It doesn’t have to be a f,n,d/f precisely but that’s how the shortcut motion worked in Tekken and it works in this game and it’s a much easier, consistent motion to do inside of a wave dash. If you spam Mist Step all you really have to do for EWGF to come out is get the just frame on d/f+P and it’ll work.
Actually you don’t need to use the shortcut motion. This way is much more difficult for those who don’t have very good execution. You can cancel the crouch dash into the regular EWGF input the same way you would in Tekken, for those of you who have played. The input would look like:
f,N,d,d/f(crouch dash/mist step)~f,N,d,d/f+MP or HP(EWGF)
Yeah, 2 mist steps into Punch, but you can shortcut the motion anyway. Kazuya has always been able to do crouch dashes with f,n,d/f (which is tapping Forward then Down/Forward) to begin with. Heihachi and Jin can’t, but Kazuya always could. He still can in this game, and it’s a lot easier when you’re trying to do another within 34 frames.
In Tekken 6 isn’t ‘Rising Upper’ listed as F * DF 2 anyway? I know that EWGF isn’t listen in the Tekken 6 command lists obviously. Missing out the Down in the input definitely helps execution though!
This video Might help out if anyone’s struggling with the motion.
I found a more damaging variation to the mid screen combo.
j.HK > cr.HP xx EWGF > EWGF > cr.MK xx EWGF > cr.HK
462 damage. 0 meter. Mid screen. Untechable knockdown.
Does Kazuya have any good anti air? because I’ve tried c.HP but it’s getting beaten most of the times, and trades occasionally.
Has this been posted? Kazuya can do three CR.MP’s into CR.HP off a LP Slaughter Hook in the corner, you can’t follow up after the HP but it looks cool. This allows you yo keep your momentum going as it doesn’t cause a knockdown. The full combo is
Corner: CR.MP, CR.HP, Slaughter Hook, CR.MP, CR.MP, CR.MP, CR.HP.
I’m curious of this too, c.HP seems okay but you’ve gotta time it quite well, Mist Step > RIsing Upper seems to work if you have the space. I’m wondering what else is a good Anti-Air for him. HK seems like it could be alright, but I haven’t played online yet.
Has anyone tested whether EWGF crushes mids or special mids? By special mid I mean an attack like a Ryu cr.lp, which is done crouching but can be blocked high or low.
from my experience EWGF seems like it just bodies everything that isn’t a low.
against jump ins it almost seems like Kaz’s best option is to go air to air.
i always start my bnbs now with c.mp, because from there u can decide if u want to link into a c.fierce combo or combos that start from a stand jab, its pretty awesome.
Is anybody else using cr. LP, cr. MP, cr. LK, LP Slaughter Hook, “whatever you want to do after that” as a hit confirm? My main background is SF4 and I’m use to links to hit confirm instead of chains. I tried doing Agony Spear but it feels strange to me, I guess I just feel out of my element.
My main background in character selections has always been shoto’s since 1992 as well so that didn’t help with this situation either. But I’m coming along some what. I need to a lot more work with Kazuya as I’m not using his full arsenal.
I’m definitely using the EWGF, st. hp EWGF, st. hp EWGF, EWGF. Does 20 damage less than my current 1 bar bnb and is meterless. This is the kind of stuff that puts Kazuya on the map. I only land it about 1/4 attempts in training room, but it’s becoming easier and easier. Gotta put in that work.
So what’s the absolute highest off of a launcher / tag with no meter? I’ve been doing cr.mp EWGF, st. hp EWGF, I know there’s definitely something better you can do.
Also, who’ve people been pairing up with Kazuya for max combo potential? Anyone able to break 650 / 700?
It beats Ryu’s cr. jab.
With the SF cast, it seems to beat everything that isn’t a dedicated low.
With the Tekken cast, it seems to be really character specific. I’m unsure on how all of it works, just putting in lots of training room time to figure that stuff out myself. I need to break it down with dhalsim / claw and all those characters, I want a salty run back with Arturo lol.
For anti air, devastator absorbs one hit and hits them as they land. Works wonders, but you have to time it. Cr. HP is a garbage anti air, hitbox is somewhat small, that or the timing is weird. I use st. MK, that shit keeps hugo at bay.
Devastator absobs? didnt know.
I thought its was only Demon God Fist.
I’m having a hard time with the timing for the mid-kick after a TGF. I’ve only landed it once, and I’ve been pretty thorough in testing different timings. Here’s the sequence I’m doing (I apologize for my notation; this is my first post):
:f: n :d: :df: :f: + :lp:, :k:
I can’t land a standing kick, but I can hit a sweep every time. Any advice?
the mid kick only works on juggled opponents, aka not on the ground. try something like slaughter hook into the mist step LP followup, mk followup. idk.
That would explain it. I’ll start training it out of a juggle then. Thanks.
Here are some combo’s I have been practicing…
Corner: J.Hk Cr.Hp EWGF EWGF Cr.Hp EWGF Cr.HP EWGF EWGF (530)
Mid: J.Hk Cr.Hp EWGF EWGF Cr. mk EWGF St.HP EWGF EWGF (519)
You may be able to replace cr.mk with another ST.HP but timing is hard…
Also my personal favorite combo for my team is now…
Anywhere: J.H Cr.HP Hk. Rising Sun (Hugo Switch) J.Hp Cr. MP Lp. Clap Cr.MP Lk Clothesline Cr.Lk Lp Clap backbreaker for (557)
With Hugo Super it is 650!.. also you can replace J.Hk with counter hit Demon god fist to make these combos 580, 559, 607, and 700… 700 without gems! yay
Or you can just to J.Hk Cr.HP EWGF Cr.HP EWGF ST.HP Cross Super for 702 and less meter
haha i cant do ewgf from crouching normals.