The Kazuya Mishima Thread

I like playing Kazuya but I am having a hard time settling on a partner that works with him well. Any suggestions?

someone that can easily tag in kazuya to do massive damage.
my team is Ken/Kazuya because Ken has many many ways to tag in Kazuya and from there i can just do meterless ewgf combos (theoretically anyways, my EGWF is a work in progress).

That’s the exact reason I dropped Poison for Nina. Love the avatar btw.

I truly think im going to jump from a building if I don’t get crouch mist stepping on P1 side x____x

Make sure you’re going back to neutral. I use the :df: N :d::df: input ( :d::f: N :d::df: for EWGF).

So i’ve been running team scar (sagat/kaz) for a couple weeks now, I definitely like it but I think sagat is ass ;__;

Xiaoyu/Kaz sound cheap?

Kazuya has a lot of chains. I’m wondering which ones do you guys use. Do you use all of them or do you only use certain ones?

Just wondering if there is a reason for putting kaz as anchor? I have never tried but might give it some thought he just does such good damage that can be easily tagged into. Never saw a Xiaoyu with kaz but she is nasty I think it would be a good team.

I play Nina/Kaz because I like Nina’s footsies and she can tag nicely to st. hp for EWGF combos. Also, Kaz (at mid range) generally needs to do boost combos or tag from EWGF to get extended combos to connect midscreen AFAIK (one bar combos).
Whiff punish cr. :mk: xx geyser, switch, st. :hp: xx EWGF, :hp: xx EWGF, EWGF is like 450 damage and is easy to do consistently. Kaz can be played in either position to great effect though but I’d feel more comfortable if I could get raw EWGF or wavedash EWGF to hit consistently.

Right on, I do agree fighting mid range kaz does not have a lot of options specially when your opponent has the air on lockdown. I have been experimenting with his B M.p, M.k and it works pretty well at decent range and if they try to jump over the MK will AA them and it seems pretty safe if spaced right.

Have not had much experience with nina but I have heard she has some nice footsies and is able to deal some good damage.

I think wave dash to ewgf is actually harder in this game compared to tekken and I don’t know why, raw ewgf will come to you in no time if you can already cancel into it. There is no better feeling then stuffing a srk with ewgf in the corner and dealing 450+.

I love me some Yoko Kano, Macross+ soundtrack is the shit.

I like Kaz on anchor because he’s pretty much my main character (and the only reason I really enjoy this game ;[ ). So I use my first character almost as a meat shield, I think f champ thought of this idea when explaining rolento/sim. I like sagat/kaz a lot because sagat can be pretty frustrating and can cause you to do stupid things, like jump in. F.rh, f.rh, DP, switch into a kaz ewgf combo is like 650+? Not to mention sagat has good chains (s.lk xx c.mp) I definitely enjoy team scar, the only thing annoying me is why play gat when I can just play ryu? ;_;

That is actually a really good idea I never thought of it that way. Kaz is also my main and if he was not in the game with his ewgf i would not have not kept playing.

That is some nasty damage with sagat are you doing the 4 ewgf ender for that 650?

I guess there is no real reason to play sagat over ryu except maybe damage and a scar lol.

after the DP i usually just do c.hp xx ewgf s.mp xx ewgf ewgf. I think it’s possible to replace the mp with HP, but I like the mp a lot for the consistency.

I like Kazuya/ Zangief but it seems like that’s team “get zoned out” lol. I play locally and there’s a sim player here, that has got to be a terrible match up for Kazuya. Zangief runs goo with Kazuya but I don’t know any tag I’m combos from gief to Kazuya :frowning:

Edit:
How come It seem like his lp gf can combo from anything but do gf only combos from st and mk?? When is someone going to edit the combo section? It has last updated like last month lol

Anyone else have a difficult time controlling Kazuya against the speedy characters? So many of his weapons whiff or have slow recover and then you get punished hard in return. I wish he had a fireball like his bastard son so i can control the pace a bit, lol

What slow normals are you talking about? Abuse the shit out of his c.lk and c.mk. S.HP has a lot of recovery, but you shouldn’t be throwing that out there too much, definitely a good normal though.

Alright I know FGC hates SF X Tekken but this is real fucked up, there’s need to be more Kazo match-ups, Rufus is starting to be a problem his Messiah Kick and pressure game is damn ridiculous >:( any tips?

Kazuya is good, but Rufus is too good. He is broken-level imo, you can jump EX messiah but still… it’s gay and it’s safe.

The match I play vs. Rufus is me blocking 80% and getting hit by crossups even though I blocked it, stupid bug.

Things I’ve learned about the Rufus match up:

Dragon Uppercut > Falcon Kick mix-ups.

  • Most Rufus’s mix up dive kick with with lows back to dive kick to try and cross up a low block – Dragon Uppercut beats all parts of the mix up because it crushes lows (counters the low attacks if you preform it slow), but also anti-airs faster than the Dive Kick executes if you block the lows – you just have to learn to do Mist Step + :lp: from :db: quickly.

You want to bait EX Messiah Kicks, and be mindful of the amount of meter your opponent has. Jump-ins are a bad idea, as is giving Rufus enough space to poke with crouching Fierce. You have to pressure him enough to make him jittery and expel all of his meter, but not over commit to anything until you know they’re opened up (i.e. no meter for invincible attacks, etc).

I have a bigger issue with Ryu and his 3 frame jab/shorts and DPs…

Hugo, in my experience, is like a 4:6 (or 3:7) match up in Hugo’s favor… its definitely an uphill battle but its not completely lost – you just have to take it one step at a time and figure out the individual player.

Back dashing the clap is pretty important, jumping is out of the question unless you get a good read on an incoming clap. Only jump in after he’s committed to something you can punish with j.Fierce/j.Roundhouse.

His splash can be anti-aired with Dragon Uppercut (a little anticipation), s.Forword, or cr.Fierce (semi-late), You can back dash jumping knee, DU/EWGF on anticipation, or God Fist (or ex for more lenient timing for the armor) if you want to get all saucy about it; just remember you can’t combo after EX God Fist and you can’t cross up b/c of anti-air grab on wake up.

Mist Step is you solution to a lot of Hugo’s antics, but you can’t be too predictable or they’ll bait and punish with cr.short into huge damage combos.

Hugo’s key openers are cr.short, jumping knee, and body splash. He also likes to fish for attacks he can use is armor against or push his way towards you with clap and other forward motion moves to be within grapple range. Be too defensive and he’ll go for grapples – which can be harder to deal with, be too aggressive and he’ll go for anti-air grabs and clothesline armor. You have to play the match up very smart to win, but once you figure out your opponent’s base tactics its not the hardest thing in the world.