it when you originally didn't ask for my permission, but since I'm kind, I let you keep it there. I don't know why you want my FAQ, but as long as you keep your anti-Tekken comments to yourself and don't try to make an example of me or my colleagues, everything will go peachy. But be warned - any breach of the copyright and I WILL take action, and any reason to take my FAQ off of your site will be implemented if I so choose. - UnknownHP and 666 for having a kickass TTT movie site. Their capture card is even better than Castel and Agent316's! Here's the site (be warned, it's in Japanese, although the movies are easy to find): http://www.coara.or.jp/%7Ekei666/ttt/tetutop.htm - Chris MacDonald, better known to the FAQ world as Kao Megura, for his well-put, comprehensive Copyright info. This man is the best FAQ-writer on the planet, no doubts about it. You simply cannot dispute the knowledge of Kao Megura, God Of FAQs, no matter who you are! Thank you man, you are an inspiration for many. Enjoy your retirement, you deserve every bit of it. I hope you can write some more killer FAQs some day. - BMW, for cracking out with all the mama snaps on IRC and for being the owner of a sick Tekken website. And thanks for those quick little Kazuya Mist Step videos. Here's the address: http://www.tekkenstuff.hypermart.net - And finally... ME, for having the time, energy, friends, and desire of Tekken to create my very first website AND Tekken BBS! On that note, I'd like to thank my moderators: Exar Kun, ILuvMomo, Triple Lei, JyH, Joshimitsu, Guppie, and Sean Pyro for being awesome sons of bitches and helping to make the site your place for the everyday Tekken fan. Check it out at: http://pub21.ezboard.com/bmcdeviljinstekkenbbs In the words of my man Joshimitsu, "Uh... go there." ======================================================================= 6. Kazuya Mishima's Bio ############################################### ======================================================================= Kazuya Mishima's history is quite convoluted, so it's difficult to include everything in detail, but here goes... Kazuya is the son of Heihachi Mishima, the head of the extremely wealthy Mishima Financial Empire. Throughout his childhood, Kazuya was the victim of a nearly- endless string of physical abuse from Heihachi, who believed solely in building a child's strength by beating them during their training exercises. Then, at the age of five, Heihachi threw Kazuya into a ravine, which left a huge scar running from his upper-right shoulder to his lower-left adbomen. Kazuya as a result grew up devoid of emotion, and things only grew worse when Heihachi adopted a Chinese orphan named Lee Chaolan when Kazuya was around 13 years old. From the first time they saw each other, an intense rivalry and hatred flourished between Kazuya and Lee, to which Heihachi exploited to the fullest. He openly embraced Lee into the Mishima family as a way to incite Kazuya's jealousy and hatred so that Kazuya would grow up and make Heihachi proud when he inherited the MFE. However, this only made Kazuya's hatred for his father blossom into murderous rage. When Kazuya was around 18, he left the MFE to search the world to secretly gain power to overthrow his father, while at the same time living off of his father's money - he devised plans while maintaining the cover of a spoiled, rebellious rich-boy turned vagabond. It was at this time he was troubled in his dreams by an entity known as Devil. In exchange for possessing Kazuya, he would grant Kazuya almost limitless power in order to overthrow his father. Kazuya accepted Devil's offer, and became an agent of evil. Now all Kazuya needed was an opportunity to strike... During the year 1995, Heihachi organized a blood-sport tournament called the King of the Iron Fist. The winner would recieve a large cash sum, as well as becoming the new owner of the Mishima Financial Empire. Kazuya was one of the lucky few who recieved an invitation. So now, fueled with unholy power, Kazuya entered, and proceeded to not only demolish Lee, but topple Heihachi as well, throwing him off of the same cliff that he himself had been thrown at the age of five, believing him to have perished, although he would find out that he had survived later on. Kazuya became the new President and CEO of the Mishima Financial Empire, and then instantly began corrupting it with his evil power. In 1997, Kazuya organized the second King of the Iron Fist tournament. During the course of events, Kazuya fell in love with the "Ecology Fighter", Jun Kazama, and were drawn together by the supernatural power of Devil. In the final match of the Iron Fist, Heihachi, who had come out of hiding to topple all challengers in the tournament, fought Kazuya again in a bloody battle. This time, Heihachi defeated Kazuya, and made sure he would never come back to menace him again by throwing his corpse into a raging volcano, while at the same time, Devil was battling a pregnant Jun Kazama for ownership of an unborn Jin's soul. Jun emerged victorious, and fled to the isolated Japanese island of Yakushima to raise Jin away from the horrors of his father and grandfather's crimes. Now, the confusing thing about TTT is that originally it was considered separate from the Tekken series in terms of storylines, but the fact that Namco included endings for the characters in the PS2 version of Tekken Tag makes it a bit harder to swallow. I doubt that Namco would include endings just to bullshit with us - there are too many plots explored and involved in them to write it off as nothing. However, in the same respect, it is unknown how Kazuya, along with Devil, have surfaced for this latest Iron Fist. His presence in Tekken Tag is supported by the strong evidence in Tekken 3 that he, indeed, survived at the climax of Tekken 2. This is clearly shown in Eddy Gordo's ending in Tekken 3 for the PSX, where he reveals that the leader of the crime syndicate called the "Organization", as well as the man who ordered the hit on Eddy's father, to be non other than Kazuya Mishima. Now, Tekken 3 takes place roughly in the year 2016, 19 years after the second King Of The Iron Fist tournament in 1997, and Eddy is 27 years old in 2016. When Eddy was 19, around the year 2008, his father was murdered by the Organization, and Eddy spent 8 years in jail. The hit on Eddy's father was executed 11 years after Kazuya's supposed "death" at the hands of Heihachi, PROVING that he is indeed, alive, or was alive at least until the time of Eddy's father's death. KAZUYA _IS_ ALIVE! =======================================================================7 . Strengths and Weaknesses ########################################### ======================================================================= OVERALL ANALYSIS Kazuya is the most hardcore of all the Mishimas. His attacks intimidate more than any other of the Mishimas' attacks do, and his whole attitude exudes a simple, bad-ass "I'm gonna kick the shit out of you, then spit on your fucking carcass" arrogance that we all know and love. He thrives on landing Counter-Hits perhaps more than any of the other Mishimas as well - examples are Kazuya's Demon Gut Punch, Gut Punch, Twin Pistons, and of course, the Wind Godfist. He has the best Wind Godfist in the game in that it can be executed one frame faster than any of theirs can, and he also has the best Hell Sweeps of the Mishima clan, and is possibly the only Mishima that keeps the Crouch Dash guessing game alive (to an extent). While his arsenal is limited, he benefits in that just about all of his attacks are useful in some way. IMHO, he has the most "effective" arsenal in the game. Having 20 or so moves may not be much, but it's better to have 20 or so useful moves than 70 moves with limited use, right (*cough* *hack* *EDDY* *haff*)? Added to that, Kazuya is THE pick that almost all of the tournament players (and winners) choose when they want to win. Go to Korea or Japan and you see Kazuya is the most picked character in tourneys along with Jin. Dohee himself also believes that Kazuya is even better than Jin in most areas, which may be debatable to some, but in the right hands (with a lot of WS-Cancel Twin Pistons from your Crouch Dash/Wavedash), Kazuya can beat pretty much everyone... And if that isn't reason, who's a bigger badass than Kazuya? ^_^ Thought so. STRENGTHS - Kazuya has the most elaborate arsenal of stun attacks in the game, and when given an opportunity to unload, his stun combos hurt more than anyone else's. He has the insanely-powerful (although crappy) Demon Gut Punch, the extremely-useful Gut Punch, and the powerful Glorious Demon Fist with which to stun them and combo. Your best stun move is the Demon Gut Punch (if it hits on CH and they do not escape the stun), as it is rather fast, easy to do, hits Mid, Double-Over Stuns on Counter- Hit, does insane damage, and Kazuya can follow-up with almost any of his moves for a powerful combo. However, it has been toned-down a LOT in TTT, as a stun can be Tagged out of, and even if it is a Counter-Hit, the opponent can simply hold Forward to fall quickly and escape the stun. The others are also effective in situations, but they are best suited for times when you want to vary your attacks, and many of them are also very effective juggle enders, like the Gut Punch and Glorious Demon Fist (on big guys). - While not having as much finesse and damage as Jin or Heihachi, Kazuya's juggles are powerful and simple. It only helps that he is gifted with possessing the best jugglestarter (and perhaps the best move overall) in Tekken - the Wind Godfist. While it now can be blocked standing or crouching, and is not as good as Heihachi's due to his much broader juggle options, it is still Kazuya's best launcher (and one of his only) by far, and a low-blocked WGF will stagger them slightly. It is also immensly helpful that the WGF cannot be reversed or parried in TTT. The altered blocking is not too much of a setback, as the WGF was always better-used when countering an opponent's attack or hitting them if they whiffed, and to add to it, a blocked WGF leaves Kazuya open to VERY few attacks. Jabs usually won't connect because the WGF pushes them too far back, and a throw is only guaranteed if you do anything but duck after the WGF blocked. However, to make up for his pathetic Demon Gut Punch, Kazuya has the EXTREMELY useful Twin Pistons, which hit Mid twice, execute in 11 frames, launches to a cozy height for several powerful juggles, combos guaranteed from the first hit, recovers very fast, is easy to do, and can be worked into your Crouch Dash strategies, so Kazuya can have a decent mix-up game from his Crouch Dash by mixing up his Hell Sweeps and his Twin Pistons to create a nasty guessing game. And of course, the d/f+2 Gut Punch is more than an equal to the Demon Gut Punch in almost every way. - Kazuya possesses the Mist Step (f,N), which is a quick sidestep that can lead into an automatic Crouch Dash by tapping d/f. From his Crouch Dash, he can go into three very useful attacks - the Thunder Godfist, Wind Godfist, and Hell Sweep, and one of the most useful movement properties in the game, the Mist Step Cancel. These three attacks come out more deceptively from the Mist Step Crouch Dash than in a normal one (and faster if done with Mist Step Cancel), so it is best to go into the Mist Step as often as possible as it basically comes out of nowhere. As a bonus, it is also has a much easier joystick motion than the normal versions. WEAKNESSES - Kazuya's biggest and most glaring weakness is that arguably his most powerful move in Tekken 2, the Demon Gut Punch, has been toned down so massively that it is near-uselessness in TTT at high-level play. Not only is it slower coming out, it also recovers longer than it did in Tekken 2, and has much less priority. But the worst by far is that the Clean Hit and Counter-Hit stuns can be escaped easily by holding Forward, or in the case of a Clean Hit, Tagged out of, and the escape window is a long 20 frames, unlike Bryan's CH WS+3 or Paul's CH QCF+1. When combined with the lag time and recovery time, lessened damage potential since Tekken 2, as well as the predictability of it, you're going to find it close to impossible to land a successful Counter-Hit DGP, let alone a stun combo. - Kazuya has no Attack Reversal or any type of Parry outside of the universal Low Parry, so he is forced to block or counter everything coming at him, and pressure is a relatively weak area in Kazuya's defense. Use the Wind Godfist and Twin Pistons FREQUENTLY in this case (i.e., duck high attacks and throws and retaliate with Twin Piston, when mid-range, use WGF to override their attacks). - Kazuya's Okizeme game is quite limited. His Low hits simply aren't fast enough, damaging enough, or have enough range to keep them on the ground for the whole fight, unlike guys like Nina, Heihachi, Law, Xiaoyu, Paul, and the Ogres. - When Kazuya and Devil are teamed together, they do not normally Tag in and out like most teams. Instead, Kazuya/Devil hunches over, and transforms into Devil/Kazuya, depending on who the partner is. Not only does this make Tag combos virtually impossible, it also leaves Kazuya/Devil open to just about any attack, and while their attack is repelled (much like if you touched Jin during his Force), Kazuya/Devil cancels the transformation. To make matters worse, Devil cannot recieve the Netsu Power-Up, so a Kazuya/Devil team is a big weakness for both members. - Kazuya is generally poor in the area of Netsu Power-Ups if you are a player that relies on them to do damage. Kazuya is a badass mofo ;^), and is often emotionally unnaffected by his partner's plight. It takes around 7 hits on average for Kazuya to get angry and charge-up. Worse, Kazuya has many teams in which he will not gain Netsu, so if you are playing Kazuya, be careful and use a character that has a strong Netsu combination with him (like Gold Tetsujin, but then again, he's got a 5- hit Netsu with everyone...). Ironically, Kazuya gets Netsued with Jun after _10_ freaking hits! You'd think he'd care a little more for his own wife than he would for a walking gold dummy, don't you think? - Kazuya lacks quite a bit in the area of throws. He only has one special throw, and his other throws can be easily escaped, so do not rely on grappling with him when in-close. - Kazuya also cannot do the Tag Slide, Tag Slash Kick, or Tag Flying Cross-Arm, hampering his Tag-in game quite a bit and making him a whole lot more vulnerable when Tagging in. Ouch! Many thanks Silver Haired Devil for bringing that up! ======================================================================= 8. Moves List ######################################################### ======================================================================= ****** THROWS ****** Throw Name Command Properties Bitch Kicks 1+3 {1} #1 Hip Throw 2+4 {2} #1 Stonehead f,F+1+2 {1+2} #1,#7 = TAG, REVERSE ARMBAR = ~5 #8 Ultimate Tackle D+1+2_D/B+1+2 {1+2_2} #5 = Ultimate Punches = 1,2,1,2,1_2,1,2,1,2 {2_1} #6 STEEL PEDAL DROP 1+3_2+4_2+5 {1} #2 SKULL SMASH 1+3_2+4_2+5 {2} #3 Reverse Neck Throw 1+3_2+4_2+5 #4 #1 - Front Throw #2 - Left Side Throw #3 - Right Side Throw #4 - Back Throw #5 - Tackle #6 - Tackle Attacks #7 - Opponent can Tech Roll the Stonehead. #8 - Special Tag Throw with Jun. Jun comes in and finishes with a Reverse Arm Bar. Total damage is 30. ******* ATTACKS ******* Move Name Command Properties Spinning Backfist b+2 h Quick Demon Slayer 2,2 h,h Left Right Combo 1,2 h,h Demon Slayer 1,2<2 h,h,h TWIN FANG STATURE SMASH 1,2,4 h,h,l Flash Punch Combo 1,1<2 h,h,m Twin Pistons WS+1,2 m,m/JG = TAG = ~5 #1 Demon Gut Punch WS+2 m/FScl/DSc/#4 Tsunami Kick WS+4~4_d/f+4,4 m,m Left Splits Kick f,f+3 m/FL Right Splits Kick f+4 m/GB/SLDc/KSco Demon Scissors 4~3 M Roundhouse u_u/f+4 h = Triple Spin Kick = 4,4,4 L/FL/BS,L/FL/BS,m GUT PUNCH d/f+2 m/GSc/CFScl+c ENTRAILS SMASH d/f+1 m/HS SOUL THRUST f+2 m/KNDc/GS/GB GLORIOUS DEMON FIST f+1+2 m/CFS STATURE SMASH d/b+4 l Leaping Side Kick f,f,f+3_WR+3 m/GS Thunder Godfist f,N,d,d/f+1 m/#2 = Spinning Mid Kick = 3 m = Hell Sweep = 4 L Wind Godfist f,N,d,d/f+2 Sm/JG/SLDc = TAG = ~5 #1 Hell Sweeps f,N,d,D/F+4,4 L/FL/BS,L/FL/BS Mist Step f,N #5 = Crouch Dash = D/F = Thunder Godfist = 1 m/#2 = Spinning Mid Kick = 3 m = Hell Sweep = 4 L = Wind Godfist = 2 Sm/JG/SLDc = TAG = ~5 #1 = Hell Sweeps = 4,4 L/FL/BS,L/FL/BS ************ UNBLOCKABLES ************ Unblockable Name Command Properties Lightning Godfist b+1+4 *!* Lightning Screw Godfist B+1+4 *!* ******* STRINGS ******* String Name Command Block Range Ninestring f,F+2,1,4,4,2,4,3,2,1 hh"mm"Smm"L"m! Tenstring # 1 f,F+2,1,2,2,3,4,4,1,2,1 hh"hh"mm"Lhmm Tenstring # 2 f,F+2,1,2,2,3,4,4,3,2,1 hh"hh"mm"LL"m! #1 - You cannot buffer a Tag if Kazuya is teamed with Devil. #2 - Damage is 43 on Clean Hit and the opponent will be knocked down. #3 - Damage is 18 on Clean Hit if only one Hell Sweep is executed. #4 - Must also be a Clean Hit to stun, and the damage is 37. #5 - Kazuya will sidestep left if f is tapped on an odd frame number. He will sidestep right on an even frame number. #6 - Damage depends on proximity. Requires both Clean and Counter Hit to stun, and damage is around 46. ======================================================================= 9. Frame Data ######################################################### ======================================================================= Ok, for the newer Tekken player reading this, you may be reading the FAQ and come up with the term "frames". Now, what is a frame, and what does it do for you? Basically, 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), which is in fact almost twice as fast as normal television (TV runs at 32 frames)! 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 Wind Godfist 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. Dig? 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 14 frames overall to come out, because it takes at least 3 more frames when you count the Crouch Dash input (f=1, N=1, d=1, d/f+2=11). 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. ======================================================================= 10. Moves Analysis #################################################### ======================================================================= ************* RANKING CHART ************* I have a ranking chart that I use in all my FAQs that I use to tell you how effective a character's moves are. Now, remember that this is only my opinion of how effective the move is, and is NOT the final word on it's power - it's my opinion on how useful it is, and ONLY an opinion. However, just to let you know, I DO consult several others on it if I am not totally sure of it, so rest assured that my opinions do have merit to them (usually)... * - One of Kazuya's worst moves, plain and simple. This move will basically get Kazuya into a shitload of trouble if used more than once per match play. These moves usually have a lot of recovery or lag time, or they may simply do little damage and are easy to see coming or easy to block. Keep away from it. Do NOT overuse this in any way, you will get beaten badly for it. ** - This move is not very useful. While it may have tactical value in certain situations, it may come out slowly, or be extremely predictable, and easily blocked. Outside of certain special situations, this should generally not be used if you're trying to win. Kazuya has better options and/or substitutes for this. Try to limit your use of this to about two or three times every few matches. *** - A good, effective move that Kazuya can employ reasonably in match play. This move has an even balance of strengths and weaknesses - it may be incredibly powerful, yet come out incredibly slow, or it may simply have a difficult joystick motion with poor/mediocre results. However, it is generally a good move that Kazuya can bring out semi- often. These are usually comprised of Kazuya's throws, and a few of his power hits. **** - A great move for Kazuya to use in match play, and one he can bring out quite often. These comprise many of Kazuya's moves. These are usually quick pokes with fast recovery or little lag time, or they may be quick, powerful attacks like a jugglestarter. Overall, it is an excellent move that can pay-off in the long run when used wisely, and will be a highly-employed attack for Kazuya. ***** - One of Kazuya's best moves by far. These usually comprise powerful jugglestarters, stun attacks, or they may be very fast attacks with insane priority that are good for overriding other attacks. These attacks should be included in almost every strategy that Kazuya uses, as the reward is HIGH if it hits. This move can even be abused at times, due to its power/priority/speed. ****** THROWS ****** ----------------------------------------------------------------------- Throw Name Command Escape Rating ----------------------------------------------------------------------- Bitch Kicks 1+3 1 *** The old favorite of Kazuya from past Tekkens, the Bitch Kicks are definitely a crowd-pleaser when you connect with more than one in a row =^). However, unlike what I thought previously, they are out of range for a d/f+4 to connect, which means that it's not quite as good as Jin's speical 1+3 (only with Jun or Kazuya on team), which guarantees him a b+4, d+3, or d/f+4 (and does more damage to boot). The only real problem is the ease of escape, but hey, it's damn cool-looking, so it's worth the risk once in a while. ----------------------------------------------------------------------- Throw Name Command Escape Rating ----------------------------------------------------------------------- Hip Throw 2+4 2 ** This is rather plain-looking, and not only is it easy to escape, it has no