Kazuya counterplay

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This page is for Tekken 8. For Tekken 7, see Kazuya counterplay (Tekken 7).

General advice

Kaz still has the same weaknesses as the previous game, Tekken 7.

Majority of his moves are weak to sidestep / sidewalk left. For example his hellsweep.

His poking game is relatively weak. He can be pressured up close by certain characters, due to his poking being rather slow or having bad tracking.

A good Kazuya player needs to rely on timing their attacks with the timing of their opponent to ensure moves are not sidestepped. The same goes for their counter hit tools such as df2, ff4, 4 etc, they require to match it with the timing of their opponent when they retaliate. Consider changing your timing when you sidestep & throw out attacks if you are losing to Kazuya.

Do not whiff moves with long recovery at range 1-2. Kazuya and mishimas in general can use EWGF to whiff punish moves, it is fast, comes from a crouch dash and the hitbox for this move covers a lot of distance.

Okizeme

Kazuya has incredible okizeme. f,F+3 and f,F+2 are great and safe mid options, while d+1+2 & CD4,1 are riskier lows.

The important thing to understand when defending against Kazuya is that you can just keep laying down. However if you do he'll keep hitting you with f,F+4, but that is very sideroll-able, -9 on block mid and a lot less painful than the other options.

So once you've conditioned the Kazuya player to always go for f,F+4 you're in a much safer place, as Kazuya is taking his most powerful situation and blunting it a lot.

You also have to understand the knockdowns.

  • - 1,1,2
  • - F+4 Spike
  • - CD4,1
  • - b+1,2

Throws

Kazuya only has 2 command throws.

Stonehead which is a 1+2 break.

Gates of Hell (from full crouch) which is also a 1+2 break.

Strings

All his string attacks have weaknesses:

1,2,4,3. the 4 can be low parried and the 1,2,2~3 follow-up is quite slow so you can fuzzy it.


df+1,2. The 2 is a high and can be ducked (although he can mix this with df1-df2, which is a mid-mid string)


uf+4,4,4,4. The 2nd 4 is a low can be blocked and launched.


Df34, 1, 2 is -19f on block


Df3,2,1 is -14f on block but Kazuya can hold the 1 for massive plus frames. This can be interrupted if they hold the 1

Heatsmash

His heatsmash is a low sweep that tracks both sides. -14 on block.

Devil Form

Kazuya gains new moves in Devil form:

db3+4 a low hitting stomp which he can cancel into a crouchdash. Expect a hellsweep if this hits. Stomp is launch punishable on block.

1+4 a power crush which can wallsplat, but will burn through most of Kazuya's heat.

SS2 a 17f launcher which is launch punishable on block at -15.

Kazuya also gets an extension from his hellsweep that does additional damage and breaks floors.

His heatsmash is a fast unseeable low, which can track both sides, can wall break and is -14 on block.

Punishment

-15 or more standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Abyss Damnation
86

f,n,d,DF+4,1,DVK.1

l,​m,​m,​th
15,​23,​16,​15
-19
+0
i16
Sometimes written
  • DVK.f,n,d,DF+4,1,1
  • DVK.cd+4,1,1
Devil Impact to Wind God Step

DVK.db+3+4,DF

l,​sp
0,​0
-19
+11
Sometimes written H.db+3+4~df
Kyogeki Goutsuiken
35

df+3+4,​1,2

m,​h,​m,​sm,​sm
7,​9,​15,​14,​25
-19
+7 (-10)
i20
Goutsuiken
37

db+1,2

m,​m,​m
7,​8,​15
-19
+9a (-8)
i20
Demon God Fist
70

ws2

m
25
-18
i16
t54 r37
Roundhouse > Triple Spin Kick
51

uf+4,​4,​4,4

m,​l,​l,​m
16,​12,​10,​20
-17
+19a (+12)
Spinning Demon to Left Hook > Thunder God Fist

f,​n,​d,​DF+4,​1,​DVK.1,B

l,​m,​m,​th,​sp
15,​23,​16,​15,​0
-17
+17a (+10)
i16
Sometimes written
  • DVK.f,n,d,DF+4,1,1,B
  • DVK.cd+4,1,1,B
Flash Punch Combo
14

