RogerDodger (talk | contribs) No edit summary |
m (minor edit, pewgf to ewgf, since ewgf punish is much more common, still hard to master at i14 and pewgf block punish is basically never done) |
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|tech={{Plainlist| | |tech={{Plainlist| | ||
* [[Wave dash]] | * [[Wave dash]] | ||
* [[ | * [[EWGF]] block punish | ||
* [[iWS]] from crouch dash}} | * [[iWS]] from crouch dash}} | ||
|launch={{Plainlist| | |launch={{Plainlist| |
Revision as of 22:05, 8 April 2021
Kazuya (Tekken 7) |
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Kazuya | |
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Key techniques | |
Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances | {{{stances}}} |
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 | d/b+4 |
Power low | f,n,d,d/f+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-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 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.