Kazumi (Tekken 7) |
---|
Neutral
Kazumi's main plan is to get up close and use her 1,1,2 and CH 4 to get big damage against counter attacks. Because of their speed, attacking into her without a frame advantage can be scary.
-
1,1,2 is i10 and the final hit can be easily hit confirmed.
-
4 is an i11 counter hit launcher.
If you try and defend instead, you need a plan for dealing with her pokes. Backdashing rarely works because her jabs and d/f+1 all have huge forward momentum. This effectively allows her to spam 1 at you forever with the only real counterplay being high crushing moves.
However, outside of the 1 jab, all her moves are -3 or worse on block. If she's spamming attacks after d/f+1 or jab strings, then any i12 or faster move will win, so just counter hit her. Reacting to blocking 1,1 or 1,2 instead of 1 is essential so that you can take your turn effectively.
Because of this, the more common Kazumi flowchart is 1,1 or 1,2 or d/f+1 into sidestep block. The mind game then is that your fastest homing move is probably i15 or slower, at which point 4 becomes a threat again.
Sidestepping
After blocking Kazumi's jab (+1):
- Sidestep right beats 1, 4, d/f+1, u/f+4, and f,F+4.
- Sidewalk right beats 1,1 and 1,2. On some characters sidestep right also beats these.
- Sidestep left can beat 1,1 and even sometimes 1,2. However, depending on the character this is rather fickle, and a step block usually won't evade the second hit.
- Sidewalk left beats d/f+4. It's common to use this move as her âhomingâ mid in this situation.
Tiger
If a string ends with a tiger, the tiger only comes out on hit, and the move is punishable on block. Can be awkward to can get the timing for punishing some of them. These moves are:
- ws3
- u/f+2
- 1+2
- b,f+2,1,1+2
- f,F+2
- d+1,2
Strings
- 3,2 and 3,1 â duck launch the high
- ws4,4 â duck the high
- d/b+2,3,4 â all -14 lows. Very delayable. First hit is reactable. Third hit can be interrupted by i11 on block. Any counter hit guarantees the next hit. Can't low parry after being hit.