The Kazuya Mishima Thread

Kazuya’s f+LK and f+MK only ground bounce if they counterhit a crouching character

I’d like to see this thread get to more strategies and match ups for Kaz.

Normals:
I really like Kaz’s normals, he has a great set and a tool for nearly every situation. Some stand out ones for me:

Standing
5lp - Seems pretty fast and is uncrouchable for most of the cast it appears. It chains to itself (5lp x 2 ~ 5mp for a knockdown) and 5mp for a cancelable attack. It also can be linked to from 2lk which gives Kaz a decent low option for empty jumps, etc.

5mk - A pretty good on the spot AA. I find it works well when you don’t have time to buffer WGF or actually get 2fp out.

5hp - This attack is nice, uncrouchable as well, hits probably 2 characters lengths away and is also cancelable. I find this move is useful for canceling into his gut punch (?) 236p and then dash canceling out of it the special to keep the pressure on. I also find it nice to use it as a wave dash starter, 5hp x 623 ~ 236 ~ 236 ~ 236. You can go for a high low mix up with the 623+k then k or p for the low or high variation.

5hk - Great space control with this move from far. It is almost like chun li’s 5rh from sf4 imo. Great for keeping Gief and Hugo from getting to out of line. Might be able to use as a situational aa but I think it is more for ground control. I want to test and see if it works well on other large characters when crouching (sagat, abel, ogre, kuma all come to mind).

Crouching
2mp - This move is great, multi purpose attack. I believe it is frame advantage on block and is cancelable into specials. It also is able to link to Kaz’s other moves for further pressure including 5lp (which has a special chain that is cancelable, 5lp ~ 5mp), another 2mp, 2mk, 2fp and 2rh. Frame traps up close with this move can lead to big damage.

2mk - Low profile move, shoto like range on this c.mk and also special cancelable. Seems good for whiff punish in chain with 2rh. I also think its pretty good to use after an ewgf. I notice I get alot of ch’s after people trying to respond to blocking the ewgf.

2rh - This is my main normal whiff punishes in footsies. I believe its one of his better tools, very fast and hits very far.

I am going to mess around with more of his command normals tonight. You guys share your insight into his moves as well.

General Strategy:
How are you guys pressuring opponents? Does the wave dash seem important as you have capped follow ups unlike the tekken series?

Guide says cr.mp is +5 on block and +9 on hit:eek:.

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So the 5lp and 5mp doesn’t lose it’s bufferability even though it’s a chain instead of a link?
Have you tried if you can complete the 112 (Tekken attack buttons not joystick numbers) after a connected WGF or EWGF?

WTF!! :open_mouth: You can cancel a connected Gutpunch into another Wavedash?? that’s some sick game
His Roundhouse is Like Ryo’s Roundhouse in KOF 13 but much faster.
BTW about his Hellsweep (6523 + Kick) does the punch followup also overheads like Tekken?

Been setting up scenerios in the training room to try and find a safe dash cancel set up to help Kazuya get in and create mix-ups.

I set this up with Kazuya dash canceling from various normals, and mashing SRK with ryu.
on block: st:hp: dash cancel is safe against everything, except 3frame reversals
on hit: st:hp: is safe against everything.
st:lk: st:lp: st:mk: dash cancel is only safe from reversals on hit.

Obviously what im thinking is to use this to set-up OS, capable of blocking a SRK attempt, teching a throw or go straight into an attack string.
Im thinking something like: :db::lk:+:lp: os st:lp: st:mp: st:mk: st:hp: xx Launch or EX Slaughter House

This is all just an idea that has occurred to me this morning after watching Desk’s dash cancel vid, and I haven’t actually tried it in matches to see how ppl react to it.

I dont have the guide book…
Can someone tell me what conditions are needed for :f::mk: to cause a Ground Bounce… it doesnt seem to be counter hit or overhead.

I’m having quite a bit of difficulty getting the damn mist step down. I’m not much of a Tekken player but doing WGF is cake on Tekken…but here its giving me issue. Damn Neutral! >_< I can’t even do a cl.hp into mist step. Any tips?

How are you getting grey text? lol

So two of Kaz’s chains retain thier ability to buffer, off the top of my head 5lp~5mp and lk~lp~mk. I tried at various points but couldnt buffer from 4lk~lp~mk~lp / lk or 4mp ~ lk ~lp either.

What I ment by the gut punch (236p) cancel was his ability to regular dash cancel it by holding the punch down in the motion and then tapping 66 to dash out of it. Sorry for the confusion but, a good tactic to mess around with.

Yeah, the hellsweep has a low and overhead variant just like tekken 6! good for starting a mix up game and getting a quick knockdown or closing out a game. Both seem terribly unsafe if blocked though so, use with discretion.

It must be a CH while the oppoent is crouching. Same with 6hk. Also, I like your idea with the 5hp dash cancel, I wonder if you can go for a ewgf to beat any slower mid to high retaliation attempts?

I’m actually finding Zangief > Kazuya is a super good combination.

Zangief has excellent AA (I’ve never had crouch lariat trade a single time in this game), his lp spd is even longer range than it was in sf4, and he has a ton of hp so he can be Kazuya’s battery.

I don’t think Kazuya is a very good point character, I’ll definitely be playing him second.

What characters have you guys found that play as really good battery characters? I was originally planning on maining King, but he’s not my type of character, uses too much EX

Kazuya is godlike, any tips on going into mist step off a crouching normal? I can mist step like crazy to get in, but am having issues off his crouch game.

yes, you can buffer the mist step after his normals. Here is how I do it.

F+HP (cancel into half circle forward) then press and hold MP/HP
F+MP (cancel into half circle forward) then press and hold HP

D/F+HP (cancel into a half circle forward) then press and hold anny MP/HP

this will feel weird at first but you will get use to it. doing the notation reminds me of C. Viper’s normalseizmosj`flame kick.

Buffer a Double-QCF during the animation of the normal.
Alternatively, you can tap df+the normal then do a QCF.

Personally, I prefer the first method. It’s the easiest way IMO.

IDK, but I bet you can buffer forward dash to punish back dashers.

Rufus is an excellent battery

hey I was wondering which Kazuya strings cancel into his qcb+lp? I noticed lk, lp, mk cancels into this

you can do it from st:lp: st:mp: too, but not all chainable normal strings can be canceled into specials

LP~MP does. A good hit-confirm into it is cr.MP, st.LP~MP xx Slaughter Hook. If they block the cr.MP or you miss the link between cr.MP and st.LP, you can just do cr.MP, st.LP~MP~MK~LK for a Low-High mixup.

Running Akuma/Kazuya here. Seeing them do tag cross arts is pretty bad ass. Figured if Kaz faced someone like Akuma/Ryu/Guile/Sim and such, Akuma can face them with his FB game, get in and then tag combo in Kaz for damage.

I dunno if I should be asking this here or not, but what are some good anti air’s for Kazuya? EWGF is good but sometimes my mist step does not come out in time.

Double qcf eh, I’ll try that thanks.

cr.FP and st.HK. I don’t use WGF or DU because they’re not really reliable unless it’s under certain circumstances.