Kazuya (Tekken 7): Difference between revisions

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* High functioning autism
* Excellent punishment (especially from crouch)
* Mix-up from crouch dash
* Damage
* Range control
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* Autism
* Weak to his left side
* No panic moves
* Few and unreliable pokes
* Strong tools, e.g. EWGF and wave dash, gated behind execution
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Revision as of 03:03, 12 May 2022

Kazuya
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances CD – f,n,d,df
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)
  • i13 – ws1+2 (crouching)
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
Generic moves
Remapped (none)
Missing (none)
External links
Lore Kazuya Mishima
Twitter #{{{twitter}}}
Discord [1]

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Kazuya is a Mishima characterized by a high-risk high-reward mental game. This means that while he has access to a hitconfirmable 10f punish, a wavedash mixup and an electric wind god fist — he differs from the other Mishimas in possessing strong okizeme tools intended to loop situations, excellent crouching punishment, a faster EWGF that is accessible from both standing and crouching (i13), and one of the best rage drives in the game (R.f,n,d,df+1+4).

All of these strengths come at the expense of having below-average neutral poking tools, lacking a generic d/f+1 or a safe mid df+2, and struggling with range 1.5+ whiff punishment. Though there are some alternative tools he can use to compensate (like iWS4, f+3, etc.), their weaknesses often mean that a player needs to learn how to play a unique style of Tekken - relying on his crouchdash pressure moreso than other Mishimas and exposing themselves to taking risks in the neutral (using his standing d/f+2 or risky wavedash tools) in order to cover the opponent's options and gain access to damage.

Kazuya has a high execution skill ceiling, and an above-average execution barrier - as he possesses no standing launchers at the speed that most characters would without doing a precise EWGF input, which requires practice and is not bufferable. His d/f+2 on counter-hit guarantees an i13 EWGF (f,n,df#2 or f,d,df#2) — this is one of the most damaging launchers in the game, but also one of the most difficult, consisting of three consecutive 1-frame links.

Strengths
  • Excellent punishment (especially from crouch)
  • Mix-up from crouch dash
  • Damage
  • Range control
Weaknesses
  • Weak to his left side
  • No panic moves
  • Few and unreliable pokes
  • Strong tools, e.g. EWGF and wave dash, gated behind execution
EWGF in neutral
importance
★★★★★
value
★★★★★
dexterity
★★★★★
rhythm
★☆☆☆☆
importance
★★★★☆
value
☆☆☆☆☆
dexterity
★★★★☆
rhythm
★★☆☆☆
iWS from crouch dash
importance
★★★★☆
value
★★★★★
dexterity
★★☆☆☆
rhythm
★★★★☆
3x EWGF combos
importance
★★★☆☆
value
★★☆☆☆
dexterity
★★★☆☆
rhythm
★★★☆☆
-15 EWGF block punish
importance
★★☆☆☆
value
★★★★★
dexterity
★★★★☆
rhythm
★★★★☆

External links