The Kazuya Mishima Thread

Its very strict if you do not get a CH but if you do Its much easier just got

TGF, ewgf, St.mp, ewgf, St. hp, ewgf, ewgf = 457 i believe i cant read my CRT very well.

It is much easier if you just do a normal and cancel into ewgf after the TGF. Works great on neutral jumpers and makes them think twice about trying to jump over your wave dash and ewgf mixups.

I tend to do dash cr. hp xx ewgf after TGF

Yeah that works great, I like and usually do AA tgf cr. hp xx super art does great damage and I rarely use meter so it always seems like a good option for me.

Tgf works great to keep people from jumping out of corner pressure.

I wish i could AA with TGF ;__; I can get EWGFs out no problem in matches, but I can’t AA with them, or TGF. FML

Cry me a river buddy, cr. hp is good enough For you :wink:

If anyone wants to use the briefing room in SFxT I’m open. I have a few things I want to test out to see if it’s legit

Are you on PSN Final?

Man, almost landed the 5 EWGF combo midscreen in a match (missed the last one). Getting there :smiley:

If you are XBL add me I will spend hours in briefing room working on stuff.

XBL: Sutter_Pain

Invite anytime man.

Unfortunately I’m on XBL :-(.

Some damage values for Kazuya/Chun if anyone is interested.

Jump in punish, 1 bar, midscreen
j.HK, s.HP xx HK SBK (Tag Cancel), walk back, jump forward j.HK, s.HP xx EWGF, EWGF, cr.HP xx EWGF, s.HP xx EWGF, EWGF - 587 damage
Builds half a bar back so it is effectively 587 damage for 0.5 bars.

Max range st.MP
st.MP ~ st.HP ~ Launch, EWGF, cr.HP xx EWGF, s.HP xx EWGF, EWGF - 423 damage
Nice damage for any whiff punish or just a max range poke confirm (max range s.MP ~ s.HP is safe against most characters).

Midscreen standing punish
s.HP xx LK Hazanshu, cr.MK ~ s.HP ~ Launch, EWGF, cr.HP xx EWGF, s.HP xx EWGF, EWGF - 436 damage

The lk lp mk chain can cancel into ewgf, but you can also whiff the lk and lp, then cancel the mk into ewgf.

It actually deals more damage if you whiff the first two hits because of the damage scaling. It’s a decent poke as it moves Kaz pretty far forward and can surprise the opponent. The speed of the chain can also be altered if you delay the inputs as you wish.

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Nice Combos! Have you tried her far st.HK into manual launcher (hp and hk)? it’s probably one of the longest range normals in the game. I imagine it’s pretty safe also. Chun is a great partner because her combo’s can be ended with spinning bird kick, which similar to kens tatsu keeps the opponent grounded long enough to switch cancel into Kazuya for the full 5 Ewgf sequence.

I’m wondering which character has the best alpha counter to switch cancel Kaz into the mix and land his s optimized EWGF punish. Ryu’s alpha counter (ex tatsu) flings the opponent all the way across the screen, allowing for no Kaz follow up UNLESS you’re already near the corner. Midscreen it is useless. Same with Chun I think (ex spinning bird). I haven’t experimented enough with the other characters to know whats up.

Here’s a trick regarding this combo. After the switch cancel, you can use** cross up** mk to start the EWGF sequence from the other side, if you’re more comfortable doing EWGF’s from a particular side. Of course you take a slight reduction in damage from using the mk instead of hk. I still can’t link the cr.HP after 2xEWGF so I’m having to use the st.MP instead :frowning:

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So, if you hit st. HP xx EWGF, can you ALWAYS get the 5 EWGFs midscreen?
I usually do cr. mk xx geyser, cr. mk xx geyser xx (tag), st. hp xx EWGF, st. hp xx EWGF, EWGF
Am I giving up free damage or does it depend on what kind of partner (Ken, Chun) you have? (I’m not at home so I can’t test this.)

Also can you guys post in match videos if possible? It’s weird to not see this stuff in matches yet.

You can hit 5 ewgf anywhere midscreen, and do 4 post launch. I will try to save some replays on ranked and post them, if it is possible I have never done before.

you can get 5ewgf if the opponent is grounded. With Kens tatsu and Chuns SBK, these moves keep the opponent on the ground and use up no juggle points.

Nina’s Geyser launches the opponent in the air, so when you tag in Kazuya, the opponent is airborn so you can’t get 5x ewgf.
You can go for cr. mk xx geyser, cr. mk xx geyser xx (tag)EWGF, cr.HP xx EWGF, st.HP xx EWGF, EWGF for the most damage. It’s not as easy as the combo you’re using though.

All of my stuff is training mode I’m afraid. I think the reason you’re not seeing this stuff in “high level” replays yet is because its actually pretty hard to consistently hit. This game is still in its early stages of evolution. People have massively underestimated the complexity and depth of this game, not to mention the execution heavy stuff we’re just starting to see.

Ah I see. I 'll give that combo a shot SecretRyu. I’m OK with crouch normal xx EWGF on p2 side but and working on p1 consistency so I should be able to get that down pretty quick (hopefully).

When I dropped Poison for Nina, it was because I couldn’t find efficient ways to tag into EWGF combos. I may need to, again, re-evaluate who I partner Kazuya with (can’t bring myself to play Ken though :stuck_out_tongue: ).

Just thinking about it, the combo you’re doing “cr. mk xx geyser, cr. mk xx geyser xx (tag), st. hp xx EWGF, st. hp xx EWGF, EWGF” does 434 damage and costs 1 bar of meter.

Doing the meterless cr.mk, st.hp.,st.hp launcher followed by st. hp xx EWGF, st. hp xx EWGF, EWGF" does 401 damage and costs nothing. Seems like a waste of meter IMO.

As a punish combo, I agree. When I’m going for a hit comfirm, I’ll have a lot more hits before the switch. I’d, most likely, go for a launch combo as a punish and in that case, I’d be doing st. hp (launch) st. HP xx EWGF, st. HP xx EWGF, EWGF for 426.
Side note: I think I’ll be going for cr. HP xx EWGF on tag ins. Much more reliable and a lot easier. Now if only I can get consistent on p1 side :sad:

s.HK ~ Launcher seems risky, as you don’t have much time to hit-confirm and messing that up could leave you open for a very big punish. Haven’t tried it though so maybe it there’s more time to confirm than I’m thinking.

I would use the j.MK in the combo if I wanted to make my opponent end up in the corner. I think being comfortable on both sides with EWGF is definitely important since you never want to be handicapped if you’re on the wrong side. And I use st.MP in matches too since I’m not consistent enough with cr.HP yet lol. Though I haven’t gotten too much time to actually play matches in this game.

So I noticed that if you have 2 bars on you, you can make Ken or Akuma’s HP DP tag cancel one of the most unsafe things they can do. This doesn’t really apply to Kazuya directly, but more for a partner that has a good alpha counter. I used Lili and had the dummy do an HP DP and tag cancel, and whenever I alpha countered the second hit of either DP, she would knock both of them in the air, which let me tag cancel to Kazuya and get EWGF, cr.HP xx EWGF, st.HP xx EWGF, EWGF. I didn’t get the timing down but on one instance I was able to fully juggle BOTH characters, which can be incredibly lethal if Ken/Akuma were on low health.