The Kazuya Mishima Thread

Not sure why you would want to. If your opponent is in a juggle only the first hit will connect and its not a hard knock down so they can quick rise and punish you. It will connect fully from a basic chain though, but its more efficient to use EX Slaughter Hook or anything else for that matter.

It can be pretty helpful to use EX Demon God Fist as a wake-up move. From when I’ve used it, it’s pretty useful against those people who have moves that trade with your reversal EX Slaughter Hook.

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Jump back HP or HK is a great way to cut off dive kicks when Rufus takes to the air, either as ‘get off me’ or to keep out if he’s using them to approach. It’s only worth 100-125 damage and some space, and can be cut off if you’re trying to prevent close dive kick followed by dive kick; but it’s a lot better than nothing.

Stand LK (the first move of Agony Spear, be careful not to get b+LK) is an awesome button to keep him grounded after blocking a dive kick. It’ll block subsequent attempts to take to the air, including any dive kick angles that are supposed to screw your AA, and will beat sloppy throw attempts and frame gaps. It’s 5 frame start-up against his 4 frame jabs; so use it to challenge in situations where his dive kick doesn’t give him the frames, and consider masking it in blockstun a bit like an SF4 crouch tech for when he has the frames to jab freely. This can of course be frame-trapped, so be smart about when and when not is a good time to use it.

Stand MP is also really good for the same purpose but covers a slightly different area (less vertical cover, more horizontal). Same 5 frame start-up, has a great hit box for anti airing dive kicks and 4 active frames. A good option to keep him grounded after he jab/shorts his way out and wants to get right back in. Covers crouching and +2 on block.

Stand MK is 4 frame start-up and decent, but not great, at the same purpose. It’s a good option for initial dive kick anti air at the right spacing.

(Rufus can cross-up standing characters with dive kick btw)

Try to use far stand HK a bit like Chun Li’s. It has significantly less range, but much better frames. Beware of bear grab charges, which he can use to fish for these.

Use cr.LK~cr.MK chain as an armour breaker for his bear grab.

Other than that, I can’t think of much more in advice. Aside from sweep and far HK, Kazuya seems kinda ineffective against Gief’s footsies.

As described already, fast jab and good advantage.

Look for gaps. She has to stagger the far jabs to stay in because of pushback, which means frame gaps. Consider EX Slaughter Hook to blow through. If closer jabs are being kept water-tight, then Alpha counters are safer to attempt. When it looks like she’s at a distance where she needs to step in forward a bit to keep it up, you should try using your standing jab there to get through, if you’re up for that.

Backdashing can also be useful.

I noticed target combos cause knockdowns against aerial opponents. So if you mash jab or jab, mp (because tekken characters can’t rapid fire their lights) after a blocked high divekick and he goes for another one you’ll be able to juggle afterwards.

Just saying, vs. Zangief. EWGF beats out EX Command throw and normal command throws.

Hey everyone I hadn’t seen this posted yet so forgive me if it’s common knowledge already. If you end a juggle with DGF and do immediate dash forward and j.hp it will be a safe jump against reversals slower than 3 frames. If you empty jump you will be safe from 3 framers. I recorded it against Sagat’s 4 frame lp.TU…

[media=youtube]WdBLUXTI88E[/media]

Nice thread btw. Yo I gotta point this out I am a Kazuya player Law is a good partner btw :tup: he opens up doors. But lately I’ve still been having problems with his Mist Step. I’m sorry I’m damn near giving up on that move I’m still practicing that shit, so to sub for it I’ve been abusing his Slaughter Hook and praise the lord :pray: it’s been criminal what I’ve been doing once corning opponents and the tag in assist after S-Hook and his Ex S-Hook beats jump ins. My point being is that most believe that once mastering Mist Step Kazuya is a better player and use, truth is his Mist Punch eats projectiles so does Ex. His Mix up game is good so is his cross over kick into cr hp into light S-hook etc and he has many links for assist tag ins, footsies is great. The man is a beast. So if your having trouble with his Mist Step look for other avenues to make up for Mist Step until you get it down. Please don’t underestimate S-Hook, I promise you, you can still get 400-500+ damage off that shit plus your enemy goes nowhere except ground! Not only that online play S-Hook is a big help my timing and lag for Mist Step has been total shit pain. S-Hook makes up for it and it’s easier to land through intense battles. Just a tip I thought I add for those struggling with Mist Step.

As a Tekken player I can say right now that a Mishima that can’t Electric is a dead Mishima. It’s not as prevalent in this game but I believe that this move separates the boys from the men. S-Hook is great but risky unlike EWGF so get to practicing Kaz players and lets hope you guys transition into Tekken. :wink:

Well I’m a fan of Tekken 6 I’m just hanging with Kaz until Lars is in this roster and ass cheeks will be kicked:badboy:. My question to you is how is EWGF is less risky than S-Hook? EWGF gets punished more so than the Shoto DP. Explain.

