a quick question about Kazuya’s EWGF, lets say im doing blockstrings and then I decide to “frametrap” with EWGF, can the opp beat it somehow? mashing lows? uppercut? Ex cmd grabs?
a low will beat a EWGF, but if they’re always mashing lows you can gamble with ex slaughterhook/devastator (slaughterhook for more dmg, but negative on blocks, while dev is safe on block)
so i just performed j.hk, cr.hp xx EWGF, cr.hp xx EWGF, cr.hp xx EWGF and got 478 dmg new corner bnb/ most damaging combo in the game?
How do you stop the opponent from going over your head after the second cr. :hp: xx EWGF?
ooh what results are you getting you mist stepping into the ewgf? i do mine straight so it comes out right on the spot for the first 2 ewgfs and then delay the final cr.hp xx ewgf, best visual cue is to do it as the are at his purple belt height(while hes standing)
Ill post a vid lemme find my camera i think my explanation was slightly shitty
http://i.imgur.com/XdNk3.jpg damage link (j.i.c)
[media=youtube]A412Vndi_sE[/media]
sorry its blurry i think this gets the most mileage out of kaz
EDIT: Totally forgot exchange last EWGF for Devastator damage ends up at 486 and easier execution for 8 more damage and a hard knockdown
[media=youtube]e3xuGDutalE[/media]
Does 446 without jump in 486 with the J.HK
http://i.imgur.com/pmcde.jpg dmg img
Do j.HK, s.HP xxx EWGF, EWGF, cr.HP xx EWGF, cr.HP xx EWGF, EWGF in the corner instead. 530 damage.
:df: + cr.:hp:(during the animation enter: :f:, n, :d:, :df:), :mp:
In total its: :df::mp:.:df::hp: xx :mp: for attack button speed, you should be entering the Mist Step almost as soon as you connect cr.Fierce
It’s almost like you’re trying to plink the MP, but you’re a bit slow.
You’re going to roll the joystick through the inputs, don’t think about hitting them, just think about making a small box in the corner of your gate… Works best with square gate, pity the fool using an octo/circle.
has anyone managed to connect a heavy attack after tagging in a partner with this combo?
You’ll have to drop the last EWGF and tag instead for the tag in to connect. I was able to connect with Ryu’s cr.HP and Lili’s cr.HP, though I don’t see why you would want to. It’s a bad use of meter unless you really need to tag out.
was trying to work out how to get the most damage out of kaz for 3 bars rather than team super with intention of seeing how much meter it would gain and lead to possible setups eg safejump after demon fist. Also it would make it easier on settling on a partner if i picked on damage, i think xiayou would be the best bet.
On a tag in or cross rush i cant seem to work out what gets the most damage, i assume on a tag in the juggle counter resets so he gets 6 juggle points to work with but all that connects for me is cr.hp xx ewgf cr.hp xx demonfist is there something im missing? can anyone confirm if cross rushes use juggle potential?
Try this (first video) for 446 dmg off a raw launcher, as opposed to the 350dmg from his bnb launcher combo. I don’t know the exact juggle properties, but I think you get less juggle points from a launcher compared to a tag cancel. Check the second video, I was able to juggle more because its a cancel.
Also, never use the cross rush chains that start with light punch or kick. The damage scaling is crazy. You want to go for links into a manual launcher (hk and hp). For example use ryu’s crouching mp linked into cr hp then hit hp and hk for the manual launcher. The damage is MUCH greater than using a light medium heavy cross rush
[media=youtube]35r7Tj4wdlw[/media]
[media=youtube]AFrzM7X2Eo0[/media]
i think in the first vid you can fit a cr.mp before the cr.hp that should take the juggle counter to 6 and confirm that launchers dont use any JP
or try Cr.Hp xx EWGF, EWGF Cr.hp xx EWGF EWGF
Think that might clear up my issue
I’ve tried a few combinations and i think the placement of the ewgf in the combo maybe alters juggle properties.I still believe there are 5 juggle points after a launcher
For example coming in with st hp xx ewgf ewgf, st.mp xx ewgf ewgf…the problem here is that the st mp does not connect which i thought it would as it does in normal combos.
So…I’m still not sure what his best launcher combo is. It seems like you can’t have 2xewgf early on in the combo because nothing will connect after it, but you can have 2xewgf at the very end of the combo. some bizarre juggle properties for sure.
s.HP xx EWGF, EWGF, cr.HP xx EWGF, s.HP xx EWGF, EWGF works midscreen. After a launcher you can do EWGF, cr.HP xx EWGF, s.HP xx EWGF, EWGF.
Thanks a lot. I guess you really can hit 6 juggle points after a launcher, but it had to be in that order. Bizarre how 2 ewgf mid or early combo doesn’t allow any follow up.
This has to become his bnb launcher combo, There’s no way for greater damage. Getting used to ewgf as the first move takes awhile due to the various distances Kazuya will be running in from.
In terms of a switch cancel, I’ll need to work on ewgf combinations to find the most damaging sequence because the juggle proporties allow for 2x ewgf mid or early combo.
Btw you can hit a combo with 10xewgf. You do the first sequence of five, then switch cancel to ryu and immediately land the ex srk which keeps the opponent grounded long enough to allow Kazuya to be switch canceled back in for the next 5ewgf.
It’s 3 bars so not worth the meter usage, but it looks pretty cool. My execution isn’t quite there yet, I’ll try get a vid up once I can nail it.
i know theoretically this is great but doing ewgf is soooo hard to do from crouching position. i prefer to always do my ewgf from standing normals (either st.hp or st.mp). regular wgf is a cinch from crouching position though.
anyone else feel the same way?
I used to think the same thing but i find that doing the full motion tends to help a lot with crouch EWGFs. I normally do :d:+:hp: > :f: N :df: (or :d: :df:)+:hp:
ahh i guess i gotta practice practice practice then