Kazuya (Tekken 7): Difference between revisions

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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,d/f#2 ''(standing)''
* 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 – d/f+2 ''(mid)''}}
* i14 – df+2 ''(mid)''}}
|midCheck={{Plainlist|
|midCheck={{Plainlist|
* d/f+4 – ''(standing)''
* df+4 – ''(standing)''
* ws4  – ''(crouching)''}}
* ws4  – ''(crouching)''}}
|statureKick=d/b+4
|statureKick=db+4
|powerLow=f,n,d,d/f+4,1
|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]
}}
}}
'''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 [[Electric Wind God Fist|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).
{{Archetype|Kazuya}}


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''' 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,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.
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
Key techniques
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances CD – f,n,d,df
Fastest
Launch
  • i11(~13) – f,n,df#2 (hard)
  • i13 – ws1,2 (crouching)
CH launch
  • i12 – 4 (high)
  • i14 – df+2 (mid)
Wall splat
  • i11 – b+1,2 (high)
  • i15 – d/f+1,4 (mid)
  • i13 – ws1+2 (crouching)
Archetypal moves
Mid check
  • df+4 – (standing)
  • ws4 – (crouching)
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 #{{{twitter}}}
Discord [1]

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

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.

Strengths
  • High functioning autism
Weaknesses
  • Autism
EWGF in neutral
importance
★★★★★
value
★★★★★
dexterity
★★★★★
rhythm
★☆☆☆☆
iWS from crouch dash
importance
★★★★☆
value
★★★★★
dexterity
★★☆☆☆
rhythm
★★★★☆
3x EWGF combos
importance
★★★☆☆
value
★★☆☆☆
dexterity
★★★☆☆
rhythm
★★★☆☆
-15 EWGF block punish
importance
★★☆☆☆
value
★★★★★
dexterity
★★★★☆
rhythm
★★★★☆

External links