EWGF, EWGF, st.MP xx EWGF, st.HP xx Demon God Fist is a new option now that sacrifices a little bit of damage for a better knockdown. You can still do EWGF, EWGF, st.MP xx EWGF, st.HP xx EWGF, EWGF for more damage (you can also opt for EWGF, EWGF, cr.HP xx EWGF, st.HP xx EWGF, EWGF which is the most optimal in terms of damage but is a bit harder to do).
Confirming isn’t a huge deal as nearly everything cancels directly into EWGF so you can go straight into the juggle from a st.LP, cr.MK, st.HP, etc. EWGF is safe on block (-1) so you can just go straight into it from your starter normal if you want.
EWGF can be used to go through standing pokes but that’s a bit risky as you can be punished on whiff (or stopped altogether if they decided to poke with a crouching normal). Mist Step xx EWGF is a good application as it adds a bit more range and is especially useful for dealing with fireballs (you can now get hit out of the mist step part though). EX WGF/Mist Step xx EX WGF is now a great alternative to consider for neutral as the buffed forward movement gives it significantly more range and speed. Buffering pokes into Mist Step xx EWGF/Mist Step xx EX WGF is a great way to use it in neutral as well.
EWGF can also be used as an AA and is easily the best in the game if you’re in the right range (not too close) due to the upperbody inv and the ability to go into the juggle afterwards.
EWGF, EWGF, st.MP xx EWGF, st.HP xx EWGF works well for tag cancelling and is my go-to option. You can add in the last EWGF if you want, but I usually omit it in case I drop. In terms of coming in off a launch you can do cr.HP xx EWGF, st.HP xx EWGF, EWGF or EWGF, cr.HP xx EWGF, st.HP xx EWGF, EWGF which is a bit harder. You can also opt for the st.HP xx Demon God Fist ender if you want.
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<div class=“QuoteAuthor”><a href="/profile/16432/chaoslimits">chaoslimits</a> said:</div>
<div class=“QuoteText”>Kazuya is SS tier you guys why is this board so dead?</div>
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That’s cause he’s sooo overpowered… And takes no skill to use… Just EWGF for an easy instant win… I mean you<b><i> <span style=“background-color: rgb(255, 255, 0);”>only</span></i></b> need to do five in combo…<br> ;))
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<div class=“QuoteAuthor”><a href="/profile/1669/fatboy">fatboy</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/16432/chaoslimits">chaoslimits</a> said:</div>
<div class=“QuoteText”>Kazuya is SS tier you guys why is this board so dead?</div>
</blockquote>
That’s cause he’s sooo overpowered… And takes no skill to use… Just EWGF for an easy instant win… I mean you<b><i> <span style=“background-color: rgb(255, 255, 0);”>only</span></i></b> need to do five in combo…<br> ;)) </div>
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<br><div>I mean, it’s one button easy. No look.</div>
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<div class=“QuoteAuthor”><a href="/profile/1669/fatboy">fatboy</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/16432/chaoslimits">chaoslimits</a> said:</div>
<div class=“QuoteText”>Kazuya is SS tier you guys why is this board so dead?</div>
</blockquote>
That’s cause he’s sooo overpowered… And takes no skill to use… Just EWGF for an easy instant win… I mean you<b><i> <span style=“background-color: rgb(255, 255, 0);”>only</span></i></b> need to do five in combo…<br> ;)) </div>
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Especially when since you can mash EWGF in block stun and on wakeup. Kaz players just churning dat butter.
Well, I’ve decided to put Kazuya with Ogre. However, there’s some stuff that I don’t understand with him. I don’t know what many of these terms mean, but apparently it’s stuff I should find out for my characters. What are his best wake up moves? What are his mix ups (IDK what this means. And what would Kazuya’s be?)? What are frame traps (IDK what this means either. WHat would Kazuya’s be?)? I have no idea how to figure this stuff out.
I would guess that mist step would put you in mixup range for cross ups and what have you. Maybe his spin kick could be a good move to get him closer to opponents although that move seems kinda long winded. I might try b.hk (I think) to put kaz in good range. Ill take a look during DORYA practice tommorow.
Also thanks for those combos!!! I’ve been trying to do the high damage combo for a bit now but I’m gonna go for the st.mp link, god fist ender combo. That cr.hp is a little to hard for me right now and getting use to the DORYA is more important at the moment than a cr.hp.
Mix up is the guessing game you play with opponents to get hits in. Things like overheads and lows as well as grabs are all tools that define a characters mixup.
Frame traps are a type of setup you use on an opponent that if they press a button you will hit them. A simple example would be if your character hit a blocking character and your character got frame advantage (recovered from the attack that struck before the block stun of the opponent ended) then you proceed to do another attack afterward that would hit your opponent if they tried to attack after the exchange.
