Yeah I have been pondering the same thing too. I tested a few things out with the overheads (f.lk/f.mk) and I think you can use them in situations such as having them in a blockstring like cr.mp,cr.mp to fish for counter hits due to the push back, positive block stun and the step forward kazuya takes. The timing needs work though, it sometimes trades.
Other then that, using cr.mp (Or any other kazuya move plus on block) followed by b.lk into target combo leads into another high/low.
I have a feeling that kazuya’s mixups rely on pressure and frame traps, due to the fact that he cannot do much after overheads as far as we know. Though with such beastly damage, when you finally get the hit in your going to hurt them.
{Edit} Also has anyone been using the s.lp s.mp target combo to hit confirm? You can link it after cr. mp, cr.l, cr.lk and although cr.hp is more damaging, it’s reaaaaaly easy to link it and you have all the time in the world to confirm and follow up. Another good part is that as well as having good range that hits crouchers, the target combo sucks them in, meaning slaughter hooks are guaranteed if everything connects, as it can sometimes whiff the last hit.
The only bad side is the target combo is safe on block, but leaves you at a negative, so you may want to cancel it into a mist step/gut punch depending on if they mash or not
s.lp > s.mp it my main way of starting combos. I just block after s.mp if they block but I´m going to try to do gut punch. Can´t execute mist step good enough yet. On jump-in I just do j.hp > s.hp > SH > combo. Or j.mk instead of j.hp if I do a crossup.
Hey everyone, I just wanted to report that I MAY have found a safe chip block string for Kazuya, it involves hitting CR.MP, CR.HP (the link timing version not magic series), into Rising Sun (HK). That’s minus on block but your opponent get’s pushed too far back, I tried using the Shoto’s to see if they could reversal it and they couldn’t. If anybody else could test this I’d appreciate it!
Gut punch dash cancels might be good then until you get the mist steps down, though I would really grind away at those mist steps, they open up alot of options.
I think back lk only leads to a target combo, which leads into a high low mix up but i don’t think any hits of it are special cancelable
Just wanted to add 5lk to the list of ok AA’s with Kaz. Messed around with it last night, the timing is a little tricky at first due to the active frames but, once you get used to it, it isn’t bad. Also if it CH’s (which it often does), you get a juggle state from it. 5lk aa ch, 2fp, ewgf, 2rh (sure more is possible). Not bad for an AA that started as just a lk.
Just asking because I don’t get to play this (or any) game except on weekends and I can’t contribute videos either… Would people be interested to see a rundown comparison on the names of Kazuya’s moves? I feel like posters around this board have been confused by them quite a lot. I did something similar here, but I only covered EWGF in that one (on a whim).
This character needs a fucking cross up Hard Kick. The amount of times I get reversald after I do a jumping MK cross up is ridiculous.
Sure I can block the reversal and “see it coming” but what does it matter when they can just tag cancel and sometimes even have a mix-up.
I’ve tested the DP’s namely Sagat’s and Ryu’s, to see if they’re punishable or not upon tag cancelling - and I dunno what to say really. If you block as you come in you’re unsafe. If you press buttons as you come in you’re safe. Heck you can even do light DP into light DP for a true string with both of them via tag cancelling.
I’ve tried backdashing to make the DP’s whiff but even that doesn’t seem to work like it should. I’m considering dropping the character cos his cross-up is ass.
wow, I used to dislike TGF (the dp?) until i realized i can use it just like Sagat’s… if they jump from afar… POW. and if you hit them high enough… you get a combo from it.
Can use it from close too just have to cancel the mist step into it right away so mist step doesn’t move you forward too much. It’s invinc 1-4 and crushes jumping atks 5-15 so should never get stuffed.
don’t even think I’ve ever traded/got beaten out of thundergod fist… I’ve even smacked tatsu’s out of the air with it… seriously… I almost wish that wave dashes autocorrected if the opponent jumps over you… but even if you change the input, Kazuya keeps dashing along in the direction he was originally going. :(.
I’m going to ask this in both threads… I"m learning to play with both Kazuya and Jin (not ont he same team…). Does any one play with Kazuya AND Jin? Do we have an idea of who’s better?
I play them both… and i think that it’s too early to see the potential of them both. sure Kazuya can EWGF… but we have yet to see his mobility and offence to mesh into one.
and no one knows what they’re doing with Jin yet… (from what I’ve seen)
all i DO know… is that from anywhere further than mid screen… I’d rather be Jin.