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{{Kazuya}} | {{Kazuya}} | ||
{{Infobox fighter | {{Infobox fighter | ||
|name=Kazuya | |name=Kazuya | ||
|tech={{Plainlist| | |tech={{Plainlist| | ||
* | * [[Wave dash]] | ||
* i13~i14 [[Electric|EWGF]] | |||
* Wave dash into [[iWS]]}} | |||
|launch={{Plainlist| | |launch={{Plainlist| | ||
* i13 – | * i13 – ws1,2 ''(crouching)'' | ||
* | * i13+ – f,n,d/f+2 or f,d,d/f+2 ''(standing, not bufferable)''}} | ||
}} | |splat={{Plainlist| | ||
* i11 – b+1,2 ''(standing, high)'' | |||
* i15 – d/f+1,4 ''(standing, mid)'' | |||
* i13 – ws1+2 ''(crouching)''}} | |||
|chLaunch={{Plainlist| | |chLaunch={{Plainlist| | ||
* i14 – d/f+2 ''(mid)'' | * i11 – 4 ''(high)'' | ||
* i14 – d/f+2 ''(mid)''}} | |||
| | |missingGenerics={{Plainlist| | ||
* | * d/f+1 | ||
* | * d/f+2 | ||
* | * u/f+4 | ||
}} | * parry}} | ||
|midCheck={{Plainlist| | |midCheck={{Plainlist| | ||
* | * b+2 ''(standing)'' | ||
* iWS4 ''(standing)'' | |||
* WS4 ''(crouching)''}} | |||
|statureKick=d/b+4 | |||
|powerLow=f,n,d,df+4,1 | |||
|snakeEdge=d+1+2 | |||
|lore=[[fandom:Kazuya Mishima|Kazuya Mishima]] | |||
|activePlayers={{Plainlist| | |||
* [https://www.youtube.com/channel/UCmt_EdPD_lUiEkB6cVIyt8w BoaLuvb] | |||
* [https://www.twitch.tv/tk_ikari Ikari]}} | |||
|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 *ndash; 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 (f,n,d,d/f+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 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 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,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. | |||
== External links == | == External links == | ||
* Basics guide by Xiang [https://www.youtube.com/watch?v=e4tBpBVhKtw Part 1], [https://www.youtube.com/watch?v=QwJsjBN86x0 Part 2], [https://www.youtube.com/watch?v=6lFYUYJwwO0 Part 3] | * Basics guide by Xiang [https://www.youtube.com/watch?v=e4tBpBVhKtw Part 1], [https://www.youtube.com/watch?v=QwJsjBN86x0 Part 2], [https://www.youtube.com/watch?v=6lFYUYJwwO0 Part 3] |
Revision as of 18:21, 8 April 2021
Kazuya (Tekken 7) |
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Kazuya | |
---|---|
Key techniques | |
Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances | {{{stances}}} |
Fastest | |
Launch |
|
CH launch |
|
Wall splat |
|
Archetypal moves | |
Mid check |
|
Stature kick | d/b+4 |
Power low | f,n,d,df+4,1 |
Snake edge | d+1+2 |
Generic moves | |
Remapped | (none) |
Missing |
|
External links | |
Lore | Kazuya Mishima |
#{{{twitter}}} | |
Discord | [1] |
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 *ndash; 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 (f,n,d,d/f+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 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 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,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.