I would look for a glossary of terms for fighting games on the Internet. Eventhubs.com has a good one. You could buy the sfxt guide it also contains a glossary of terms however the data is out of date…
I already do a Mist Step after DGF ender, but I feel like there could be a better option. Not sure what though
And no problem. I would definitely recommend starting off with the st.MP version.
One tip I have for anyone doing the cr.HP version is to delay the second EWGF. I started getting the cr.HP to connect quite a bit more consistently after doing that (and plinking the cr.HP, but that’s just personal preference)
Are you doing a demon wind god fist ender as well or just letting them recover? I can’t do this combo myself yet so idk. If you can I noticed that after a low kick ender on demon fist it leaves them at a good range for a qcb LK setup. After thr qcb LK ts perfect spacing for a jump in cross up. The low kick ender is a hard knockdown so you get to always have that nice spacing for oki.
Ill keep working on the combo. My raw ewgfs are getting solid I’m having trouble after canceling a move into it… Any advice would be great. Also st.hp seems to whiff? If I can get this combo down I should be a kaz master!!
Edit: to be honest it might be better to modify the combo to include the hard knockdown also the qcb+LK won’t go far enough if the opponent is airborne. I suggest b+hk because its quick it moves kaz forward enough for some good oki.
Demon God Fist is QCF + Punch. It doesn’t have a followup…
For cancelling normals into EWGF, try pressing forward with each normal as if they were command normals (f.HP, f.MP, etc), as Kazuya doesn’t actually have any forward normals that you will be cancelling EWGF from anyways. I always thought of it as two quick button presses; one with the normal and the other with the MP/HP that will trigger EWGF (for example, f.MP, Neutral, df.MP/HP which ends up as st.MP xx EWGF). Hope that helps.
Ok ya I’m getting better I was able to connect that hard punch in a combo so I’m close to at least doing the combo once.
Oh my bad I though you we’re doing mist step LP. Ya mist step seems to be the way to go. I thin qcb+LK can work since it crushes lows that an opponents might want to use expecting the ewgf. Can be done early to whiff as well faking the attack.
I plink everything even my ewgfs I get better timing doing it that way. I’m not to worried about burning the meter if I screw up. The better I get the less meter ill waste.
My hands are killing me. All other combos feel easy now though.
I find it easy to try to time the ewgf during the freeze on hit (that’s how you cancel anyways) I just try to get all the inputs in during that time frame.
So what is the point of mist step xx EWGF exactly. I get it can help punish zoning but what are its other applications? Why exactly is it good to be able to do?
Main purpose is footsies. It makes Kazuya’s neutral one of, if not the most, threatening in the game. You can buffer mist step into his strong pokes such as cr.MK, st.HP and cr.MP and confirm into EWGF on hit/block (EX WGF for cr.MP). It essentially lets you confirm any connected poke into the full EWGF juggle.
You can see an example here, though I had a big fat drop afterwards lol (16:15).
It also lets you combo from cr.MK at max range, whereas cr.mk xx EWGF wouldn’t connect, and always puts you in range to do the cr.HP version of the juggle.
It’s like moths to a flame it really is. If you do ever get sick of constantly losing to ridiculously unfair S-tiers that traditionally dominate this series, there are other 3D fighters out there with a little bit more balance across the cast…
Wow nice. I was just noticing kaz had to be pretty close for his ewgf to hit. I actually just got down the timing for his easier bnb. I’ve only been at it for 5 days… Seems like a lot more than it actually is for ewgf combos IMO. Ill definitely look into this but it’s gonna be a bit I wanna get some team dynamics going and get use to using kaz in matches. Shouldn’t be long before its natural to use him. Thanks for the advice!!!
So I don’t see how ur getting that qcf+p to connect at the end of that combo it just seems like there isn’t enough time after that ewgf. Tips?
Edit: Duh it’s after the st.hp not ewgf. I do that all the time. I can’ts read good.
Also the cr.hp what exactly would be the best way to set this up in the combo? Tips?
Also thanks for all the help. I’m needy. I really want Kaz to be viable to me as fast as possible and I’m already making great strides to me at least. The faster I get done jumping through the hoops the quicker I can get into the kaz oki and his general metagame.
DGF doesn’t come in at the end of the combo, it replaces the last 2 EWGFs as an alternate ender. So it will be EWGF, EWGF, st.MP xx EWGF, st.HP xx DGF.
For cr.HP, try delaying the second EWGF in the combo. I found that it came it more consistently after that. Remember that it won’t connect if you start the combo from too far away (adding in a mist step xx EWGF to the normal you started from solves this). I also recommend plinking the cr.HP, but that’s just something that I personally find helpful.