1,​1,2

h,​h,​m
5,​6,​12
-17
+20a(+15)
,i13
Devil Break
77

1,1,2,DVK.F

h,​h,​m,​th
5,​6,​12,​8
-17
+5
i10
Sometimes written
  • 1,1,2,H.F
  • DVK.1,1,2,F
  • H.1,1,2,F
Spinning Demon > Left Hook
66

f,​n,​d,​DF+4,1

l,​m
15,​23
-16
+17a(+10
i26
Sometimes written Hellsweep
Thunder God Fist
62

f,n,d,df+1

m
23
-16
+29a(+19)
i20
Damnation
84

DVK.f,n,d,df+1

m,​th
23,​15
-16
Th
i20
Sometimes written
  • DVK.cd+1
  • H.f,n,d,df+1
Tsunami Kick

ws4,4

m,​m
13,​16
-15
-4c
Tsunami Kick

df+4,4

m,​m
10,​16
-15
-4c
i15~16
Devil Twister
87

DVK.SS.2

m
25
-15
i17
Sometimes written H.SS.2
Demonic Catastrophe

R.df+1+2

m,​t
55+
-15
+0d
i20
pc8~
r39

-12,-13,-14 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Omega Crash

H.2+3

l,​m,​th
12,​20,​34
-14
Th
Th
i18
Rampaging Demon
43

b+2,​4,1

m,​h,​m
12,​12,​22
-14
+11a (+2)
,i19
Impaling Knee Twin Thrust
32

df+3,​2,1

m,​m,​m
13,​15,​21
-14
+8(-1)
Sokushitsu Goda
41

b+1,2

h,​m
10,​20
-14
+9 (+0)
i20
Demon's Wrath
44

b+3,​1,​4,1

h,​h,​l,​m
15,​10,​10,​15
-14
+15a (+6)
,i15
Acute Pain
23

1+2

m,​m
5,​20
-13
+13a
i12
Delayed Rising Toe Kick
52

uf,n,4

m
20
-13
+32a(+22)
i23
js9~
Hanetoguro

SS.4,1

mm
16,​22
-13
+21(+12)
+21(+12)
i21-22
Oni Front Kick
25

f+3

m
22
-13
+5
+54a(+23)
i17
  • BT.ub+3
  • BT.uf+3
  • BT.u+4
  • BT.ub+4
  • BT.uf+4

BT.u+3

m
18
-12
+19a (+9)
i9
  • js9~24
  • fs25~27
t40 r31

ub+1

m
12
-12
-1
-1
i18
js~9
Hook
  • ub+2
  • u+2

uf+2

h
17
-12
+9
i15
  • ub+4
  • u+4

uf+4

m
16
-12
-1
i25
js9~
Back Fist Combo
16

1,​2,2

h,​h,​h
5,​8,​12
-12
+4
,i17
Soul Thrust
24

f+2

m
23
-12
+13a(+4)
i20
pc8~
Abolishing Fist
31

df+2

m
22
-12
+5
i14
t46 32
Twin Pistons
69

ws1,2

m,​m
10,​12
-12
,i22

-11, -10 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+3,2

m,​m
13,​15
-11
+5

df+3+4,1

m,​h,​m
7,​9,​15
-11
+1
i11
Slaughter High Kick
30

df+1,4

m,​h
11,​20
-11
KND
i16

b+2,2

m,​m
12,​14
-10
+1
i25
Demon Scissors
uf+4~3
22

4~3

m,​m
18,​17
-10
-1g
i31
js10~
Wind God Fist
63

f,n,d,df+2

h
20
-10
i11
t40 29
Sometimes written WGF

db+1

m
7
-10
+0
i13
t45 r31

b+1

h
10
-10
+1
i11
t40 29