Kazuya strategy

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Revision as of 05:58, 4 February 2024 by JoleneCoda (talk | contribs) (→‎Okizeme game: Removed text suggesting punishing wakeup kicks as they have been made safe in t8)

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.

  • ff4 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
  • ff3 is his mid safe launcher, used to mixup with his hellsweep

Key moves

DF2 is a short range fast mid counter hit launcher.

Neutral

Close range

Mid range

Long range