Lol

Kazuya only and 2 bars midscreen. Punishing a raw tag xx switch cancel with a happy birthday into super, then comboing the character left standing
Lol
Kazuya only and 2 bars midscreen. Punishing a raw tag xx switch cancel with a happy birthday into super, then comboing the character left standing
Yeah, 2v2 should have just been a side tournament and kept singles as the main part.
Although I will admit, 2v2 is pretty damn hype to watch. I love the salt haha. Also, idunno if you guys seen this yet but the potential in this tech will be what makes 2v2 stand out so much. Just give the game some time.
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It seems Kaz’s J.mk is -on block considering it’s a jump-in.
hai u guise
so i’m personally a big fan of combos that end in launcher and hard knockdowns that let you raw tag safely. i’ve been researching to see what kind of setups are possible for kazuya, particularly ones that i can use at the end of his ewgf combos
his launcher doesn’t seem very effective for juggles, so i’ve been looking out for safe raw tags mostly
the ones i’ve found so far are juggles into [slaughter hook], [rising sun -> sweep] and [spinning demon]
[slaughter hook] is the best raw tag setup i’ve found so far, but off a juggle it will only work in the corner (eg. ewgf, fierce xx ewgf, fierce xx slaughter)
[rising sun -> sweep] and [spinning demon] are decent midscreen variants. unfortunately the enemy will get up before you if you raw tag after these near the corner (due to the time needed for your 2nd character to run across the screen). they also don’t provide as nearly as much time to setup knockdown pressure as [slaughter hook]. i like using [spinning demon] over [rising sun -> sweep] in order to maximize damage off ewgf, since rising sun -> sweep will use up too many juggle points (so ewgf, fierce xx ewgf, fierce xx spinning demon]
why are raw tag setups good? well, let’s say you have no HP with kazuya but you accidently launched him into the fight. you also have no more meter to switch cancel. you can use one of these knockdowns to ensure that he can safely raw tag out of the fight after a post-launch bnb without putting your other character in danger.
it’s a simple strategy/concept but i believe it’s often overlooked by most players
anyway, if you guys happen to find any more of these for kazuya, let me know! i’m trying to find setups for every character. kazuya’s just happened to be hard to figure out because i had to learn ewgf first
^yea, I was trying to find this stuff months ago. After launcher his moves suck to tag in safely…there is a move tho, ex.slaughter hook, but you dont want to use ex slaughter after launcher.
If i have meter after launcher -> ewgf,st.mp-ewgf,st.hp-ewgf, ewgf switch cancel
If i dont have meter -> ewgf, cr.hp spinning demon…cant really tag in safe with this one tho…
Why didn’t any of you guys tell me that Slaughter High Kick was a great way to switch cancel out for huge damage? Way better solution than EWGF switch cancels. :eek:
Depends. I do like Slaughter High Kick since it does a good deal of damage and allows plenty of time for your tag partner to setup for a huge combo. However in hit-confirm situations, I prefer to just tag during the juggle. High Kick isn’t 100% safe and it isn’t a true blockstring (so you can reversal in between the hits).
It is definitely a very good way to tag out. I was thinking about the use of the move one day and thinking it is useless till I realized it’s tagging out potential.
Yeah if I land a hit and an looking to tag out, I go straight to high kick. You can get so much damage of it. Just gotta get EWGF on every touch out of my muscle memory.
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Tech: Abuse the crap out of LK Rising Sun against Dictator on his wakeup. It goes over his cr. LK and stuffs EX Psycho (due to the projectile properties of EX Pyscho). Pretty sure EX Head Press will be avoided as well. EX Scissor Kicks is his only option to straight up beat it, and that move is pretty unsafe.
So what do you guys think about Kaz being free on wakeup now?
Did they nerf ewgf?
Looks like it. It’s now -1 on block. They didn’t nerf the damage or push back so I’m not sure what they think they fixed with that change.
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Not cool. Guess we’ll have to learn how to tech grabs and block. And there’s also back-dash and EX Demon God Fist, which got buffed.
It said only removing strike invincibility from EX SH, but it did not mention EX Devastator or EX Slaughter High Kick. I hope they are still invincible.
Yeah EX DGF is real bad as a reversal though. I realized, later on, that the nerf might be specific to EX SH (cos of the ground bounce cheapness factor). Hopefully, like you said, Devastator was left alone.
I was expecting worse nerfs on Kazuya, I think in the grand scheme Kazuya is a much better character now.
He got off the hook quite easily, glad they didn’t nerf his backdash, EWGF invincibility.
So i tested the 2013 new version of kazuya today some interesting changes you guys should take note
EWGF damage has been reduced to 80 damage from 100 so kazu’s redic damage has gone down quite a bit since all our juggles are based on this move
It has a purple glow on his body like a gem has been activated for its duration, i guess capcom wanted to let us know we hitting them just frames lol
his hitbox on alot of his pokes been reduced gotta play closer up
And kazuyas boost combos are rediculously punishable on block like after the move has been blocked you could cough and then punish.
Pushback on his HP has been reduced alot a good example would be normal electric fist push back.
This game has changed completely from what we note boost combos are almost irrelevant and health regen is SLOW doing damage and avoiding damage is really important now than ever and rolls now have 7 frames of recovery so forward rolls are a thing of the past. Poking feels so risky now too.
If you guys want me to test anything let me know!
Haha. So we lost the damage and frame advantage? Can you verify if EWGF still beats high moves (that they didn’t fuck with the invul)?
I was hoping the Kazuya nerfs would separate the real Kazuya players from the frauds (maybe cause some of them to drop the character). They had to mess with EWGF and leave the rest of his stupid shit alone. Fucking Crapcom.
Ill test it out properly tommorow but as of now it seems unchanged bar the damage and visual cues the pushback on block is still the same, its kinda hard to test if the advantage has changed since the advantage and the pushback dont really seem too helpful in determining what is really going on. Knowing capcom though they probably messed around with the move in other ways, i doubt they’d change the visuals and damage and forget about the invincibilty too. Hopefully my thoughts will get relayed to the japanese dev’s to fix anything thats really wrong with kaz if i find something really bad. other than that he is looking the most promising after reading the japanese change notes.
his miststep doesnt have the quirks of dodgin some attacks like it used to but thats cool wasnt anything for him to miss losing.
Also btw his cr HP is actually a proper anti air now i forgot to mention worked like sakuras in sf4’s im not sure if this was a placebo effect but it was doing wonders for me when i tried, will test again to verify.
Hmm, the rolls are seemingly punishable now.
That means ending EWGF combo’s with qcf+p for the hard knockdown and oki.