Kazumi counterplay: Difference between revisions

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(Created page with "{{Kazumi}} == Neutral == Kazumi's primary game plan involves playing up close and using her 1,1,2 and CH 4 to get big damage against counter attacks. === Sidestepping ===...")
 
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== Neutral ==
== Neutral ==


Kazumi's primary game plan involves playing up close and using her 1,1,2 and CH 4 to get big damage against counter attacks.
Kazumi's main plan is to get up close and use her 1,1,2 and CH 4 to get big damage against counter attacks. Because of their speed, attacking into her without a [[frame advantage]] can be scary.
 
<gallery>
File:Kazumi-CH-1,1,2.mp4|1,1,2 is i10 and the final hit can be easily [[hit confirm]]ed.
File:Kazumi-CH-4.mp4|4 is an i11 counter hit launcher.
</gallery>
 
If you try and defend instead, you need a plan for dealing with her pokes. Backdashing rarely works because her jabs and d/f+1 all have huge forward momentum. This effectively allows her to spam 1 at you forever with the only real counterplay being high crushing moves.
 
However, outside of the 1 jab, all her moves are -3 or worse on block. If she's spamming attacks after d/f+1 or jab strings then any i12 or faster move will win, so just counter hit her. Reacting to blocking 1,1 or 1,2 instead of 1 is essential so that you can take your turn effectively.
 
Because of this, the more common Kazumi flowchart is 1,1 or 1,2 or d/f+1 into [[sidestep]] block. The mind game then is that your fastest homing move is probably i15 or slower, at which point 4 becomes a threat again.


=== Sidestepping ===
=== Sidestepping ===
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After blocking Kazumi's jab (+1):
After blocking Kazumi's jab (+1):


* [[Sidestep]] right will beat 1, 4, d/f+1, u/f+4, and f,F+4.
* Sidestep right beats 1, 4, d/f+1, u/f+4, and f,F+4.
* [[Sidewalk]] right will beat 1,1 and 1,2. On some characters sidestep right will also beat these.
* Sidewalk right beats 1,1 and 1,2. On some characters sidestep right also beats these.
* Sidestep left can beat 1,1 and even sometimes 1,2. However, depending on the character this is rather fickle, and a step block usually won't evade the second hit.
* Sidestep left can beat 1,1 and even sometimes 1,2. However, depending on the character this is rather fickle, and a step block usually won't evade the second hit.
* Sidewalk left will beat d/f+4. It's common to use this move as her “homing” mid in this situation.
* Sidewalk left beats d/f+4. It's common to use this move as her “homing” mid in this situation.  


== Tiger ==
== Tiger ==


If a string ends with a tiger, the tiger only comes out on hit, and the move is punishable on block. Can be awkward to can get used to the timing. These moves are:
If a string ends with a tiger, the tiger only comes out on hit, and the move is punishable on block. Can be awkward to can get the timing for punishing some of them. These moves are:


* ws3
* ws3

Revision as of 16:35, 1 May 2021

Neutral

Kazumi's main plan is to get up close and use her 1,1,2 and CH 4 to get big damage against counter attacks. Because of their speed, attacking into her without a frame advantage can be scary.

If you try and defend instead, you need a plan for dealing with her pokes. Backdashing rarely works because her jabs and d/f+1 all have huge forward momentum. This effectively allows her to spam 1 at you forever with the only real counterplay being high crushing moves.

However, outside of the 1 jab, all her moves are -3 or worse on block. If she's spamming attacks after d/f+1 or jab strings then any i12 or faster move will win, so just counter hit her. Reacting to blocking 1,1 or 1,2 instead of 1 is essential so that you can take your turn effectively.

Because of this, the more common Kazumi flowchart is 1,1 or 1,2 or d/f+1 into sidestep block. The mind game then is that your fastest homing move is probably i15 or slower, at which point 4 becomes a threat again.

Sidestepping

After blocking Kazumi's jab (+1):

  • Sidestep right beats 1, 4, d/f+1, u/f+4, and f,F+4.
  • Sidewalk right beats 1,1 and 1,2. On some characters sidestep right also beats these.
  • Sidestep left can beat 1,1 and even sometimes 1,2. However, depending on the character this is rather fickle, and a step block usually won't evade the second hit.
  • Sidewalk left beats d/f+4. It's common to use this move as her “homing” mid in this situation.

Tiger

If a string ends with a tiger, the tiger only comes out on hit, and the move is punishable on block. Can be awkward to can get the timing for punishing some of them. These moves are:

  • ws3
  • u/f+2
  • 1+2
  • b,f+2,1,1+2
  • f,F+2
  • d+1,2

Strings

  • 3,2 and 3,1 – duck launch the high
  • ws4,4 – duck the high
  • d/b+2,3,4 – all -14 lows. Very delayable. First hit is reactable. Third hit can be interrupted by i11 on block. Any counter hit guarantees the next hit. Can't low parry after being hit.