Kazumi counterplay

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Revision as of 03:20, 1 May 2021 by RogerDodger (talk | contribs) (Created page with "{{Kazumi}} == Neutral == Kazumi's primary game plan involves playing up close and using her 1,1,2 and CH 4 to get big damage against counter attacks. === Sidestepping ===...")
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Neutral

Kazumi's primary game plan involves playing up close and using her 1,1,2 and CH 4 to get big damage against counter attacks.

Sidestepping

After blocking Kazumi's jab (+1):

  • Sidestep right will beat 1, 4, d/f+1, u/f+4, and f,F+4.
  • Sidewalk right will beat 1,1 and 1,2. On some characters sidestep right will also beat 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 will beat d/f+4. It's common to use this move as her “homing” 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 used to the timing. 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 – duck launch the high
  • ws4,4 – duck the high
  • d/b+2,3,4 – 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.