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JoleneCoda (talk | contribs) (Added oki section in counterplay. Focusing mostly on 1,1,2 Ideally covering the rest in the future) |
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A good Kazuya player needs to rely on timing their attacks with the timing of their opponent to ensure moves are not sidestepped. | A good Kazuya player needs to rely on timing their attacks with the timing of their opponent to ensure moves are not sidestepped. | ||
=== Okizeme === | |||
Kazuya has incredible okizeme. f,F+3 and f,F+2 are great and safe mid options, while d+1+2 & CD4,1 are riskier lows. | |||
The important thing to understand when defending against Kazuya is that you can just keep laying down. However if you do he'll keep hitting you with f,F+4, but that is very sideroll-able, -9 on block mid and a lot less painful than the other options. | |||
So once you've conditioned the Kazuya player to always go for f,F+4 you're in a much safer place, as Kazuya is taking his most powerful situation and blunting it a lot. | |||
You also have to understand the knockdowns. | |||
{{plainlist| | |||
*- 1,1,2 | |||
*- F+4 Spike | |||
*- CD4,1 | |||
*- b+1,2 | |||
}} | |||
The really important one here is 1,1,2. Because it's fake. You're pushed too far and there's not enough frame advantage to get in and mix you. f,F+2 is too slow to beat get-up kicks, so feel free to use them to tell the Kazuya player off. There's the risk of the Kazuya player whiff punishing those getup kick, so only use them if they've gone in after 1,1,2 before. | |||
=== Throws === | === Throws === | ||
Has only 2 command throws. | Has only 2 command throws. | ||
Stonehead which is a 1+2 break | Stonehead which is a 1+2 break. | ||
Gates of Hell (from forward crouch) which is also a 1+2 break | Gates of Hell (from forward crouch) which is also a 1+2 break. | ||
=== Strings === | === Strings === | ||
All his string attacks have weaknesses: | All his string attacks have weaknesses: | ||
1243, the 4 can be low parried. | 1243, the 4 can be low parried. | ||
Df1,2. The 2 is a high and can be ducked (although he can mix this with df1-df2, which is a mid-mid string) | Df1,2. The 2 is a high and can be ducked (although he can mix this with df1-df2, which is a mid-mid string) | ||
Uf4444. The 2nd 4 is a low can be blocked and launched. | Uf4444. The 2nd 4 is a low can be blocked and launched. | ||
Df34, 1, 2 is -19f on block | Df34, 1, 2 is -19f on block | ||
Df3,2,1 is -14f on block but Kazuya can hold the 1 for massive plus frames. This can be interrupted if they hold the 1 | Df3,2,1 is -14f on block but Kazuya can hold the 1 for massive plus frames. This can be interrupted if they hold the 1 | ||
=== Heatsmash === | === Heatsmash === | ||
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=== Devil Form === | === Devil Form === | ||
Kazuya gains new moves in Devil form: | Kazuya gains new moves in Devil form: | ||
db3+4 a low hitting stomp which he can cancel into a crouchdash. Expect a hellsweep if this hits. | db3+4 a low hitting stomp which he can cancel into a crouchdash. Expect a hellsweep if this hits. | ||
1+4 a power crush which can wallsplat. | 1+4 a power crush which can wallsplat. | ||
SS2 a 17f launcher. | SS2 a 17f launcher. |
Revision as of 07:48, 11 February 2024
Kazuya |
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General advice
Kaz still has the same weaknesses as the previous game, Tekken 7.
Majority of his moves are weak to sidestep / sidewalk left. For example his hellsweep.
His poking game is relatively weak. He can be pressured up close by certain characters, due to his poking to be rather slow or lacking tracking.
A good Kazuya player needs to rely on timing their attacks with the timing of their opponent to ensure moves are not sidestepped.
Okizeme
Kazuya has incredible okizeme. f,F+3 and f,F+2 are great and safe mid options, while d+1+2 & CD4,1 are riskier lows.
The important thing to understand when defending against Kazuya is that you can just keep laying down. However if you do he'll keep hitting you with f,F+4, but that is very sideroll-able, -9 on block mid and a lot less painful than the other options.
So once you've conditioned the Kazuya player to always go for f,F+4 you're in a much safer place, as Kazuya is taking his most powerful situation and blunting it a lot.
You also have to understand the knockdowns.
- - 1,1,2
- - F+4 Spike
- - CD4,1
- - b+1,2
The really important one here is 1,1,2. Because it's fake. You're pushed too far and there's not enough frame advantage to get in and mix you. f,F+2 is too slow to beat get-up kicks, so feel free to use them to tell the Kazuya player off. There's the risk of the Kazuya player whiff punishing those getup kick, so only use them if they've gone in after 1,1,2 before.
Throws
Has only 2 command throws.
Stonehead which is a 1+2 break.
Gates of Hell (from forward crouch) which is also a 1+2 break.
Strings
All his string attacks have weaknesses:
1243, the 4 can be low parried.
Df1,2. The 2 is a high and can be ducked (although he can mix this with df1-df2, which is a mid-mid string)
Uf4444. The 2nd 4 is a low can be blocked and launched.
Df34, 1, 2 is -19f on block
Df3,2,1 is -14f on block but Kazuya can hold the 1 for massive plus frames. This can be interrupted if they hold the 1
Heatsmash
His heatsmash is a low sweep that tracks both sides. -14 on block.
Devil Form
Kazuya gains new moves in Devil form:
db3+4 a low hitting stomp which he can cancel into a crouchdash. Expect a hellsweep if this hits. 1+4 a power crush which can wallsplat. SS2 a 17f launcher.