Kazuya (Tekken 7): Difference between revisions

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|discord=[https://discord.gg/fnvRYPR]
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'''Kazuya''' is a Mishima-style character whose playstyle is characterised by a high-risk high-reward mental game. This means that while he has access to a hitconfirmable 10f punish, a wavedash mixup and an electric wind god fist *ndash; he differs from the other Mishimas in possessing strong okizeme tools intended to loop situations, excellent crouching punishment, a faster EWGF that is accessible from both standing and crouching (i13), and one of the best rage drives in the game (f,n,d,d/f+1+4).  
'''Kazuya''' is a Mishima-style character whose playstyle is characterised by a high-risk high-reward mental game. This means that while he has access to a hitconfirmable 10f punish, a wavedash mixup and an electric wind god fist he differs from the other Mishimas in possessing strong okizeme tools intended to loop situations, excellent crouching punishment, a faster EWGF that is accessible from both standing and crouching (i13), and one of the best rage drives in the game (f,n,d,d/f+1+4).  


All of these strengths come at the expense of having below-average neutral poking tools, lacking a generic d/f+1 or a safe mid Mishima d/f+2, and struggling with range 1.5+ whiff punishment. Though there are some alternative tools he can use to compensate (like iWS4, f+3, etc.), their weaknesses often mean that a player needs to learn how to play a unique style of Tekken - relying on his crouchdash pressure moreso than other Mishimas and exposing themselves to taking risks in the neutral (using his standing d/f+2 or risky wavedash tools) in order to cover the opponent's options and gain access to damage.
All of these strengths come at the expense of having below-average neutral poking tools, lacking a generic d/f+1 or a safe mid Mishima d/f+2, and struggling with range 1.5+ whiff punishment. Though there are some alternative tools he can use to compensate (like iWS4, f+3, etc.), their weaknesses often mean that a player needs to learn how to play a unique style of Tekken - relying on his crouchdash pressure moreso than other Mishimas and exposing themselves to taking risks in the neutral (using his standing d/f+2 or risky wavedash tools) in order to cover the opponent's options and gain access to damage.


Kazuya has a high execution skill ceiling, and an above-average execution barrier - as he possesses no standing launchers at the speed that most characters would without doing a precise EWGF input, which requires practice and is not bufferable. His d/f+2 on counter-hit guarantees an i13 EWGF (f,n,d/f+2 or f,d,d/f+2) – this is one of the most damaging launchers in the game, but also one of the most difficult, consisting of three consecutive 1-frame links.
Kazuya has a high execution skill ceiling, and an above-average execution barrier - as he possesses no standing launchers at the speed that most characters would without doing a precise EWGF input, which requires practice and is not bufferable. His d/f+2 on counter-hit guarantees an i13 EWGF (f,n,d/f+2 or f,d,d/f+2) this is one of the most damaging launchers in the game, but also one of the most difficult, consisting of three consecutive 1-frame links.


== External links ==
== External links ==


* Basics guide by Xiang [https://www.youtube.com/watch?v=e4tBpBVhKtw Part 1], [https://www.youtube.com/watch?v=QwJsjBN86x0 Part 2], [https://www.youtube.com/watch?v=6lFYUYJwwO0 Part 3]
* Basics guide by Xiang [https://www.youtube.com/watch?v=e4tBpBVhKtw Part 1], [https://www.youtube.com/watch?v=QwJsjBN86x0 Part 2], [https://www.youtube.com/watch?v=6lFYUYJwwO0 Part 3]

Revision as of 18:43, 8 April 2021

Kazuya
Key techniques
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch
  • i11(~13) – f,n,d/f#2 (standing)
  • i13 – ws1,2 (crouching)
CH launch
  • i12 – 4 (high)
  • i14 – d/f+2 (mid)
Wall splat
  • i11 – b+1,2 (high)
  • i15 – d/f+1,4 (mid)
  • i13 – ws1+2 (crouching)
Archetypal moves
Mid check
  • d/f+4 – (standing)
  • ws4 – (crouching)
Stature kick d/b+4
Power low f,n,d,d/f+4,1
Shadow cutter d+1+2
Generic moves
Remapped (none)
Missing u/f,n,4
External links
Lore Kazuya Mishima
Twitter #{{{twitter}}}
Discord [1]

Kazuya is a Mishima-style character whose playstyle is characterised by a high-risk high-reward mental game. This means that while he has access to a hitconfirmable 10f punish, a wavedash mixup and an electric wind god fist — he differs from the other Mishimas in possessing strong okizeme tools intended to loop situations, excellent crouching punishment, a faster EWGF that is accessible from both standing and crouching (i13), and one of the best rage drives in the game (f,n,d,d/f+1+4).

All of these strengths come at the expense of having below-average neutral poking tools, lacking a generic d/f+1 or a safe mid Mishima d/f+2, and struggling with range 1.5+ whiff punishment. Though there are some alternative tools he can use to compensate (like iWS4, f+3, etc.), their weaknesses often mean that a player needs to learn how to play a unique style of Tekken - relying on his crouchdash pressure moreso than other Mishimas and exposing themselves to taking risks in the neutral (using his standing d/f+2 or risky wavedash tools) in order to cover the opponent's options and gain access to damage.

Kazuya has a high execution skill ceiling, and an above-average execution barrier - as he possesses no standing launchers at the speed that most characters would without doing a precise EWGF input, which requires practice and is not bufferable. His d/f+2 on counter-hit guarantees an i13 EWGF (f,n,d/f+2 or f,d,d/f+2) — this is one of the most damaging launchers in the game, but also one of the most difficult, consisting of three consecutive 1-frame links.

External links