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* [https://www.youtube.com/channel/UCmt_EdPD_lUiEkB6cVIyt8w BoaLuvb] | * [https://www.youtube.com/channel/UCmt_EdPD_lUiEkB6cVIyt8w BoaLuvb] | ||
* [https://www.twitch.tv/tk_ikari Ikari]}} | * [https://www.twitch.tv/tk_ikari Ikari] | ||
* [Crazy Dong Pal https://www.twitch.tv/crazydongpal] | |||
* [Kodee https://www.twitch.tv/kodeevu]}} | |||
|discord=[https://discord.gg/fnvRYPR] | |discord=[https://discord.gg/fnvRYPR] | ||
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Revision as of 03:07, 12 May 2022
Kazuya (Tekken 7) |
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Kazuya | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances | CD – f,n,d,df |
Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Mid check |
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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.
- Excellent punishment (especially from crouch)
- Mix-up from crouch dash
- Damage
- Range control
- Weak to his left side
- No panic moves
- Few and unreliable pokes
- Strong tools, e.g. EWGF and wave dash, gated behind execution
External links
Characters (Tekken 8) |
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