For characters like that, I just press cr.HP a little earlier than usual… Against King’s j.HK, on the other hand, I’d rather just block. Kazuya doesn’t have the best AA’s, I admit, but they’re usable.
I noticed too that both of those aren’t an end all be all of aa’s but, I did notice that the TGF is a legit answer to aa’ing. At 170 or 80 a pop per aa, that is decent damage over the c.fp or s.mk (non-counter hit).
So the one that they had in the trailer is no longer present in the game as in they just took it out? Its not some sort of Special Team super or somethin specific to only certain teams that we just dont know about?
I want that gat damn Corkscrew Uppercut!
Hmm who care’s, it’s become kinda near useless in tekken anyway. I just wish he had a standard gut punch that wasn’t a cross art super…
I’m having similar issues with anti air. seems like he is very weak to jump in’s =(
Im real tired of playing this stupid fucking character. Him and his ugly fucking face need to fuck off.
salt
Yeah, cr.HP is that great at all, the startup is slow and other chars have similar normals that come out faster and have better hitboxes. You really need to throw it out preemptively and it’s unsafe on whiff. st.MK is okay, it’s a standard midrange AA.
low fierce works pretty well against giefs jump fierce but yeah, as everyone is saying you have to do it hella early
the dragon uppercut is suppose to be his best AA according the guide becuase it’s jump attack invul and it goes straight up unlike the WGF. in practice it hasnt been that great for me.
his DGF has auto block on it for a few frames maybe learning the timing on that would be worth it. i know i’ve gotten it out on accident when i fucked up a dragon uppercut and everything went better than expected.
About the GP’s Autoblock/Armor just a repost
Once i have the game i’ll try it as an AA, but indeed as the guide said Dragon Uppercut (TGF) has some invincibility to it, although i nwould imagine it’s no shoryuken.
Question the combos on youtube from his Slaughter hook, low MP low fierce into whatver they’re links right… and for practicality’s sake if I opted to just use crouch fierce… would the loss of damage be so great? and does it push opponent’s back less (in such state)
How should I approach fighting Hugo? His Lariato hurts :(. Also what’s good for Air-to-Air, his j.MK and j.HK have been losing out to stuff or could that just be due to match-ups and/or my timing?
I was pressuring the shit out of him with meaties once i knocked him down. The dude I was playing was a super scrub so who knows. Does his armor move beat meaties?
dragon uppercut is his best AA, it crushes jump ins and has invincibility 1-4
ending it with the low sweep for a hard knockdown is also good.
If you can get WGF or EWGF as an AA (timing is very strict so I’d use dragon) then its a free combo
I’ve noticed that cr fierce needs to be done early in their jump to avoid a trade.
I’m beginning to prefer his st.mk over the cr.fierce, simply more reliable. And when I’m more comfortable, dragon uppercut does seem like the best option. And yeah, the get off me move on wake up is EX LP+HP.
he’s such a solid character i’m having trouble deciding on second team member.
You can play it a couple of ways but the best bet is just to RTSD, like any other character. Kazuya packs enough of a punch to drop Hugo in a few solid confirms. Just make sure you’re raining down hits on top of his head and crossing him up all day so he can’t wakeup lariat reliably. Other than that, Kazuya has decent footsie tools but you can’t rely on them 100% against Hugo or he’ll lariat through and clap combo you for half life+
That said, I haven’t fought many good Hugos, though I feel Kazuyas rushdown is among the best in the game and he doesn’t have to be afraid of too many of Hugos shenanigans. Give a grappler too much respect and he’ll fuck you up.
I think a lot of the times, going air-to-air is better than trying to anti air. If you don’t have enough time to get airborne though, Kaz has a few options
-Wavedash away from it
-Invincible backdash
-With proper spacing, st. mk ( or is it hk? i’ll double check ) is great.
And yeah, I don’t think Kaz loses to any characters for free quite yet. I have had some trouble though with characters that pack superior footsie tools/low fireballs/reliable reversals so I think you need an SF4 character like Ryu/Juri/Akuma to cover his few blind spots.
Kazuya’s AAs are pretty horrible. Crouch fierce gives him no coverage of cross-up jumps so they can basically jump over his pokes to the cross-up side and apply pressure.
The main setbacks with TGF are that it moves him forward; (so again, no good for proximity jumps) and it’s slow, so they can often kick right through the invincible uppercut and then land and block it unless you get early timing.
this has been my issue. ive been running king for all the games this weekend but, it’s still not clicking for me.
I was considering steve fox after seeing some of the damage and pressure he can apply. seems like it could be a scary team.
His AA is not the best I agree. But I feel it just a matter of learning to choose from c.HP, TGF, Mist Step and block. A little training and you should be ok.
In SFIV I play Sakura so my experience with AA is c.HP beats everything. I am not even used to blocking against jumpins because I don´t need to with Sakura. Can´t wait for her to be DLC.
But talking about Kazuya. Can he do anything after a successful c.HP AA? Either a real combo or something safe on block?
And can you combo into Heavy or EX Rising Sun?
As a second character I play Akuma since they seem to fit together. Personality wise. I want one from each game series in my team. Akuma used to be on point but Kazuya with his great damage pushed Akuma back to back up position.
I’m not sure, I’ll have to try it out. I was just backing off on knockdown because I got caught by Hugo’s wake up 360 and it made me think twice lol.
I think giving Hugo too much respect was half my problem to be honest, I ate one wake up 360 and just backed the fuck off for the rest of the match. I guess I’ll just have to be safer with my pressure, learn the match up and time/aim my cross ups better :3
I’m wondering if chaining LK/LP>MP… to combat the lariat armour would be a good idea or if the MP would just lose out to it. Meh I’ll check it later.
Thanks chaps.
when playing footsies i like to buffer
s.hp to qcb+hk hk (rising sun) - the push back makes it safe on block
and
c.mk to qcb+hp (devastator) - the push back makes it safe on block
the crap anti airs and safe pressure reminds me of sf4 bison in a way.