Kazuya |
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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.
- EWGF is kazuya's launcher from wavedash, incredibly useful for pressure, block & whiff punishment
- Hellsweep (CD4,1) is Kazuya's powerful low from wavedash. Grounds opponents and is used as part of his 50/50
- FF3 is Kazuya's safe mid launcher, the other part of his 50/50
- 1 Kazuya's best poke
- F2 Kazuya's power crush. Slow but does it's job
- F1+2 a punch sabaki. A sabaki is a move that will always come out and outpriortise & parry other moves, in this case, punches. Can parry EWGF, Demon paw, Claudio's running 2, every jab in the game. The startup of the parry is 2~4 frames, can be used inbetween some strings. Very slow recovery on whiff however.
- uf3 fast low crush
- f3 long range mid poke
- d4 medium range high homing poke. Also a heat engager
- Df1,2 heat engager and does chip damage on block
- FF2 A new move that's great for whiff punishing and it's a heat engager. And in heat it can launch on hit by heat dashing
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
- 1 - Can lead to 1, 1, 2 which knocks down, but without enough advantage to beat wakeup kicks. 10f fast jab and be used to interrupt strings or the opponents offence.
- D1 - Crouch jab. Can stop an opponent's offence and gives plus frames on hit. Can be low parried however. You can also use WS (while standing) moves from crouch after the jab like WS1,2 a 13f launcher, the fastest WS launcher in the game. Or WS4 as a quick mid check, if you wish to play less risky.
- D4 - a fast low poke that high crushes. Gives minus frames on hit and can be launched if blocked by some characters, useful if D1 doesn't have the range
- DF2 - 14f homing mid that launchs on counterhit. Great for opponents that sidestep and press buttons
- B1,2 - 11f punisher, can also be used if 1 doesn't have enough range. Punishable, but can lead to a knockdown if successful.
- f1+2 - Punch parry
- ff1+2 / uf1+2 - stonehead throw, 1+2 break. Leaves opponent are your feet, can do ff+4 for a followup
Mid range
- F3 - A mid long range kick, very linear but can stuff any attempts to advance onto Kazuya. Do not use up close as it is punishable on block.
- B4 - A high homing kick, also a heat engager. Can be used in conjuction with F3 to stop people sidestepping.
Long range
- EWGF with Mishimia wavedash - The Mishima wavedash allows Kazuya to close distance very very quickly. Paired with EWGF can make Kazuya a threat should he chose to approach.