guaranteed follow-up options afterwards and does only 28 points of damage, so generally, you should stick with the Bitch Kicks and Stonehead. ----------------------------------------------------------------------- Throw Name Command Escape Rating ----------------------------------------------------------------------- Stonehead f,F+1+2 1+2 ***** This is Kazuya's best throw by far, and unfortunately, his only command throw. However, it does slightly more damage than a normal throw, is easy to do, requires a double-button escape, and Kazuya can follow it up with a d/f+4 or d+3 Front Kick for even more damage if they don't Tech Roll. It is best used in the middle of Kazuya's Custom Strings, like so: dash-in, d+1, WS+4, d/b+4, 1,2,4, dash-in, d/b+4, d/f+4, f,F+1+2. This is a decent String, and the opponent will almost always be caught unawares and tossed to the ground after blocking such a series of changing attack heights. As always, the best use of this usually comes from the Crouch Dash - f,N,d,d/f,N,f+1+2. It's easy and the CD gives it insane range. Like some of the throws in TTT, they can Tech Roll this throw (it's also easier to do in TTT), but strangely enough, Kazuya can get a guaranteed Leaping Stun Kick (U/F,3) if they try that, so it isn't wise to Tech Roll all-too-often on the opponent's part... =^Þ = Tag, Reverse Armbar = ~5 - ***** Kazuya has an extra Tag Throw that he can use aside from the regular one that everyone else has. What he does is perform the normal Stonehead, knocking the opponent into Jun, who wrestles them to the ground for an Armbar. Although it inexplainably does less damage than a normal Stonehead, it does look very cool, and Tags Jun in safely, so if you happen to be partnered with Jun, go for this when you hit with the Stonehead and need a safe Tag. ----------------------------------------------------------------------- Throw Name Command Escape Rating ----------------------------------------------------------------------- Ultimate Tackle D_D/B+1+2 1+2_2 * Although the Ultimate Tackle gets weaker and weaker due to the new ways of reversing them added in each Tekken installment, it is still a good move for characters like Jin, King, and Paul (with their multi's), but to be honest, Kazuya's Tackle just really sucks. The only thing he can do after the Ultimate Tackle is the Ultimate Punches - no Cross-Arm Lock or Leg Cross Hold. So, basically, it's best to only do this to throw in a surprise every now and often, as the Ultimate Punches do pathetic damage and are easily escaped. Hell, those with Attack Reversals and Mid/Punch Parries can even reverse this, so stay away from it in match play. BTW, this can also be executed from a Crouch Dash by tapping 1+2... but it's still pretty useless. ----------------------------------------------------------------------- Throw Name Command Escape Rating ----------------------------------------------------------------------- Steel Pedal Drop 1+3_2+4_2+5 1 *** This is one of Kazuya's new throws (side throws weren't added until Tekken 3, so Kazuya recieved both left and right side throws in TTT), and it looks very cool. Kazuya takes his opponent's leg, and basically whips them over his head and slams them into the ground HARD. It does a good 40 points of damage, and of course is effective when you've wrapped around an opponent's side with your Sidestep. While it is easy to escape, it seldom is escaped due to the surprise factor. ----------------------------------------------------------------------- Throw Name Command Escape Rating ----------------------------------------------------------------------- Skull Smash 1+3_2+4_2+5 2 *** Another of Kazuya's new throws, the Skull Smash looks like Law's back throw (the Dragon Bite), except Kazuya punches them right in the forehead (OWWW!!!). Like his other side throw, it does 40 points of damage, looks cool as fuck, sets them up nice and close for Okizeme, and of course fits right into Kazuya's side game. Just like the Steel Pedal Drop, use this when you've whipped around an opponent, like when they use a Flying Cross-Arm and miss. ----------------------------------------------------------------------- Throw Name Command Escape Rating ----------------------------------------------------------------------- Reverse Neck Throw 1+3_2+4_2+5 None *** It's not the greatest of back throws as it does a measly 50 points of damage as compared to Yoshimitsu's/Gun Jack's 70 points, and it also looks very boring, but hey, 50 points in any case is great! Of course, it is best used when you run/Sidestep under a flying opponent, such as when Devil/Angel does the Devil Blaster/Reverse Devil Blaster, True Ogre's Hell's Flame, Yoshimitsu's Moonsault Slayer and Deathcopter, and Armor King/Ogre/True Ogre's Jumping Knuckle Bomb. They'll fly right over your head, only to realize they've landed into some PHAT damage. In the words of Ben Cureton, FLOUNCE! ******* ATTACKS ******* ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Spinning Backfist b+2 * Think of the Demon Slayer. Got that in your head? Now, think of the final, slow, High-hitting backfist thing at the end. Here you go. Avoid it like the plague. By far the most useless move in Kazuya's arsenal. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Quick Demon Slayer 2,2 * Do NOT do this move. While it inflicts OK damage if it hits, both hits go High, leave Kazuya wide open if ducked, recover crappy, and aren't worth the risk. Kazuya has much better options. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Left Right Combo 1,2 **** This two-punch combo doesn't have as many options as Jin's, but it still leads into two different and semi-useful links. However, it is also excellent in that it has forward movement, is totally safe if blocked, and guarantees either the Demon Slayer or Twin Fang Stature Smash combos on a hit. Because of its excellent recovery time, you should throw this out freely in your Custom Strings, but be warned that experienced/fast players will duck and punish Kazuya with a WS attack if you abuse this (watch out for Jin - one WS+2 and you'll lose 30-40%). Many thanks to Chinky-Eye, bluu, and ILuvMomo for their input concerning the usefulness of this move! ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Demon Slayer 1,2<2 ** While this move goes High for all three hits, there are still some places where you can stick this in and get good results. First, if it is blocked, Kazuya will be moderately safe from retaliation, as the recovery is decent. Second, it is a very fast, easy juggle finisher for those who are just starting Tekken, as it does good damage. However, once you master your Crouch Dash, you'll be using the Thunder Godfist and Wind Godfist a lot more often in your juggle enders, but if you don't want to risk whiffing, go for this, although the 1,1,2 is still better. Third, if the first punch connects, the entire combo is guaranteed, and does decent damage. However, you're much better off with the regular 1,2 or the 1,2,4. For more info on this move, mail/contact ILuvMomo, the King of Kazuya's 1,2,2 (LOL). He'll tell you how "good" it REALLY is (lol). ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Twin Fang Stature Smash 1,2,4 *** A new link for Kazuya in TTT, and a very effective one - when used sparingly and/or in the right situations. Kazuya throws out the one-two punch, then flows straight into the Stature Smash. The last hit isn't blocked (the Stature Smash feints a high kick, and instead goes Low) too often, but decent/good players will tap d/f to Low Parry the kick. The whole combo is guaranteed if the first punch connects, though, and while it won't exactly kill them in terms of damage, the ticks will add up after a while. If you know they'll block the last hit though, cut the string short - the recovery is a crappy 14 frames, which means you'll get a WGF or Hop Kick for your troubles. Remember to be careful when using this against good players - if the 1,2 is blocked, they love to duck and Low Parry the final hit. Due to that, it is best used as a mix-up tool with d/f+2 and d/f+4,4, and it is also a good Okizeme tool to use to fake them out: when they are on the ground, do the 1,2,4. Most guys will think you goofed, and rise with an attack, only to get smacked by the Stature Smash! Another effective mixup to use after they've blocked a few 1,2,4's is to switch up and do 1,2, then throw out the Gut Punch! They'll duck to block the Stature Smash and get punched in the mouth for some nice damage, and if they threw anything out, WHACK, Counter-Hit! Go into a quick Lightning Godfist. It's also a decent and cool-looking finisher in juggle combos as the Stature Smash slams them into the floor pretty hard ;^). ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Flash Punch Combo 1,1<2 ***** This is the Mishima standby combo, and by far one of Kazuya's main offensive attacks. The first two hits go High, then Kazuya busts out a fast Mid that will knock them down if it hits. However, the reason it is so effective and hits so often is that the final Mid can be delayed slightly. So, throw out 1,1 (if blocked, Kazuya recovers before they can attack), and wait for them. If they block, end the link, but if they twitch after they've ducked/blocked the first two hits, throw the final Mid and put them on mat. Its fast speed will override almost any single High/Mid attack. Since the first two hits gives Kazuya a mad frame advantage (9 frames), a WGF, Gut Punch, or throw is guaranteed if they try anything afterwards (and it will be a CH too!). Naturally, this is also good for Custom Strings, as you can throw out 1,1 and be without risk, so if they continuously block high, expecting the Mid, switch up and do Twin Fang Stature Smash. They'll block high again, then smack! After they've tasted a few of those, complete the Flash Punch Combo for real when they've been trained to block low. