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{{Infobox fighter | {{Infobox fighter | ||
|name=Kazuya | |name=Kazuya | ||
|stances=CD – f,n,d,df | |||
|tech={{Plainlist| | |tech={{Plainlist| | ||
* [[Wave dash]] | * [[Wave dash]] | ||
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* [[iWS]] from crouch dash}} | * [[iWS]] from crouch dash}} | ||
|launch={{Plainlist| | |launch={{Plainlist| | ||
* i11(~13) – f,n, | * i11(~13) – f,n,df#2 ''(hard)'' | ||
* i13 – ws1,2 ''(crouching)''}} | * i13 – ws1,2 ''(crouching)''}} | ||
|splat={{Plainlist| | |splat={{Plainlist| | ||
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|chLaunch={{Plainlist| | |chLaunch={{Plainlist| | ||
* i12 – 4 ''(high)'' | * i12 – 4 ''(high)'' | ||
* i14 – | * i14 – df+2 ''(mid)''}} | ||
|midCheck={{Plainlist| | |midCheck={{Plainlist| | ||
* | * df+4 – ''(standing)'' | ||
* ws4 – ''(crouching)''}} | * ws4 – ''(crouching)''}} | ||
|statureKick= | |statureKick=db+4 | ||
|powerLow=f,n,d, | |powerLow=f,n,d,df+4,1 | ||
|shadowCutter=d+1+2 | |shadowCutter=d+1+2 | ||
|lore=[[fandom:Kazuya Mishima|Kazuya Mishima]] | |lore=[[fandom:Kazuya Mishima|Kazuya Mishima]] | ||
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|discord=[https://discord.gg/fnvRYPR] | |discord=[https://discord.gg/fnvRYPR] | ||
}} | }} | ||
{{Archetype|Kazuya}} | |||
'''Kazuya''' is a [[Mishima]] characterized 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 [[Electric Wind God Fist|EWGF]] that is accessible from both standing and crouching (i13), and one of the best rage drives in the game (R.f,n,d,df+1+4). | |||
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 [[Electric Wind God Fist|EWGF]] input, which requires practice and is not bufferable. His d/f+2 on counter-hit guarantees an i13 EWGF (f,n, | 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 df+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 [[Electric Wind God Fist|EWGF]] input, which requires practice and is not bufferable. His d/f+2 on counter-hit guarantees an i13 EWGF (f,n,df#2 or f,d,df#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. | |||
{{BlueRed | |||
|blue= | |||
* High functioning autism | |||
|red= | |||
* Autism | |||
}} | |||
{{KeyTechs| | |||
{{KeyTech|[[EWGF]] in neutral | |||
|importance=5|dexterity=5|rhythm=1|value=5}} | |||
{{KeyTech|iWS from [[crouch dash]] | |||
|importance=4|dexterity=2|rhythm=4|value=5}} | |||
{{KeyTech|3x EWGF combos | |||
|importance=3|dexterity=3|rhythm=3|value=2}} | |||
{{KeyTech|-15 [[EWGF]] block punish | |||
|importance=2|dexterity=4|rhythm=4|value=5}} | |||
}} | |||
== External links == | == External links == |
Revision as of 14:35, 13 March 2022
Kazuya (Tekken 7) |
---|
Kazuya | |
---|---|
Key techniques | |
Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances | CD – f,n,d,df |
Fastest | |
Launch |
|
CH launch |
|
Wall splat |
|
Archetypal moves | |
Mid check |
|
Stature kick | db+4 |
Power low | f,n,d,df+4,1 |
Shadow cutter | d+1+2 |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | Kazuya Mishima |
#{{{twitter}}} | |
Discord | [1] |
Kazuya is a Mishima characterized 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 (R.f,n,d,df+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 df+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,df#2 or f,d,df#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.
- High functioning autism
- Autism
External links
Characters (Tekken 8) |
---|