Kazuya combos

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Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. f,F+3)
3,1,4 df+1,df+2 T! 3,1~df~3

Mini-combos

[27] CH db+2
[27] CH ss.3
[24] CH f+4
[20] CH (3,1),4
[21] CH 4
[30] CH ws1+2
[+17] f,F+4

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
  • EWGF - f,n,df#2 or f,n,d,df#2.
  • DEWGF (dash EWGF) - f,f,n,d,df#2.
  • PEWGF (perfect EWGF) - frame perfect f,n,df#2.
[23] EWGF
[+49] b+4 b+2,2 df+1,df+2 T! 3,1~df~3
[+43] dash 3,1,4 df+1,df+2 T! 3,1~df~3
[+42] b+4 df+1,df+2 T! 3,1~df~3
[26] CH df+2
[+51] EWGF b+2,2 df+1,df+2 T! 3,1~df~3
[25] ws2
[24] CH d+1+2
[+52] ws1+2 b+2,2 df+1,df+2 T! 3,1~df~3
[21] f,F+3
[+51] SSR.3 b+2,2 df+1,df+2 T! 3,1~df~3
[22] ws1,2
[+41] iWS1+2 b+2,2 b+2,2,1+2
[26] CH f,F+4
[+37] df+3 df+1,df+2 T! 3,1~df~3
[28] CH (2),2
[+35] df+3,2,1 T! df+3,2,1

Wall

Regular carry (30% scaling)
[+23] df+3+4,1,2
[+25] df+1,4 1+2
[+39] df+1,4 f+2 df+1,4 1+2
[+46] df+1,4 df+1,df+2 df+3+4,1,2

Heat

[23] EWGF
[+55] b+4 b+2,2 df+1,df+2 T! H.2+3 df+1,2~f !Heat Flop uf+3 - Overheat +6
[+53] b+4 b+2,2 df+1,df+2 T! 3,1~df~3 - While In Heat +4
[25] ws2
[24] CH d+1+2
[+58] ws1+2 b+2,2 df+1,df+2 T! H.2+3 df+1,2~f !Heat Flop uf+3 - Overheat +6
[+56] ws1+2 b+2,2 df+1,df+2 T! 3,1~df~3 - While in Heat +4
[22] ws1,2
[+47] iWS1+2 b+2,2 df+1,2~f !Heat Dash 3,1~df~3 - While in heat +6
[25] SS.2
[+52] u+1+2 dash df+1 df+1,df+2 T! 3,1~df~3
[+50] u+1+2 dash df+1,df+2 T! 3,1~df~3

Float

1
combo when you anti-air with jab here

Back-turned opponent

df+2
combo when you hit df+2 in the back

Stage hazard

Secluded Training Ground
big boy break all the walls combo here
Wall Break, both soft and hard
no tornado [+8] f,f,F3
Tornado [+15] df+1,df+2 T1 3,1~df~3
Floor Blast
[+28] H.CD3,1,1 E! df+1,df+2 T! 3,1~df~3
Floor Break
[+18] H.CD3,1,1 FB! df+1,df+2 T! 3,1~df~3

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.