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Twin Pistons WS+1,2 ***** = Tag = ~5 At first, I really didn't use this move too much because of my blind faith in the Demon Gut Punch as well as the change in controller input (as an odd paradox, I use Heihachi's and Devil's Twin Pistons all the time). I thought it was simply a weaker substitute of the WGF and DGP, but now I realize that Twin Pistons is used in different situations, and in the situations that you can use Twin Pistons... it is an EXCELLENT move. Now that I've found out that the DGP stuns can be escaped by holding Forward, and that Tsunami Kick, while fast and very useful, is only inflicts damage and nothing else, this is in fact Kazuya's best move from the While Standing position BY FAR. While Kazuya's Twin Pistons have been weakened a bit in TTT since Tekken 2, they still remain a main part of his strategy, and are the fastest-executing Twin Pistons of all the Mishima family. And listen up: for all those people who say "I can just WGF instead of Twin Pistons!" are gonna learn the hard way - believe me, I was one of them. You're not going to have time to do the Crouch Dash before a character with fast jabs/low jabs like Julia/Michelle, Bruce/Bryan, Yoshi, or Xiaoyu will snuff you easily. And GOD HELP YOU if you think you can pull off the Demon Gut Punch as a substitute for Twin Pistons... Twin Pistons just plain KILLS Demon Gut in terms of usefulness. How, you say? If you're in close and you're getting pestered, say, by a masher Hwoarang or Baek, you can duck their d+4,4/3,3,3,4 and Twin Pistons them for a free juggle! You will most likely not have time to pull off a WGF and definitely not a DGP in such pressure (play a good Bryan or Bruce and you'll know what pressure is), and if you are trying to get off a quick jugglestarter, you should go for this! I mean, does DGP execute in 11 frames like Twin Piston? NO! It takes 16 frames, and that's enough for you to get snuffed when you would have hit them with Twin Pistons! IF it hits, sure, it'll do a big chunk of damage, but you're not gonna get a combo, because it's easy to escape the stun! And even worse, if you get the Demon Gut Punch blocked, you are going to get punished harshly. However... A blocked Twin Pistons = NO GUARANTEED RETALIATION. There is NO risk whatsoever: it has disgusting priority, combos guaranteed for an instant launch, and has almost no recovery time, so a blocked TP won't leave you vulnerable AT ALL. The only hitch is when the first hit is blocked - if your opponent has either a Mid/Punch Parry, Attack Reversal, Sway (qcb), or Bruce's d/b+4, they can reverse/parry/avoid/ counter the last hit. However, that's why should always buffer a Chicken on the second hit in case they have reversals. This is also guaranteed to work if you block a Mishima Hell Sweep or Low Parry a kick - they will be displaced for 23 frames on the low-block stagger, and 16 frames on the Low Parry - ample time to get the WS+1. DGP won't be fast enough. Tsunami Kicks will work, but won't give you a free juggle like TP does. Just make sure you're close. It also works well when you're ducking and near the opponent, as they will be expecting a WS move and may stand to block it. Surprise them by standing and throwing them, or cutting low with Hell Sweeps. And if they choose to be idiots and continue to duck, let loose with the Twin Pistons. Now, what if they are the pitbull type that likes to stay in your face? You can always test the waters by sticking out a d+1 or d+3. Quite possibly the best setup is your simple d+1. If it's blocked, you'll be ok, if it hits, you'll poke them out of any attack they throw out. Either way, even if they block, do WS+1,2 to keep up the pressure. This will even work well in your Okizeme... if you feel they will stick out the Mid Kick, you can bust out Twin Pistons prematurely and hit them, sending them back to the floor once again. As a jugglestarter, this isn't bad at all - it is VERY fast, is an instant combo and launch (plus it launches higher than Jin's), does pretty good damage, hits Mid for both hits, has very fast recovery, and can start some good combos, as it launches almost as high as a WGF. However, you cannot set up Tag combos with this, as it will not knock them high up enough for your partner to come in and continue the combo, and this will also not launch the big guys like the Jacks, Ganryu, and True Ogre - it will only imbalance them, but hitting with a standing 1 or 2 will knock them slightly into the air for a short juggle (chase after them with 1, 1, f+2/WGF for decent damage), even though they can prevent juggles by tapping f quickly. Even better, this can be worked into your Crouch Dash/Wavedash strategy by inputting f,N,d,d/f, then tap b or d/b. By tapping b or d/b at the end, it cancels the CD and puts Kazuya in a While Standing position - train them to eat the TP by going for a couple of Hell Sweeps and getting them to block low. After they've gotten hit a few times, go into the Crouch Dash and see if they block low or not. If they don't, do Hell Sweep again, and if they do, pull out the TP and slam them with a combo (I suggest WS+1,2, 1,2, d/f+4,4 for style points, or a simple WS+1,2, 4 for simplicity and damage). The CD/WD cancel to Twin Pistons alone makes Kazuya one of the most powerful characters in the game. Every advanced player I've talked to says that this move is possibly the evilest technique in the game when abused. As an even better way of setting this up, you can use the instant WS attacks trick mentioned in jjt and KOFTEKKEN's awesome Advanced TTT Techniques FAQ. To do this, input d~d/b,N, or d~d/f,N (d~d/b,N is easier and works better), and the attack you wish to use (1,2 for TP, 2 for DGP, 4~4 for Tsunami Kicks). You will pull off the WS attack almost instantly, making it look as if you pulled the WS attack from a standing position! This is extremely effective when placed in your Custom Strings (thanks ILuvMomo!) like so: d/f+1, d+1, WS+4, d+3, WS+4, d~d/b+1,2. After this confusing, constant string of attacks that go mid/special mid/mid/low/mid, after the WS+4, they'll be expecting another low attack after seeing the mini-crouch of the instant WS, and BAM, pull out the instant Twin Pistons and they'll think twice about foolishly blocking low again. This works with any WS attack, but IMO much better with Twin Pistons, as one hit = guaranteed juggle. Now, what are the weaknesses of this move? Well, there aren't many - they aren't quite "weaknesses", but more like built-in restrictions. The Twin Pistons is a POWERFUL move, and needs restrictions. I mean, would Namco give the Mishimas half-screen range for their WGF? Of course not, it's powerful enough at mid-range and especially in-close. And the Twin Pistons are no exception... which addresses the first setback - the range of Kazuya's Twin Pistons is pathetic. While there is forward movement in the move, it isn't all that far (unlike Devil/Angel's and Hei's), so you need to be pretty close to connect with this. The second is that unlike Devil/Angel and Heihachi's versions, Kazuya's Twin Pistons require proper setups to connect with it, as it comes out of a While Standing position and therefore can be seen coming pretty easily when used out in the open. Devil/Angel (ESPECIALLY them) and Heihachi can do the Twin Pistons instantly without crouching or signalling (which is why IMHO an expert Devil/Angel is probably the most frustrating Mishima to fight against) the attack. Third, expert players who have eaten/blocked a lot of Twin Pistons will try to reverse the second hit when they get sick of getting pecked. In the case of reversals, simply buffer a Chicken into the second uppercut (done with f+2+4) to teach them. Then again, since this comes out so fast, almost no one reverses this, but keep your Chicken at ready against those Reversal-capable characters. No matter what your feelings are about this move, it is bar none one of Kazuya's most important attacks, and not using it will make your WS game (as well as your Kazuya game overall) suffer greatly. Trust me, I know, after having all those DGPs missed/blocked/countered and getting WGF/Deathfist-ed out of my shoes =^). ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Demon Gut Punch WS+2 *** I had to get to it sometime. WHY did Namco do this to poor ol' Kazuya? I mean, this is Kazuya's trademark attack that set him apart from the Mishimas, and now it has more escapes than Houdini. It's been confirmed (many thanks Rev and 7ronko, as well as bluu for confirming it) that, in fact, you CAN escape ANY of the DGP stuns (Counter-Hit or Clean Hit) by simply holding Forward OR by Tagging out (Counter-Hit included, unlike how I previously thought). While they may be vulnerable if they Tag out, they can always cancel the Tag run-in with u/b~b and be safe from almost anything. Well, in my book, combining that weakness with the lengthened start time, lengthened recovery time, and weaker damage potential since Tekken 2, this move has been knocked WAY down my "usefulness" chart. The fact alone that you can escape the stun at ANYTIME regardless makes this WAAAAAAYYYY less useful than it was in Tekken 2 during good competition - along the lines of "nearly useless in high-level play" in TTT. Sure, if you catch a scrub or intermediate player (and I mean those players and only them, not anyone that has decent knowledge of TTT) with a CH/CL Demon Gut Punch, then it's GAME OVER for them, no question about it, but any good/expert player that knows how to escape stuns is gonna make Kazuya's life rough if you rely on stun combos (although the damage from the DGP itself is EXCELLENT) and stun combos only. But, not to take everything away from it, this attack comes out at ok speed, does INSANE damage on Clean/Counter-Hit (55 points on CH+CL and 46 on CL!), hits Mid, and will catch the opponent in an evil Double-Over Stun with a Counter-Hit, and a Fall Back Stun on Clean Hit. However, it can be reversed if they see it coming, so you need to buffer a Chicken (with f+2+4), so they'll get smacked in return. This is also decent to use for some damage potential by smacking an opponent recovering from a low attack (you won't get a stun though) like a Stagger Kick, Dragon Tail, or Snake Edge, and it can be set-up fairly well on beginners and intermediates with a d+3. For reasons I cannot guess, just about EVERYONE attacks you right away if they eat a d+3! The recovery time, while not huge, is rather significant (13 frames), so beware when fighting opponents like Law, Lee, Bruce, Xiaoyu, and the Changs (characters with fast attacks/pokes). Now, what are the options Kazuya has off of a CH/CL Demon Gut Punch? Well, the easiest and most damaging option would be a Thunder Godfist to Spinning Mid Kick - this combo does an absurd amount of damage with only three hits. You could also do a FAST Wind Godfist to launch them into a 40-50% juggle combo (the timing, while nowhere near as hard as a Jin CH b,F+2, EWGF, is still kinda tough), or you can even throw out a Lightning Godfist after a CH stun for an easier, damaging combo. But like my esteemed colleague ILuvMomo said in his respective FAQ (and I quote)... "BIG F***IN' DEAL!" I know, "What damaging moves does he have other than DGP from WS?" Well, you have Twin Pistons, one of the best moves in the game. Use that, man! Not only does it juggle, it executes in 11 frames, has HIGH priority, almost instant recovery, combos twice guaranteed from the WS+1, and has so many setups it's not even funny. Sure beats the hell out of a stun hit that can be escaped any time, executes in 16 frames, recovers in 13 frames (as opposed to the 6 it takes for TP, which prevents ALL retaliation), and comes out so predictably that it's near impossible to hit with it on a good opinion. Added to that is that the DGP is SOOOOO easy to see coming, since it doesn't come out the fastest AND needs to come out of a WS position. I mean, if you need to trick them into getting hit with _Twin Pistons_ (one of the fastest, safest moves in the game) for Christ sake, do you really have a chance in getting THIS flawed attack to connect in anything resembling SKILLED play? Not unless you're God (or Jang Ik-Soo). Almost all of that good stuff I wrote is pretty much WORTHLESS if they know how to escape the stun, and it isn't hard at all (it's got a 20- frame escape window, unlike Bryan's CH WS+3 and Paul's CH QCF+1). If you are the type that throws out this move constantly... you are a dumbass moron, to put it bluntly. To be fair, though, hitting with the DGP itself does insane damage, and at times, the shock of being CH Demon Gut Punched will usually have the opponent forget to escape, allowing you to murder them with one combo. I'm just saying that don't expect this to work on anyone who's fluent with TTT's game engine and not have them escape. Be patient, unpredictable, and use your brain when employing it, and the rewards will be VERY good... ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Tsunami Kick WS+4~4_d/f+4,4 ***** By far one of Kazuya's best kick attacks (outside of the Hell Sweeps), the Tsunami Kick is the perfect weapon for aggressive players, Custom Strings, Kazuya's Okizeme game, and for turtlers, simply because it has INSANE priority, good damage, very fast speed, two guaranteed hits, and almost instant recovery. Not only that, it can be done from three different sources: from a While Standing position, from the normal ready position, and even from Kazuya's Crouch Dashes. All you need to do when executing it from the Crouch Dash is tap 4,4. However, be sure you don't hold D/F when you Crouch Dash, or you'll get the Hell Sweeps instead. It is best done from the standing position, as is will cleanly counter or hit pretty much any attack thrown at the same time. It will also smack rolling opponents twice and put them on the floor, making for a mean Okizeme game Game trick to employ. It's really simple - as soon as you see them twitch, you can stick out this and it will hit them. The speed and priority are THAT high. Put this attack in all of Kazuya's Custom Strings because it's mad speed will keep them pinned- down for as long as Kazuya wishes, afraid to stick out an attack. As a neat (though worthless) trick, Kazuya can actually delay inbetween the two hits by 5 frames, like Heihachi, where it looks like the Front Kick comes out, then a quick pause, and the axe kick comes out. It is also an easy, quick, stylish juggle finisher to employ if you don't yet have those TGFs and WGFs down... ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Left Splits Kick f,f+3 ** While Jin and Heihachi's versions have uses, Kazuya's (and Devil's too) pretty much sucks. I mean, Jin can at least go into a 3-Ring Circus to juggle 'em up for a combo (if it hits), and Heihachi's recovery time is ridiculously short, allowing him to recover and start setups for crazy combos with his awesome Twin Pistons and WGF. Kazuya's is identical to Jin's, except he practically has nothing in terms of floats (you can get a simple Hell Sweep hit off though), and this attack also has a significant 19-frame lag-time, a slight though vulnerable recovery time, and is easily reversed, so you're better off leaving this one alone. If you want to know, it can be executed from Kazuya's Crouch Dash by going into the Dash, and tapping f+3. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Right Splits Kick f+4 **** This has been beefed-up massively since Tekken 2. While it comes out rather slow at 19 frames, has slightly short range, and is bait for an Attack Reversal, it still has quite a bit of priority, the block stun it incurs an 11-frame advantage, and on normal hit gives Kazuya an 8-frame advantage. While nothing is guaranteed to hit, the advantage is definitely in Kazuya's favor. Since Kazuya has such a staggering frame advantage, you can press the advantage with the Gut Punch, Wind Godfist, and Hell Sweeps to form a powerful mixup. If they try anything other than block or reverse, they'll get CHed for huge damage opportunities. On Counter-Hit, it immediately floors them into an SLD position, which allows for a guaranteed Hell Sweep (and b+1+4 on fatties if they don't roll to the side), or allows you to flow into an Okizeme game. From watching Castel's Kazuya Combo Arts Act 2, I've discovered that a Right Splits Kick done on a crouching opponent will stun them just long enough for you to get in a GUARANTEED Wind Godfist and phat combo! Now, before, I originally thought that the timing was insane, but after practicing a few times over and over (and hitting the WGF execution faster), I was able to nail it 100%. The only hitch is that it's quite unlikely you'll catch them while they're crouching unless they're taking a nap, and even if it does, they'll usually throw something out and get CHed to the floor. But if it DOES happen, by all means go for a sick combo. But keep in mind the slow 19-frame execution of the move, and use it at a sensible range where the opponent will be forced to block it. Few players know about the advantages of using this move, and fewer Kazuya players use it properly, but when used sparingly and wisely, it can be quite dominating. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Demon Scissors 4~3_u/f+4~3 ** The once-penultimate ground attack of the Mishimas is not quite as good as it used to be, due to the fact that guaranteed ground hits are pretty much non-existent in TTT due to the additions of Tech Rolls and more wake-up options. This can even be reversed by Attack Reversals and Mid Parries (King can NOT Reverse with his Kick Attack Reversal!). However, unlike Heihachi's and ESPECIALLY Jin's (my God, his comes out in 37 frames!) this is still actually an effective move in situations. First, it will cut through almost all of Eddy's sweeps and spins and send him to the ground. Second, lots of scrubs when knocked down have little clue on how to Tech Roll, and will eat this attack regardless. Third, Kazuya and the other Mishimas (the Ogres cannot) can actually execute the Demon Scissors one frame faster by tapping u/f+4~3. Normally, Kazuya pauses, then does the attack, but tapping u/f before the 4~3 makes it come out without the delay. So, if they foolishly try to wake- up with an out-of-range Low/Mid Kick, do the Demon Scissor to slam them. Finally (and this pertains only to Kazuya and Devil), and most usefully, it will also connect as a guaranteed hit after a combo following a CH Wind Godfist in certain special occasions... more to come on that in the Combos section... ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Roundhouse u_u/f+4 * This attack starts off the Triple Spin Kick, an attack that all Mishima scrubs love to use. However, the Roundhouse is a pretty slow 25 frames, hits High (meaning it is easily ducked), and has low priority, so it is always best to go into the Triple Spin Kick, although that isn't all that much better. If you're going to use this against a player with a reversal (not a Parry), buffer a Chicken into it. = Triple Spin Kick 4,4,4 ** The overabused scrub attack for the Mishimas (a.k.a. the Cheese Wheel), Kazuya lands from the Roundhouse into two Hell Sweep sweeps, finishing with a Mid-hitting kick. As a plus, Kazuya's version of the Triple Spin Kick is better than Jin's, because if the second hit connects, the third and fourth are guaranteed, unlike Jin's, where if the second hit, the third would floor the opponent immediately, preventing the Mid kick from hitting. However, it is still not that great. Not only is it easy to block, it also falls prey to the new low block stagger (which leaves Kazuya at a whopping -26 frame disadvantage), allowing HUGE retaliation attempts, such a rival Mishima (except Jin... but he has WS+2) getting a guaranteed Twin Pistons/WGF and a massive juggle. Any of the two low sweeps can be easily Low Parried, and the final Mid kick is easily reversed, so it is best to just leave this alone. The only truly safe use is after a CH+CL Gut Punch or Glorious Demon Fist for an easy-damage combo. As a plus, if the Mid kick is actually blocked, Kaz is relatively safe from retaliation, although they will usually make Kaz stagger long before that, and if he does, it's hurtin' time... ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Gut Punch d/f+2 ***** A new move for Kazuya in Tekken (it has replaced his old d/f+2 Uppercut) - it is basically a standing version of his Demon Gut Punch, except it only stuns on Counter-Hit AND Clean Hit, inflicts Crumple Fall Stun, not Double-Over Stun, executes two frames faster, and recovers one frame slower (which amounts to 14 frames), but only if blocked at its outer range: if it's blocked close, it inflicts enough block stun to leave Kazuya safe from attack. On Clean Hit and Counter-Hit, I'm telling you... this thing does INSANE damage. And finally, it's been discovered (thanks to ILuvMomo and Kazuya Kazama for this!) that a Wind Godfist IS GUARANTEED FOR A FULL LAUNCH AFTER A CH+CL GUT PUNCH! Yes, it's true, you can WGF them and launch for a combo! However, it's kind of offset that the timing IS FREAKING INSANE to pull this off! You need to execute the WGF as fast as humanly possible for it to launch. And that fastest-possible speed is 13 frames. One frame faster, and it's gonna knock them down. No joke. To quote ILuvMomo, you have _exactly_ 13 goddamn frames to hit with the WGF! So not only must it be done out of Mist Step Cancel, it is virtually impossible to do it from the degree of difficulty! I have yet to pull this off even on my PS2 (and I'd like to think I'm pretty good with a PS controller). So, even if a WGF does work, the insane timing still makes it not as useful in terms of stun combos. However, that doesn't mean much - THIS ATTACK IS EXTREMELY IMPORTANT TO KAZUYA, COMBOS OR NOT. It is still LOADS better than the Demon Gut Punch - it comes out faster, hits Mid, the stun is totally inescapeable, it's a good finisher for a juggle combo (check out the Combo section), and there are still some very damaging follow-ups you can use (like a Lightning Uppercut and Triple Spin Kicks) when you do connect with it. Set this up by going for lots of low hits like Hell Sweeps and Stature Kicks, followed by a low jab (d+1), then a Front Kick (WS+4), and repeat. They'll get quite annoyed with your poking and most likely attack. It's also great to use when you have a significant frame advantage (after a blocked/hit f+4, d/b+4, or blocked WR_f,f,f+3 for example), since the Gut Punch is quite fast and will always hit them if they counter attack. In either of those cases, send out d/f+2 and watch them get stunned! Like ILuvMomo said, you should use this in every situation you would use the Glorious Demon Fist, as they have the same stun (except the Gut Punch needs to be a Clean Hit and CH), but comes out MUCH faster. Opponent is constantly throwing out Paul's Deathfist? Block the first and do the Gut Punch as he rushes right into it with his second, then go for a power juggle. This attack is nearly perfect with its great damage, solid stun capability, and quick speed and decent recovery (when close enough). You should use A LOT more than the Demon Gut Punch in every case... ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Entrails Smash d/f+1 *** A new move for Kazuya, and overall not the greatest, but it has a few uses. Kazuya punches the opponent in the kidney area with an Mid- hitting underhand body blow. It stuns slightly, although no follow-ups are guaranteed, but it does give Kaz the initiative and shifts them off- axis. A good strategy is to SSL once this hits. If they throw anything it will most likely whiff. Side throw! Or better yet, WGF and side combo. However, it comes out with a little lag and it has VERY short range, so you're better off using the Gut Punch instead of this. However, this is actually decent to use in your Custom Strings, as the recovery is almost instantaneous, so Kazuya recovers fast enough to resume offense with his pokes, like 1,2,4, 1,1, and his d+1. It is also a decent combo filler, since it comes out moderately fast and recovers instantly, so afterwards you can follow up with a jab to keep the combo going (found this out in Castel's second Kazuya vid), or simply end with d/f+4,4 for 53 easy points of damage. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Soul Thrust f+2 *** This is basically Kazuya's version of a Demon's Paw, albeit the slower execution and shorter range. Kazuya takes a stride forward and throws a slightly slow chest punch. It has much less range than the Demon's Paw, but it hits harder and smacks them away to the ground on Counter-Hit, although it will knock them too far away for Kazuya to follow-up with anything other than a Hell Sweep hit, and to make it worse, the slow speed makes it easy bait for an Attack Reversal - which is why you should always buffer a Chicken into it. However, it does a lot of damage and looks deceptively like a High attack, so anyone who tries to duck it will get a nasty surprise. The recovery is good due to big block stun it dishes out. It is good in situations (like when you block/avoid a slow-recovery move), and it is also a good juggle finisher (provided it's at least a Class 2), so like a lot of Kazuya's moves, it isn't great, but it is very useful, so if Tag combos aren't your thing (they should be though), and you don't like WGF as a juggle ender, use this (you should use WGF over this any day though). It blows 'em across the screen when you connect with it in mid-air! ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Glorious Demon Fist f+1+2 *** This is another new Kazuya move, and boy does it hurt... although anyone stupid enough to see this coming and eat it should be smacked in the head. Kazuya lunges forward, crouching slightly, as he aims a slow, left-handed sidewind punch into their stomach, instantly stunning them with a Crumple Fall Stun regardless of hit type. Not only does this look hella-sick (which is why many players call it the "Assassin's Fist"), have a sweet name, and track SSers VERY well, it is oh so damaging - a Counter-Hit Glorious Demon Fist will take off 20% or more of their life! But... it's kind of a moot point because the move's power and stun combo follow-ups are kind of offset by the disgusting lag time (a whopping 20 frames), so half the time you're going to get poked out of this before it hits. However, the recovery (25 fucking frames!) isn't as big an issue as you'd think, because it pushes them FAR back if blocked, so Kazuya generally won't suffer serious damage even if blocked. I'm pretty sure those with Crouch Dashes can get in and hit you before you recover though, so be careful. Your best bet is to do this to interrupt, since the animation ducks under many attacks. You need to anticipate an attack and throw it out as they're doing their attack (or better yet, use it as they Tag in!), or they may recover and attack. However, the true beauty of this attack is its insane range. This is quite useful for hitting Tagging opponents due to the lunge, so if you time it just right and know they're gonna Tag, let loose and watch them get hit and murdered. The same goes for if they Tag in - they'll be hit before they can even cancel the run-in! You can also throw this into a juggle (against a big guy) for a powerful finisher, and it works even better after a stun from a Demon Gut Punch (although that will be rare...). After an opponent is stunned by the Glorious Demon Fist, Kazuya can follow up with more than a few options - your best bet is to do the Roundhouse to Triple Spin Kick (must be done with u+4, and not u/f+4) for sick, easy damage. For style, you can use Tsunami Kicks, Hell Sweeps, a Crouch Dash Front Kick (f,N,d,d/f+4) to scoop them up for a jab or two into a finisher, or even a Thunder Godfist or Lightning Screw Uppercut (on big characters) for unreal damage if you want it simple. Contrary to popular belief, the b+1+4 DOES work afterwards on normal-size characters, but the timing is so insane you're better off leaving it alone. And for those who like showing off, Kazuya can Tag after he recovers, allowing some characters to come in and land a combo guaranteed (i.e., f+1+2, 5, (Bruce) d/f+3, b+4,3,4). So like many of Kazuya's moves, it's not insanely powerful, but when used correctly, it can be very useful. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Stature Smash d/b+4 **** One of Kazuya's new moves, and one of his most useful, the Stature Smash is one of Kazuya's sneakiest attacks, and it thankfully hits Low, which is good since he lacks in Low attacks. Kazuya feints a mid/high-level kick, then cuts low for a kick to the shins. People are surprised and hit by this on an almost consistent basis. While it comes out slowly due to the built-in fake-out, if it is blocked, Kazuya is safe from retaliation (a minor 9-frame attack, which only allows 8-frame jab/low jabs to sneak in) and when you throw this out during your Custom Strings, mix it up with d+1, d/f+2, Tsunami Kicks, d+3, and the Stonehead when you KNOW they will block high. It's so easy to hit with this - you can do this by baiting them with quick High/Mid attacks like 1,1, d/f+4, and d/f+2, then cut low and hit them in the leg! The only real problem is if you're facing a good player that like to Low Parry your d/b+4, which in that case, you could mix-up after a couple of Stature Smashes and switch to a Mid hit like d/f+2 to dissuade them from throwing out a Low Parry, then switch back to d/b+4, etc. If it hits, Kazuya has a 7-frame advantage - enough for you to get an guaranteed throw, d/f+2, WGF, or d/f+4,4 if they do anything but block or reverse - but you must be quick. Speed is the key word here - if you're too slow, they may interrupt you if they have an 8-frame jab or use d+1. This attack is also vital to Kazuya's Okizeme game, as it will smack rolling opponents and put them back on the floor, afraid to move. Mix that up with his Hell Sweep, and you'll be able to keep them on the floor for a decent piece of the fight. Now, as Exar Kun said in his FAQ, there must be _something_ wrong with this move due to how it connects so often - well, not really. The only real drawback is the low damage and the slow start (20 frames). I wouldn't really agree with ILuvMomo and Chinky-Eye in saying that the risks outweigh the rewards - d/b+4 is one of Kazuya's few Low attacks, does decent damage (17 points, 25 on CH), has insane priority, a deceptive wind-up, and better yet, one of the few attacks he has that is relatively risk-free to throw out randomly. And a 7-frame advantage on hit is definitely not bad either. The only thing you should not do is over-abuse it. Also beware when fighting good players, as they may see the wind-up and Low Parry. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Leaping Side Kick f,f,f+3_WR+3 **** Everyone has this move, and Kazuya's is no different. As always, remember that this is easily telegraphed and blocked/reversed/parried, but hits Mid, does insane damage on hit, and gives Kazuya an insane 17 frames of advantage when blocked. That means mix-up time (with d/f+2, WGF, etc.)! ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Thunder Godfist f,N,d,d/f+1 **** The classic, ultra-damaging, elemental Mishima uppercut of death is back to menace scrubs once again. A Clean Hit or Counter-Hit with a TGF will guarantee a loss of at least 25% of their energy, and if Kazuya is Netsued, you're gonna see 40% down the potty! Of course, power comes at a price, as anyone with half a brain will see the Crouch Dash, and block high, and to be even more crappy, it has pretty bad recovery time, too. The damage has also been toned-down quite a bit from Tekken 2, although it is still very powerful, and like back in Tekken 2, it won't combo off of anything less than a Class 1 Launcher or CH DGP because it comes out so slowly (three frames slower than Heihachi's) and doesn't hit as low to the ground as Hei's. So, why use this? Well, that's because it is the coolest, deadliest, most stylish juggle finisher/filler ever in Tekken! It will only connect after a Class 1 Launcher, against a big guy (and in certain cases Armor King) after a WGF, or a CH/CL Demon Gut Punch, however, due to its slower start (Hei's executes in 19 frames, as opposed to Kaz/Jin/Devil's 22 frames). A Thunder Godfist to Spinning Mid Kick after a Counter-Hit Demon Gut Punch alone does around 50% damage, and if you connect a TGF after a Tagged-out Class 1 launcher like Hwoarang's Sky Rocket or Kuma's f,f+2, you're gonna have your opponent growling for a while! Other than that, NEVER EVER use this out in the open, because you can get messed up bad if they block. It's not super slow-recovering - only 14 frames - but that's usually enough for them to stuff a jugglestarter down your throat. Only use this in a non- combo situation by going under a High or Mid attack to interrupt/hit them while recovering - if that happens, the Thunder Godfist will pimp them for a quarter of their life and leave a very nasty expression on their faces! Again, do NOT get this blocked - you will be punished quite harshly by good players. = Spinning Mid Kick = 3 **** No, do NOT think that this will come out fast enough to counter attacks after a blocked TGF, because the interim between the two hits is DAMN slow, and the recovery time if blocked is a slow 14 frames. It's main use is for an added hit after the TGF during a juggle or stun combo - in that case, it is excellent - ALWAYS go for it! Only useful in juggles. = Hell Sweep = 4 * Do not use this move. While it will connect in the combos described above, the damage it does is laughably poor, so screw this and use the Spinning Mid Kick. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Wind Godfist f,N,d,d/f+2 ***** = Tag = ~5 The Wind Godfist is the penultimate Tekken jugglestarter - it is one of the fastest moves in the game (it executes in 14 frames counting the Crouch Dash input), juggles to a perfect height for any of Kazuya's juggles (and Tag combos too!), has insane priority, does great damage, and can be delayed since it comes out of Kazuya's Crouch Dash, which lulls many opponents into letting their guard down, and BAM, there they go! However, in TTT, the Wind Godfists have been toned down in that they now hit Special Mid, which means that you can block the move standing or crouching. When combined with the toning-down of the Hell Sweep, Kazuya's Mid/Low evil Crouch Dash mixups from previous Tekkens have basically been killed, although Kazuya's Twin Pistons from CD are arguably more dangerous. It is also not as good as Heihachi's due to the much broader juggling options available to him, as well as the shorter horizontal range. And as I've recently discovered, Kazuya has the slowest-recovering Wind Godfist of all the Mishimas - Heihachi can get a free 1,1,2 if your WGF is blocked (only Hei, since his arms are so long), and of course, anything less than 10 frames will get through too. I've even heard rumors that Hei can get a Twin Pistons (13 frames) in there, but since no one has really confirmed this, it stands at 10 frames of block disadvantage. And as you most likely already know, in TTT, the Wind Godfists/Electric Wind Godfists of the Mishimas are now TOTALLY irreversible. The only exception is Jin (he must buffer in a ~5 after the input to make it into a Special Mid irreversible (E)WGF, and even then it's pretty unreliable). Yes, I didn't believe it myself until I tried it myself (and got some info from SauerKraut's TTT Notes and Castel's Reversal Charts), but it is true - not ONE Attack Reversal, special or otherwise, can reverse the WGF or EWGF, and it cannot be parried by a Mid Parry, special or otherwise, either! Also pointed out by my good friend bluu at the Zai, it's been confirmed that a blocked Mishima WGF from the edge of its range is TOTALLY SAFE and TOTALLY INVULNERABLE from ALL attacks - Julia/Michelle's 1, Kuma's f+1, Yoshi's d/f+4 and f,f+4, all of them - CANNOT hit Kazuya if the WGF is blocked - they will all whiff or come out too slowly, giving Kazuya time to block. Just remember that this is pertaining to a LONG range blocked WGF - in close, Kazuya will eat an 8- 10 frame attack if blocked. Don't let the Special Mid blocking setback fool you into thinking that the WGF is now weak - it's simply been altered to a way that makes the WGF a more useful tool for defensive players (and this was always the best strategy for the WGF anyways). All you need to do to hit with this consistently is hang back and wait for them to attack. If they whiff and/or get blocked, you get a free Wind Godfist and killer juggle. The Wind Godfist is the single best mistake-punisher in every Tekken if you know your juggles. And while Kazuya's WGF isn't the best of the bunch pound-for-pound, it is faster, a whole lot better than Jin's crappy WGF (and some may debate that Kaz's WGF is better than Jin's EWGF too), and Kazuya still has some power juggles up his sleeves that can do some real damage. And if Kazuya's juggles aren't enough for you, you can always Tag out and bring in a power juggler (Bruce, Jin, Hei, Bryan, etc.) to finish up for you, as the damage from their Tag juggles will do more than Kazuya can do on his own (and look a whole lot cooler to boot). A quick WGF is also guaranteed after a f+4 on crouching opponents (not fatties though) for HUGE damage. And of course, Kazuya's Wind Godfist is only deadlier when used in the infamous Mist Step Cancel, as it executes one frame faster and is a bit easier to do. While one measly little frame may not make much of a difference on paper, TRUST ME - if you can consistently do MS Cancel WGF, you will be getting LOTS more WGFs to connect than any of the other Mishimas. I've taken back my original opinions on the CH Wind Godfist. Truth is, it's actually a bit more beneficial in getting a CH WGF as opposed to waiting for a whiff, then doing WGF. Why? Well, the damage of a CH Wind Godfist is awesome (37 points), and the potential juggle damage exceeds that of the normal Wind Godfist juggles because of the unique properties of the Counter-Hit WGF. On Counter-Hit, the WGF flips them backwards in mid-air, to land in the SLD position. Now, to be honest, it's much harder to juggle proficiently following a CH WGF, but there's only a handful of juggles you should use in that situation to begin with. CH WGF, 4 is the simplest and does a disgusting 61 points of damage in two hits. CH WGF, WGF is almost identical, albeit harder to do. However, your best bet overall is to do CH WGF, 1, 1, WGF, u/f+4~3. If you land the second WGF at the right time (right before they land), the Demon Scissors is in fact GUARANTEED afterwards. You can always use three jabs, but the timing is a bitch (your dashing needs to be perfect), and it's only 5-6 points difference - you're better off with only two jabs. That little five-hit is about 80 points by itself - much much more than a non-CH WGF will get you. Some may disagree in saying that a CH WGF is better than a non-CH, but put it this way. Bottom line is: a Wind Godfist hits = BIG damage opportunity either way. I'm telling you now, it is absolutely IMPERATIVE that you master the use of this attack. It is by and far his best move, and the reason Kazuya is so dangerous. Wise use of it is why you'll win most of the time even against the toughest opponents. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Hell Sweeps f,N,d,D/F+4,4 ***** Unfortunately, Kazuya's Hell Sweeps, like the other Mishimas, have been toned down a bit in TTT. Now, Kazuya's Hell Sweeps do less damage, and it is further weakened by the new low-block stagger. And to put the final nail in the coffin, the Mid/Low mixup Crouch Dash games that were so effective with every Mishima (especially Kazuya) have been killed by the Wind Godfist's new Special Mid blocking position in conjunction with the aforementioned blocking setbacks of the Hell Sweep. However, despite all of these flaws, the Hell Sweep is still a powerful, hard-to- anticipate tool of Kazuya warfare. This is also due to the unique difference of Kazuya's Hell Sweeps from Heihachi's and Jin's. Unlike theirs (unless you input it f,N,d,D/F~4 for Jin), Kazuya's Hell Sweeps sweep them off of their feet regardless of Counter-Hit, but like Jin's it still requires a Clean Hit to sweep. If it hits on non-Clean Hit (about the edge of its range), it will unbalanced them, but not sweep. However, this is kind of offset by the fact that the Clean Hit range is MUCH larger than Jin's, so you can still sweep them off of their feet from what seems to be a non-Clean Hit range. The second hit, however, ALWAYS sweeps regardless of Counter-Hit or Clean Hit, and recovers much faster than if you stopped after one sweep. What this means is that Kazuya can actually do a combo off of the second sweep if that one is the sweep that hits! It acts kind of like Heihachi's Hell Sweep on CH - like Hei, Kazuya can float them with a Wind Godfist before they hit the ground, and follow-up with a d/f+4,4 for a TRUE combo. However, this is balanced by ease of blocking it. Kazuya's Hell Sweeps are the no-frills version, hitting twice Low - and that's it. No Mid kick, Tsunami Kick, or Thunder Godfist follow-ups. This makes it very easy for a player who's anticipating it to block Low and stagger Kazuya, leaving him open for a quick attack. So, you're probably asking "Why the hell do you say it's effective, then?" The reason is this - it is incredibly hard to see coming at times, especially when you've been pecking them with a continuous volley of Highs and Mids like d/f+4 and 1,1, and BAM, you pull out the Hell Sweep and put them on the ground. And yes, I did say the CD mixups are dead - with the Wind Godfist and Hell Sweeps, it is. But that's why Kazuya can cancel into WS attacks from the CD, and mix-up with Hell Sweeps and Twin Pistons. And that one mix-up is the main reason Kazuya is so powerful at high-level. It isn't the hardest mix-up in the world - when they duck, use Twin Pistons - when they stand to block, use Hell Sweeps. If the Twin Pistons are blocked, you're perfectly safe. The Hell Sweep should not even get blocked, since if they duck you automatically switch to Twin Pistons. The command is pretty tough though, and will take you practice. There are several ways to do it, which will be explained below. Either way, once you master mixing up with Hell Sweeps and Twin Pistons, your Kazuya is one to be feared. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Mist Step f,N ***** The Mist Step is a special Sidestep that Kazuya possesses (Lee has it too, but he has no moves from it, and he only does a Crouch Dash-type move, and no Sidestep). It is basically an extra Sidestep for Kazuya that he had back in Tekken 2 (when no-one had a Sidestep-type move except for Kazuya, Heihachi, Baek, Michelle, etc.). Kazuya, however, has an extra-special feature built into the Mist Step - by simply tapping d/f, he can go into an automatic Crouch Dash that moves and comes out faster than the normal one! From the Mist Step Crouch Dash, Kazuya can go into the Thunder Godfist, Wind Godfist, and Hell Sweep. On an even frame number, Kazuya Sidesteps to the left with the Mist Step - on an odd frame number, he goes to the right. The Mist Step is VITAL to playing Kazuya to his fullest. Not only is it easier to pull off his Crouch Dash attacks with the Mist Step, they come out more deceptively than the normal versions and are more evasive due to the built-in sidestep. Not only that, but by just doing the Mist Step without the Crouch Dash (tap f,N), you can do any of Kazuya's normal attacks, such as the Flash Punch Combo, Twin Fang Stature Smash, and other attacks with no hitch. From the Crouch Dash, Kazuya can pull off the Tsunami Kick by simply tapping 4,4, and if you delay the CD to the end, Kazuya can do any While Standing move - the Tsunami Kick and Twin Pistons come to mind (or you can always cancel the CD into WS if you're good). This makes it very easy to simply slip under all attacks and deal them a big juggle or stun combo. All attacks from the Mist Step Crouch Dash are identical to the normal ones, so strategies are found on the individual move analysis. And finally, you have the most feared part of Kazuya's Mist Step (many, many thanks to the good Reverend C. for this info) - the Mist Step Cancel. It's been around since Tekken 2 as I've recently discovered (and tested), but not widespread knowledge until Rev brought it up. This works with all the Mist Step CD moves, but for obvious reasons, is much much more effective with the WGF. When you go into the Mist Step and