Considering EWGF is plus on block and has pushback. At times it can even beat out SPD’s. I haven’t seen anyone punish a true EWGF, yet. Ya I’d say its safer in the fact you can end block strings with it, use for counter hit set ups and the fact it builds a lot of meter makes it a go to option. Just don’t whiff it guys learn your spacing and use your long range pokes to ease in with it. Also you can’t depend on it to Anti Air but you can just Thunder god fist in its place which uses mist step, which really isn’t mist step in tekken, but I digress.

i was doing simple math on the kazuya’s frame data because i’ve noticed that srk happy shotos love to mash them in between strings
personally, i got often hit by reversals in while twin fang

from the frame data (startup/on block):

LP 4 / +6
LP>MP 8 / -4
LP>MP>MK 10 / -7
LP>MP>MK>LK 11 / -8

beside the obvious last disadvantage we should have a 2 frame gap between LP and MP (same as left right combo) and 14 between MP and MK

same thing with agony spear:

LK 5/+2
LK>LP 8/-1
LK>LP>MK 9/-7

at first i thought some kind of rapid firing for chains like these but i don’t really think i change the timing for my twin fang
if this is real, kazuya doesn’t really have any reliable frame trap beside baits with EX SH and ewgf which still require heavy execution and in the long run would mean troubles especially if tiered against no gap walking jabs

There’s no frame gap in left right combo. You can’t subtract the frame data because you’re not linking the normal afterwards, but rather cancelling it. LP has 13 frames of blockstun which is more than enough to cover for the startup of s.mp (8 frames).

But, in all honesty, just ewgf. It should beat shoryukens and give you ridiculous punish afterwards. If you’re not ewgf you’re a fraudulent mishima!

yup i thought of that but the gap in between twin fangs MP>MK and MK>LK is still real (can’t post a vid but it shouldn’t be a problem to test in practice mode)
that’s why i tried the frame math (where you still have an explicit startup for mid inputs)

agreed on ewgf

Yeah, now that I figured out how to EWGF on my hitbox-style controller half of Kazuya’s combo options seem obsolete.

Im a disagree on Kazuya’s combo options being obsolete, I think people are putting in too much trust in Kazuya’s EWGF like Shoto’s trust that broken DP. Which makes my point Kazuya’s a beast but he’s no Shoto his EWGF can get the shit kick out of it I suck at it but from my experience many Street Fighter characters even Heiachi’s beating that out. I’m not saying it’s no use but what I am saying that there’s other shit you can do with him such as his S-Hooks, Devastors with pokes, also his Twin Fangs is nice. Tekken players are flat out brawlers combos and juggles is what they all about. I may be wrong about the points on his EWGF. And from what I’ve seen so far from actually taking the time to read the thread more experienced players know how to use it properly. I just think his EWGF in some case is just a bit deceptive, I rather take Hei Uppercut vs Kazuya only because I think you have to be more shrewd with his shit. Correct me if I’m wrong.

Can I alter my combo from a launcher for any further damage?

2 st hp and 3 ewgf from a launcher gives 446 damage.
[media=youtube]35r7Tj4wdlw[/media]

Try s.hp xx ewgf, ewgf, s.mp xx ewgf, ewgf.
Not sure if the launcher adds juggle points though.

There is one combo that allows for the largest juggle possible…

J.hk, st.hp xx EWGF, EWGF, st.mp xx EWGF, st.hp xx EWGF, EWGF.

This doesn’t necessarily mean that it’s the most damaging, though.

If you were to change the above combo to this…

J.hk, st.hp xx EWGF, st.hp xx EWGF, st.hp xx EWGF, EWGF

This does more damage, yet has less juggle.

What is the use of slaughterhook if you have EWGF down? (only exception is EX SH for chain combos). You get much more damage off of ewgf combos then any SH combos. Yes, it’s interesting that you can get untechable KDs off of combos that end in devastator, but to be honest oki kind of sucks in this game. Backdash + roll + reversals are ridiculous.

EWGF can be substituted where ever you place a SH in combos, plus get more out of it. Meaty EWGFs beat just about ANYTHING reversal, not to mention it’s positive on block, unlike slaughterhook, or any other special move for that matter. You also get a slight mix-up after a blocked WGF/EWGFs that can possibly lead into more damage.

EWGF/WGF is amazing. Sadly I’ve never played a tekken game seriously at all, and never even chose Kazuya in the games I played, but this character has grabbed so much interest for me in SFxT. (mainly because of the EWGF grind :D)

I believe Mr naps said a kazuya without EWGF is a fraaaaud <3

Edit: a little off topic, but I have a quick question. Has anyone messed with option selects? I’ve tried OSing in block strings to catch backdashes. For example I’ll do c.jab (c.rh os) c.jab. In sf4 this could be used as a meaty, if they backdash your sweep comes out etc etc etc. In this game, it seems because of the chain system my jab chains into sweep. Is there anyway to go around this or am I inputting the sweep too fast? I feel like I struggle against certain characters with good backdashes, only because I can’t stop them. Raven, julia, chun, just to throw some names out there :\

Okay, that was a waste of a WoT. So yeah it’s possible, you just have to time it much slower. Sorry if this has been brought up already .__.

^ Glad to hear at least one non Tekken player is interested in learning Tekken. Transitioning from Tekken to XTekkn has been quite a challenge mainly because Electrics are in fact less fluid in X Tekken. 13F Electrics from Mist step, 14~15F Electrics from crouch dash. Anyways in Tekken there aren’t so many large pauses during each Electric, mainly because you can’t special cancel normals in tekken. The real beauty of an EWGF in Tekken is based off the movement and the “threat” of an electric, which creates an enormous amount of pressure and tension. I’m off my Tangent horse now…

The main point is this. Kazuya is a relatively easy to use character with options that complement beginners and veterans. A beginner can use Kazuya as a meter hog and an advanced user can use him as both a battery and a hog. So in the end why would you want to limit yourself to one play style when both can be achieved.