Tekken Tag Tournament 2/Kazuya

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Fighting Style: Mishima Style Fighting Karate

Nationality: Formerly Japan

Language: Japanese

Background: After he had killed the G Corporation officials who betrayed him, Kazuya Mishima succeeded in taking control of the corporation from behind the scenes. In the meantime, the world was quickly slipping into chaos due to the activities of the Mishima Zaibatsu, led by Jin Kazama. Kazuya could never accept a world controlled by anyone but himself, and he set out to use the military power of the G Corporation to suppress the Mishima Zaibatsu. At this point, the G Corporation was praised by the nations of the world for its heroic actions.

When the G Corporation's public influence had become great enough, Kazuya used it to announce a hefty bounty for anyone who could capture Jin alive. In reply, the Mishima Zaibatsu announced The King of Iron Fist Tournament 6. This was just as Kazuya had predicted, and it put a satisfied smile on his face.

Character Data

Strategy Guides

  • Use Armor King as example
  • for path and link structure
  • Use Armor King as example
  • for path and link structure

Gameplay Summary

Strengths and Weaknesses


  • Best block punisher in the game
  • Amazing whiff punishing tools
  • Strong wavedash pressure and 50/50's


  • Most moves unsafe, high risk
  • Very difficult to play, relies on strong fundamentals
  • No abusable pokes

Top Moves

  • EWGF
  • f,f+3
  • CD+4,1
  • d/f+2
  • 1,1>2
  • d/b+4
  • f+4
  • ws+1,2
  • f+3
  • ws+4



  • 10f - 1,1,2_1,2,2
  • 11f - b+1,2
  • 12f - 1+2_2,2
  • 13f - PEWGF_d/f+4,4
  • 14f - EWGF_f,f+2
  • 15f - d/f+1,2_d/f+1,4


  • 11f - ws+4,4
  • 13f - ws+1,2
  • 16f - ws+2

Written by lilleboff

General theory of playing a Mishima and Kazuya

Kazuya is probably the most fundamental and basic character in the game and his playstyle is largely unchanged since the original Tekken Tag Tournament. Since most of his good moves are unsafe, slow or leave him at a disadvantage on block, he can't really poke and press buttons like a lot of other characters in the game. However, he is the best block punisher in the game, and probably also one of the best, if not the best whiff punisher in the game. So if we want to take advantage of Kazuya's strengths and avoid his weaknesses, it's quite obvious that his main playstyle is going to be centered around movement to create whiffs and effective block punishment. His main whiff punisher is EWGF (electric), and therefore it's really important to be able to react to whiffs and do an EWGF or dashing EWGF out of every movement on reaction. This also means that Kazuya is a character that stands and falls on your fundamentals. The better you are at backdash canceling, correctly sidestepping/sidewalking, wavedashing, doing electrics out of all those movements effortlessly and instantly, knowing frame data for block punishing, knowing which strings to duck and sidestep, breaking throws and so on, the better your Kazuya will be. The better you can prove this to your opponent, the more scared of pressing buttons he will become, and the more in charge of the match you'll be. This takes a huge (/unbelievable) amount of practice, usually over years rather than months.

Pressuring with wavedash and offense:

One of the first obstacles new Mishima (and especially new Kazuya players) will encounter is going to be, how to apply pressure and play offensively when your moves are either slow, unsafe or coming out of a wavedash that needs to be in close range. His wavedash and the mixups from it is his main offensive tool, with great lows in hellsweep (cd+4,1) and d/b+4, mids like f,f+3, f+4, ws+4, ws+1,2 and iWR+3, and throws. But there's no way you'll be able to just wavedash into someone and do a mixup, because they'll just hit you while you're coming in. So how can we avoid this and start applying some pressure? There are two basic ways to make people afraid of attacking you when you're wavedashing to close space or just wavedashing directly in their face. The first is canceling the wavedash into backdashes or sidesteps to bait their attack and punish the whiff with an EWGF or dash EWGF. You'll do this all the time. Do one or two wavedashes to get closer, and just cancel it into a backdash. If they did nothing, you're completely safe and back to where you started, if they did something stupid, you can punish their whiff with a dash electric. Once you start to learn if they're just gonna attack you or if they're gonna wait, you can wavedash closer into a sidewalk, blocking or backdash cancel. The same applies here, if they whiff, you get your electric, if they did nothing, you're safe. The other way is to do wavedashes into electrics. You wavedash close to them, and you just do an electric. If they did something and you timed it right, you get a counterhit and a big combo. If they did nothing, you're at +5 and you can keep pressuring. If done correctly, these two simple (yet difficult) things will make the opponent scared of attacking you while you're wavedashing, and opens up for slower moves, 50/50 mixups or just straight up wavedashing in their face to make them want to do something. It's all a big mindgame of when your opponent will attack you, when he will try to sidestep your hellsweep/f,f+3 mixup and when he'll try to crouch to block the hellsweep or duck an electric. However, if you make them scared, you're in charge of the mixup and your opponent has to react to your decisions.

Defense and avoiding rushdown:

Another big problem a lot of beginning Mishima players have is how to deal with people rushing you down when you don't have a good hopkick, good crushing moves, panic buttons or parries. The single most important thing is to know your opponents frame data and movelist, so you know what moves are unsafe and you can punish, what moves have highs or lows in them that can be ducked or low parried and which moves give your opponent frame advantage on block (and hit) so you should keep defending. If you can apply your knowledge of movelists and frame data to the match, they'll be punished with huge damage for every dumb thing they do, and you can start your offense from there. Another big thing is defensive movement, both sidewalking/sidestepping and backdash canceling. As mentioned before, it's very important to learn how to do electrics from any movement effortlessly, so that if they whiff even a jab at close range, you'll make them pay for it. The last is to use moves to interrupt them. d/b+1, so standard sitjab, is a great tool to stop rushdown. So is a 1,1>2 hitconfirm and a 13f electric (f,n,d/f+2). He also has some crushing moves like u/f+3 for low crush and d/b+3 for high crush. They're not amazing keepout tools like other characters have, but they're at least something.

So bottom line is: the level of your fundamentals is directly proportional to the level of your Mishima play. It takes a massive amount of practice and perseverance unlike any other character in Tekken, but it'll be worth it in the end.

For more information, visit the TTT2 TZ Kazuya forums: http://www.tekkenzaibatsu.com/forums/forumdisplay.php?forumid=219

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