IMMEDIATELY tap D/F~2 (BEFORE he auto-sidesteps), you can pull out a WGF that is actually FASTER than a conventional EWGF, because the WGF cancels the auto-SS that is built-in to the Mist Step. What does this mean in the long run? Well, when done naturally, a Wind Godfist takes at least 14-15 frames total to execute, because every point in the f,N,d,d/f motion counts for one frame, equalling 4 frames of CD input, then tapping 2 for the WGF, and adding 11 frames, bringing it to 15 frames total (it can be shortened by tapping d/f and 2 simultaneously, making both the d/f and 2 count for one frame input and bringing it to 14 frames total). HOWEVER, by using the Mist Step Cancel, this means that by inputting it f,N~D/F~2 saves one frame of the execution by skipping the d part of the motion, and overall comes out at 13 frames, faster than a Mishima (E)WGF done at fastest possible speed! As of late, I've been using this EXTENSIVELY, with much success in match play. It comes out faster than an EWGF guaranteed, and it will start juggles better and faster than anything else Kazuya has, so fling away! And not only is 13 frames the fastest, it is also REQUIRED in order to launch after a CH+CL Gut Punch. Anything slower will knock them down. And remember, Mist Step Cancel also works extremely well with the Hell Sweep due to its stealthy speed and Low-hitting range. I've found out a trick from the Mist Step of my own - during or after the animation of the auto-sidestep, Kazuya can tap F to get an automatic, buffered-in dash. From that, Kazuya can pull off his Left Splits Kick, his Strings, and the Stonehead. If you don't feel like using the MS Cancel (DON'T BE STUPID), this is another decent mix-up opportunity from the Mist Step, and by using this I've landed quite a few Stonehead throws lately =^). I still suggest you use the MS Cancel more than this... ************ UNBLOCKABLES ************ ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Lightning Godfist b+1+4 **** While it is still a slow 43 frames to execution, the Lightning Godfist is by far a very useful Unblockable. It comes out very fast for an Unblockable, and it will evade almost every High attack and even some Mids, deals a great 40 points of damage, and is the best follow-up from a d/f+2 stun (and even f+1+2). It still is slow, though, when compared to most non-Unblockables, and it can be easily reversed, so don't misuse it or you'll pay for it. This can connect after Class 1 Tag Launchers as well for good damage. ----------------------------------------------------------------------- Attack Name Command Rating ----------------------------------------------------------------------- Lightning Screw Godfist B+1+4 * While this attack does tremendous damage, it is so damn slow that anyone seeing it will sidestep, counterattack, Attack Reverse, or Parry it easily. However, it isn't TOTALLY useless, as just like the Lightning Godfist, it will evade lots of High attacks and a few Mids as well (and hit Tagging-in opponents unless they attack/cancel the run-in), so if they are stupid enough to throw out a jab or a high power hit like a Mach Breaker, this will rip off about 60% of their life. The only guaranteed Lightning Screw Godfist you can get is after a Glorious Demon Fist or after a P-Jack SS+1/Angel SS+2 on a big character. ======================================================================= 11. Combos ############################################################ ======================================================================= As you all know, Kazuya is a Mishima. The name Mishima goes hand-in- hand with crushing combos in every Tekken, and Kazuya is no exception (more or less). While he lacks the finesse and damage of Jin and Heihachi, he still possesses some very powerful combos that can decimate an opponent's energy by half when employed right. However, unlike Heihachi, and to a lesser extent, Jin, Kazuya is primarily a Mishima that relies a little more on stun combos instead of juggles to win. Kazuya lacks a varying amount of jugglestarters, unlike Jin and Heihachi. He relys on starting combos with his Wind Godfist, Gut Punch, and Twin Pistons, and his juggle combos are moderately powerful and simple. His stun combos are also arguably the most powerful in the game. (Note: The rating I give a move pertains to how effective it is for combos, not as a move overall) ************** JUGGLESTARTERS ************** 1.) Wind Godfist Command: f,N,d,d/f+2_f,N,d/f+2 Damage: 25 Height: Sm Class 2 Rating: ***** As you all should know, the Wind Godfist is the ultimate jugglestarter in every Tekken. Its range, speed, good damage, priority, and ease of execution (from the Mist Step especially), and irreversibility make it the perfect tool for a pitbull Kazuya that lives on getting out his juggles. While it can be blocked Low now, the guard stun it incurs is enough to offset any retaliation attempts. It will set up any Tag juggle perfectly and will also override almost any High/Mid attack thrown at the same time. Remember though, that a CH Wind Godfist will juggle them in a different manner (they flip backwards to land on their stomach and face) and that there are less options after it. Your best bet after a CH Wind Godfist is to finish with a standing 4, WGF, or 1, 1, WGF, u/f+4~3 (just make sure to hit that second WGF as low as possible). 2.) Twin Pistons Command: WS+1,2 Damage: 12,15 Height: m,m Class 2 Rating: ***** This is an excellent launcher for normal juggles, but it does not work as a Tag Launcher simply because they land before your partner can come in and finish the combo. Remember this is used at different times than the WGF. The Twin Pistons are used in-close, when they are in your face and you need a jugglestarter that won't put you at risk by doing a complicated motion like a Crouch Dash or Mist Step that would get snuffed by a jab. In the case of in-close fighting, the Twin Pistons is one of the best moves in the game. It has INSANE priority, extreme speed (the WS+1 executes in 11 frames), great rewards if unblocked, comes out of nowhere, and has extremely short recovery time. If you by any chance don't have Kazuya's Crouch Dash down to a science (which you need to know before you can get any good), this is the next best thing to use. The only hitch is that you need to be close to get both hits guaranteed. As a definite plus, the recovery is extremely short. Very effective, and one of Kazuya's top three attacks. ******************* STUN-COMBO STARTERS ******************* 1.) Demon Gut Punch Command: WS+2 Damage: 25 (37 on Clean Hit) Height: m Stun Type: Fall Over Stun (on Clean Hit), Double-Over Stun (on Clean and Counter-Hit) Rating: **** One the most feared moves of Kazuya (IF IT IS NOT ESCAPED), although it bites comapred to the Tekken 2 version. As said before, if the opponent gets hit with a Counter-Hit DGP and does not escape, they will most likely lose at least 50% due to the huge combo that will inevitable follow, and if you happen to be fighting Wang or another character with bad stamina, may very well kill them. The options Kazuya has after a DGP are almost limitless... for style and originality, you can do f+1+2, d/f+4,4 when fighting large characters. If you're one of those crazy Kazuya jugglers, you can do a fast WGF to pop them up for a disgusting juggle, or you can really pack on the damage by Tagging out of the WGF and continuing the combo if you have a partner like Bruce or Jin. And, if you want, in the words of Jason "Isiah" Cole, phat damage and quick wins, you can go for the Thunder Godfist to Spinning Mid Kick to drain up to 60% of their energy on a weak opponent, go into a delayed u+4,4,4,4 (make sure the u+4 misses) for an extremely easy and powerful combo, or use the Lightning Godfist to get almost equal damage but less style points. A Lightning Screw Godfist is also guaranteed on large characters. My advice: pray that they suck and hope they don't escape the stun. 2.) Gut Punch Command: d/f+2 Damage: 21 Height: m Stun Type: Crumple Fall Stun (on Counter-Hit) Rating: ***** This is extremely similar to Kazuya's DGP, albeit better. While this comes out faster, does nearly identical damage, looks identical, and is slightly easier to do and MUCH easier to set up, it is not as effective in terms of stun combos, because there are less options than if you hit with the DGP, and recovers one frame slower than the DGP if done too far away. However, I'd trade the larger options, damage, and escapability for similar follow-ups, high potential damage, and an inescapeable stun like with the regular Gut Punch. And like the DGP, if you are fast (and I mean FAST, as in 13 fucking frames!), you can land a Wind Godfist for a full launch and combo after a CH+CL Gut Punch! Outside of that, there is a decent list of follow-ups available afterwards, but if you don't have the insane timing to pull the WGF (and I totally understand), do yourself a favor and do the b+1+4, as it's guaranteed, looks cool and does a lot of damage, or use u+4,4,4,4 for simplicity and damage. It is a very effective juggle finisher by the way... 3.) Glorious Demon Fist Command: f+1+2 Damage: 26 Height: m Stun Type: Crumple Fall Stun Rating: *** While again, this is REALLY slow, it has insane power, and when put into play against the big guys, Kazuya simply DEMOLISHES them with the supa stank combos he can pull afterwards (Glorious Demon Fist + Lightning Screw Godfist = pEaCe OuT)! Just be careful when you use this, as it has tremendous recovery time and can be easily punished by a long-range power hit like a Deathfist, Mach Breaker, Konvict Kick, and countless others. Don't overabuse this, and the reward can be VERY high. ******************* STANDARD COMBO ARTS ******************* Starters Wind Godfist: f,N,d,d/f+2 Twin Pistons: WS+1,2 Class 2 Tag 1, 1, f,N,d,D/F+4,4 1, 1, 1, 1,(1),2 1, 1, d+1, WS+2 1, 1, 1, 1,2 1, 2, WGF 1, 1, 1, 1,2,4 1, 2, d/f+4,4 1, 1, 1, f+2 1, 2, f,N,d,D/F+4 1, 1, 1, d/f+2 1, 1,2, WGF 1, 1, 1, d/f+4,4 1, 1,2, d/f+1 1, 1, 1, 4 1, 1,2, d/f+2 1, 1, 1, d/b+4 1, 1,2, d/f+4,4 1, 1, 1, 1, WGF 1, 1,2, d/b+4 1, 1, 1, 1, 1,(2),4 big 1, 1,2, f,N,d,D/F+4 WGF, WGF 1, 1,2, 1,2,4 WGF, d/f+4,4 1, 1,2, 1,(1),2 WGF, 1,(2),4 1,2, f,N,d,D/F+4,4 WGF, 1,1,2 1,2, 1, d/f+1 WGF, d/f+2 1,2, 1, d/f+4 d/f+4, WGF 1,2, 1, d/b+4 d/f+4, d/f+2 1,2, 1, 4 d/f+4, 1, WGF 1,2, 1,1,2 d/f+4, 1,(2),4 1,2, 1,2, d/f+4 d/f+4, 1,(1),2 1, 1, 1, d/f+1 d/f+1, 1, f+2 d/f+1, 1,(2),4 d/f+1, d/f+4,4 ********************** COUNTER-HIT COMBO ARTS ********************** Starters Wind Godfist: f,N,d,d/f+2 1,2, d/f+4,4 1, 1, 1,1,2 1,2, f,N,d,D/F+4,4 1, 1, 1,2,2 1,2, WGF 1, 1, 4 1,2, d/f+2 1, 1, 1, 1,2 1,2,4 1, 1, 1, d/b+4 1, 1,2, d/f+4,4 1, 1, 1, d/f+4,4 1, 1,2, d/f+2 1, 1, 1, WGF 1, 1,2, f,N,d,D/F+4 1, 1, 1, 1, d/f+4 1, 1, f,N,d,D/F+4,4 1, 1, 1, 1, d/f+2 4 (cheap and easy) Gut Punch: d/f+2 f+1+2 big d/f+4,4 d+1, WS+4,4 f,N,d,D/F+4,4 d+1, cc, 1, d/f+4 u+(4