Kazuya strategy

From Wavu Wiki, the 🌊 wavy Tekken wiki

General Strategies

Kazuya's gameplan is very simple. He wants to punish any of the opponents moves that whiff and deal heavy damage through his mixup from wave dash.

Kazuya usually plays 2+ range utilizing movement such as the mishima crouch dash to create space and force opponents to whiff moves. He can punish whiffed moves using moves like f3, db1,2 (heat engager), df1,2 and the execution heavy move Electric Wind God Fist (EWGF).

Kazuya also has good punishment such as the flash punch (1,1,2) a fast natural hitting combo that knockdown the opponent and starts his okizeme game

Okizeme game

Kazuya has all the tools to deal with every wakeup option. And if successful, can continuously keep the opponent grounded. Enabling him to snowball rounds.
When the opponent is knocked down, you can try to stuff their wakeup option.

  • f,F+4 also known as demon pedal, will hit the opponent on the ground if they do nothing. Can Counter hit for a combo.
  • SWR and whiff punish wakeup kicks.
  • Crouch Dash df+4,1 (hellsweep) will hit grounded opponents or reground them if they stand up.
  • f,F+3 is his mid safe launcher, used to mixup with his hellsweep.
  • f,F+2 is a long range, tracking, safe mid. It's a heat engager. It's an excellent choice to stuff wake-up kicks or catch side-rolling while not taking a large risk.

Key moves

DF2 is a short range fast mid counter hit launcher.

Neutral

EWGF - Safe on block, fast high launcher. Can be used to whiff punish slow moves or if spaced correctly, can counter hit moves 1 or 1,1 - the initial 1 is plus frames on block, and the second is slightly negative but safe. Can be used to interrupt attacks or float opponents in the air. f4 - A move that gives Kazuya plus frames on block. Can be used to setup frametraps for example, f4 into df2 d3 - A low poke that high crushes, has more range then d4

Close range

Mid range

Long range