Kazuya

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Revision as of 14:52, 17 August 2024 by Anjin (talk | contribs) (I elaborated on 1+4 and added new info.)
Kazuya
Heat
  • Grants Devil Transformation
  • Can perform EWGF without precise input.
Heat Smash i18 - l,m,th
Heat Engagers
  • f,F+2
  • df+1,2
  • db+1,2
  • b+4
  • b+1+2
Stances
  • CD (Crouch Dash) – f,n,d,df
  • DVK (Devil Kazuya) – While in Heat
Fastest
Launch
  • i11(~13) – f,n,df#2 (hard)
  • i13 – ws1,2 (crouching)
CH launch
  • i12 – 4 (high)
  • i14 – df+2 (mid)
Wall splat
  • i11 – b+1,2 (high)
  • i15 – df+1,4 (mid)
Archetypal moves
Mid check
  • df+4 – (standing)
  • ws4 – (crouching)
Stature kick db+4
Power low f,n,d,df+4,1
Shadow cutter d+1+2
Slash kick f,f,F+3
Generic moves
Remapped (none)
Missing (none)
External links
Lore Kazuya Mishima
Twitter #T8_Kazuya
Discord Kazuya Mishima

This page is for Tekken 8. For Tekken 7, see Kazuya (Tekken 7).

Kazuya is Tekken boiled down to its essentials. Block a move. Punish it. Go for Okizeme. At his core, Kazuya excels as a high-risk, high-reward style character using the traditional Mishima tools of Hellsweep and Left Splits Kick. Played optimally, Kazuya is a pure bulldozer, capable of effortlessly breaking down his opponent's guard while putting up a sizeable defense himself. While normally known as having a terrible poking game, Tekken 8 has given him some safer options in f,F+2 & d+1+2 as well as given him a few safe strings.

Kazuya's gameplan is centred around 50/50 mixups. After going into his Wind God Step stance (CD), Kazuya gains to Hellsweep (CD.4), an unseeable launching low that gives a minicombo and excellent oki on hit. Kazuya can also move out of Wind God Step and go into f,f+3, which gives him the mid Left Splits Kick that launches into a full combo if it connects. From here, Kazuya's simple gameplan emerges- put opponents in a situation where they must deal with an incoming 50/50, then consistenly loop that situation until the opponent dies. Opponents who challenge Kazuya's oki can be struck down with Demon's Steel Pedal, a counterhit thrust kick that leads into full combos.

What makes Kazuya truly scary is how well he can steal games off of this. It is entirely possible for Kazuya to snowball an entire round off of one knockdown, which is only bolstered by his horrifying punishment game. Flash Punch Combo is an incredible i10 string that knocks down on hit and is hit confirmable, while the infamous EWGF is the best i13 launch punisher in the game. Kazuya also has a number of simple but effective tools for holding opponents down. Right Splits Kick (f+4) gives him solid plus frames, which combined with Abolishing Fist (df2) and his great stature kick gives Kazuya a solid counterhit game. Kazuya's pokes are either very stubby or incredibly unsafe, necessitating that he plays an active and read-heavy playstyle.

Kazuya's Heat system is akin to his devil transformation from previous games. It powers up a large amount of his stable moves and gives better extensions to combo enders. The Hellsweep followup deals more damage and floor breaks. f,F+2 now launches via heatdash. CD3, a common combo ender, deals better damage, is +5 on block if you opt for the laser, and gives better okizeme. Additionally, he gains access to an incredible panic move in Devil's Roar (1+4), also known as Shikuei. This move is a mid, is safe, has decent range, bounds in combos, can be performed standing or crouching, and best of all, is a powercrush AND an armor breaker. It costs a third of your heat, so you can mash it if you feel pressured and not risk anything. It is the only move that completely counters heat bursts or heat engagers. Also, db+3+4~df enables okizeme. He also gains gimmick laser options that can steal rounds off of opponents who aren't expecting them.

If Jin is a stable, generalist character meant for everyone, then his father Kazuya is an explosive specialist character meant for specific players. While his bad poking game and unstable playstyle may not be for everyone, Kazuya does have a set of solid core tools that he can lean on instead. All the same, Kazuya is a great specialist character who heavily rewards time invested and delivers one of the most devastating playstyles in the game.

Strengths
  • Mishima Bloodline: As a Mishima, Kazuya has access to their excellent suite of specials and command normals. EWGF, Hellsweep, wave dash and Left Splits Kick are all best in class tools and make him well rounded.
  • Mixup Machine: Left Splits Kick and Hellsweep combine to give Kazuya 50/50 mixups at all times. Both options lead to good damage and can even allow him to loop setups if given the chance.
  • Incredible Punish Game: Flash Punch Combo is the best i10 punish string in the game, and his i13 and i15 punish tools (ws1,2 and EWGF) both lead to exceptional damage.
  • EWGF: Arguably the single best move in all of Tekken. Good range, plus on block, deals chip, and launches for a full combo. Keep out and pressure extraordinaire.
  • Devil: Kazuya's Heat gives him access to unique extensions for greater damage. His Heat Smash is also an improved Hellsweep for better mixups.
Weaknesses
  • Weak To Sidestep Left: As with all Mishimas, Kaz is very weak to being stepped. EWGF in particular has this baked in as a weakness.
  • Bad Pokes: Kazuya has many minus strings and his pokes are very stubby. It can be difficult for him to make his way in without taking substantial risk.
  • Devil's Finesse: Kazuya's gameplan requires unconventional execution to be performed very consistently. While his execution is not too far beyond other characters (unless you want to consistently WS cancel from wavedash), Kazuya demands a higher level of consistency than almost any other character on the roster, making him difficult to play. His players must have a basic ability to wavedash or perform EWGF to survive at higher levels of play.
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EWGF in neutral
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iWS from crouch dash
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-15 EWGF block punish
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value
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dexterity
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External links