The Kazuya Mishima Thread

They also increased the juggle on it and it sets up safe jumps :eek:

keep it quiet but i think they increased the super armor window on demon fist i was blowing through stuff wayyyy to much like 3/5 times by accident when id mess up my ewgf inputs.

I need to test this i think they may have changed the ewgf juggle aswell ill do that today as well, recommend me some combos to test to ensure im sure pls

right now that 4 frame safe jump we found early on is going to be soo strong (qcf+p dash forward>jump) literally getting knocked down here in this game is far worse than sf4.

The health is regen is 3x slower literally getting hit by kaz is losing you half your life, you cant roll no more and tagging out leaves you fighting solo because tagging your character back in is going to lose you all that regen health and if they lose that your done.

As of right now i think kaz should be paired with a strong mixup character once he can confirm the first hit and gets a safe jump setup your opponent is finished

You can try 5EWGF mid screen. That’s the most important to know. Way less incentive to learn EWGF if they went this far.

Edit: This is beginning to get into character drop territory. :frowning:

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Where/how did you get access to Ver 2013?

And test st.HP xx EWGF, EWGF, st.MP xx EWGF, s.HP xx EWGF, EWGF. If they’ve decreased the juggle limit like I think they have, then the new BnB will probably be something like st.HP xx EWGF, st.HP xx EWGF, st.HP xx LP DGF. This is odd though, since they didn’t mention anything about EWGF’s juggle limit in the patch notes. I guess stealth changes have been implemented.

I have relayed some false information about ewgf, the damage is actually unchanged it does 100 not 80, when i was testing in tmode i was player 2 -_- so when i kept hitting it and seeing 80 dmg for the p1 dummy i crossed myself up lol, so kazuya is the most damaging character and the 3x slower health regen has buffed him up with that alone. I tried testing ewgfs invincibilty mid game and on wakeup and ive had mixed results i found myself getting hit out of it alot, but against jump ins it seems pretty fine, maybe it has something to do with the mist step changes. the visuals are all that have changed so far now.

Demon fist has had its juggle potential increased, but i cant find a combo i can use to check it can you give me one? i cant think of a ewgf combo that could theoretically end in demon fist whilst still doing more damage than he can now

I dont believe they changed the juggle limit on ewgf my consistency in landing the combo is so bad since i stopped playing the game going to try it again today, desk will be about since hes an execution god, ill ask him to try it. theres a little loc test going on this week so im giving my opinions on the gameplay and stuff.
If they have lowered the juggle limit it would make sense since they increased the juggle limit on demon fist so now we have to take the hard kd option which is cool because we get safe jumps now that are viable because rolls are not invincible any more!

EWGF, EWGF, st.MP xx EWGF, st./c.HP xx DGF should work.
EWGF will hit, DGF used to whiff.

excellent can you run me through how juggles work so im 100% im relaying back the info correctly?

afaik ewgf has 6 juggle points, cr.hp has 4 and dgf has 5? atm

so when you start a combo and you launch does the launcher add any juggle points?

does the move which puts them in a juggle state count towards the juggle? so if u start the combo with a single ewgf would the counter be at 1 or 0?

http://c0014544.r32.cf1.rackcdn.com/x2_f4346d7

our soon to be bnb^

here you bros, its time. we need to prepare our safe jumps, kaz will hit 700k 3 bars. i got 765.

btw team supers do an extra 50 damage.

based soley on combo extension potential who is kazuyas best helper,

Can’t see the Bnb, can you make it on youtube?

my phone battery was dead so i couldnt record the combo :frowning:

http://pics.lockerz.com/s/256067287 this is the screen shot,

I LIKE

i like doing the dash x2 jump hk safe jump too lol rounds end soo easily of a clean hit now,

the nerfs to his normals must have been minute or other characters got it really bad because when it came to playing footsies they just cant dominate him and when i did touch them they lost fast. he also builds soo much bar now because of the meter gain change.
Can you recommend me some combo extender chars who work with kaz to try out? i want to see how much damage i can squeeze out

Try someone with a ground/wall bounce. You can do w/e switch cancel to Nina cr. HP (since it’s 5 frames) xx HK Geyser > Ivory Cutter (switch cancel) back to Kazuya.

You guys should practice how to auto correct EWGF. If rolls are punishable it could mean death. Here’s a video demonstrating how it should look.

To perform an auto correct special, input your special they you WAS facing, and as your opponent rolls input it just as they rise.

[media=youtube]K4aZr65aR-g[/media]

Anyone know what are Kazuya should do to deal with fireballs?

EWGF the fireball from far, block, nj, jump over them, wavedash xx wavedash xx ewgf, light tatsu all work against fireballs.

Well, I just recently got SFxT and I’m liking Kazuya a lot. However, I’ve seen two techniques that Kazuya players do that I have no idea how to do. Wavedashing and EWGF (yes I know it’s hard to do). Any help?

Wavedashing is really just mist step repeated a bunch of times. You can try the input as dp, qcf, qcf. qcf, etc,. As for ewgf, i personally do the input as tap forward, tap down/forward + punch. do it fast enough and accurately, you’ll get ewgf.

man now that people are actually scared of throws…the frame traps so gooddddddddddddddddd lol

Goes something like:
Get hit by combo
Roll and get thrown out of roll
Sit and get ticked by c.mp, throw
Wake up in place again
C.mp wait a moment, c.fp, ewgf combo

its so good lollllllll

New Kaz/SFxT player. What are his new optimal EWGF combos? Also what are all the different confirms for landing EWGF?

Also how is EWGF utilized in the neutral game? It seems like it doesn’t move him to far forward so I am more afraid of it whiffing and getting punish more often than not. Seems to be a pretty decent meaty.

What are some good tag cancel combo starters for him? (as in he is the one who starts the combo before the partner comes in)?

Sorry about so many basic questions. I try to figure out this stuff on my own in training room but admittedly I am very bad when it comes to labbing things out.