Kazuya (Tekken 7): Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
mNo edit summary
No edit summary
Line 29: Line 29:
{{Archetype|Kazuya}}
{{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''' [[Mishima]] is characterized by his explosive high-risk high-reward approach to Mishima gameplay. While he retains traditional Mishima tools such as the Flash Punch Combination, a hit-confirmable jab string, Tsunami Kicks, Kazuya has more powerful versions of some moves that define his strengths and gameplan. Kazuya's Hell Sweeps knock opponents down, allowing him to impose oppressive okizeme; Twin Pistons allows him to launch-punish low attacks which most other characters cannot; a faster Electric Wind God Fist with multiple possible inputs allows him to perform advanced techniques such as a 'Perfect Electric Wind God Fist' after landing Abolishing Fist as a counter hit, which is an extremely damaging launcher requiring a frame-perfect Electric Wind God Fist.


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 is extremely threatening with rage because of his powerful rage drive: a high-damage, high-crushing, plus-on-block advancing mid attack which leads to a Devil transformation on hit and a combo on airborne hit. Kazuya also has the option to transform into Devil Kazuya by sacrificing rage without performing the rage drive. Devil Kazuya is a far more powerful version of Kazuya with heightened mixup utility and damage output.
 
 
Kazuya's raw damage and oppressive mixup potential comes at the cost of poor poking and sparse selection of universal tools, which heavily limits his range of options in up-close situations. Kazuya demands a particular movement and timing-centric playstyle in order to be successful, requiring players to use his powerful moves with patience and precision in order to control neutral. Once Kazuya is able to knock his opponent down,


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.
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.

Revision as of 02:04, 27 July 2022

Kazuya
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 – df+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 Mishima is characterized by his explosive high-risk high-reward approach to Mishima gameplay. While he retains traditional Mishima tools such as the Flash Punch Combination, a hit-confirmable jab string, Tsunami Kicks, Kazuya has more powerful versions of some moves that define his strengths and gameplan. Kazuya's Hell Sweeps knock opponents down, allowing him to impose oppressive okizeme; Twin Pistons allows him to launch-punish low attacks which most other characters cannot; a faster Electric Wind God Fist with multiple possible inputs allows him to perform advanced techniques such as a 'Perfect Electric Wind God Fist' after landing Abolishing Fist as a counter hit, which is an extremely damaging launcher requiring a frame-perfect Electric Wind God Fist.

Kazuya is extremely threatening with rage because of his powerful rage drive: a high-damage, high-crushing, plus-on-block advancing mid attack which leads to a Devil transformation on hit and a combo on airborne hit. Kazuya also has the option to transform into Devil Kazuya by sacrificing rage without performing the rage drive. Devil Kazuya is a far more powerful version of Kazuya with heightened mixup utility and damage output.


Kazuya's raw damage and oppressive mixup potential comes at the cost of poor poking and sparse selection of universal tools, which heavily limits his range of options in up-close situations. Kazuya demands a particular movement and timing-centric playstyle in order to be successful, requiring players to use his powerful moves with patience and precision in order to control neutral. Once Kazuya is able to knock his opponent down,

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
  • Excellent punishment (especially from crouch)
  • Mix-up from crouch dash
  • Damage
  • Range control
Weaknesses
  • Weak to his left side
  • No panic moves
  • Few and unreliable pokes
  • Strong tools, e.g. EWGF and wave dash, gated behind execution
EWGF in neutral
importance
★★★★★
value
★★★★★
dexterity
★★★★★
rhythm
★☆☆☆☆
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