Tekken Tag Tournament: Kazuya Mishima Strategy Guide
Final Version
October 12, 2001
FAQ written by Devil_Jin for the Arcade and Sony PlayStation 2
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Unpublished Work Trademarked (TM) and copyrighted (c) Devil_Jin 2001-
2002. All Rights Reserved.
IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD OF THIS
DISCLAIMER. USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER.
Unpublished work Copyright 2001-2002 Devil_Jin
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** MY PRAYERS GO OUT TO THOSE WHO LOST THEIR LIVES IN THE TRADEGY OF **
*** THE WORLD TRADE CENTER AND PENTAGON BOMBING, ON SEPTEMBER 11TH, ***
**** 2001. HOPEFULLY, THE SCUMBAGS RESPONSIBLE WILL BROUGHT TO ****
***** JUSTICE, AND WE'LL HAVE A CHANCE TO RECOVER AS A NATION. *****
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<
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This FAQ was written for GameFAQs (
http://www.gamefaqs.com), Tekken
Zaibatsu (
http://www.tekkenzaibatsu.com), and Catlord's Tekken
Collection (
http://www.catlord.com) ONLY. I don't want it to be put up
on any other web sites at this point and am not above explaining this to
your ad banner guys or whoever else I can get ahold of if you decide to
violate this disclaimer.
To continue, this FAQ and everything included herein is protected by
the Berne Copyright Convention of 1976, not to mention International
Copyright Law. Remember that plagiarism is a crime, and that this is a
copyrighted work - stealing from this guide is putting yourself at risk,
plain and simple, because the law is on my side. I feel the need to
mention that the following publishers/publications/companies have ripped
from many Tekken authors in the past, namely: the Ziff-Davis Video Game
Group (publishers of EGM, Expert Gamer, etc.), and Game Cave. If you
want to show your appreciation for having this nice free FAQ to read,
please do so by not reading any of these rags, or refraining from buying
anything at Game Slave - er, uh, Cave ^_^. And I mean this to full
effect - THAT _ESPECIALLY_ MEANS ALL OF YOU ASSHOLES AT GAME CAVE!
YOU'VE BEEN STEALING EVERYONE'S FAQS FOR BLOOD MONEY FOR TOO LONG, AND
IF I FIND OUT YOU ARE GOD FORBID _SELLING_ MY FAQ (WHICH IS _MY_ WORK
THAT I POURED MY SWEAT AND SKILL INTO), I AND MANY OTHERS WILL TELL YOUR
PROVIDERS TO SHUT YOUR ASSES DOWN FOR GOOD AND SEND YOU BACK TO THE
TOILET YOU CAME FROM!!!
Author's Note:
I would especially like to thank Chris MacDonald, a.k.a. Kao Megura, for
his incredibly-thorough Copyright Statement. This man is the best FAQ
writer ever for a reason, and it's sad that the populace that reads his
FAQs feel the need to rip it for petty reasons such as monetary gain,
impressing someone by making them think THEY wrote it themselves, etc.,
and it's even sadder that these same fans have forced him to retire from
FAQ writing from all this stress. To all you people I've mentioned (you
know who you are), I give you a hearty, well-meant "FUCK YOU!"
The Tekken series, Kazuya Mishima, and all related events/characters are
(c) of Namco Hometek. All Rights Reserved.
This FAQ can be found at (and ONLY at):
Tekken Zaibatsu (
http://www.tekkenzaibatsu.com)
GameFAQs (
http://www.gamefaqs.com)
Catlord's Tekken Collection (
http://www.catlord.com)
If ANY other sites I am not aware of aside from GameFAQs, Tekken
Zaibatsu, and Catlord's Tekken Collection have this FAQ on their
site/database, I _URGE_ you to mail me the site address, name, and/or
link. NO OTHER SITES SHOULD HAVE THIS FAQ ON IT, _NONE_ WHATSOEVER!!!
=================
TABLE OF CONTENTS
=================
1. Conventions
- Movement Conventions
- Linking and Special Conventions
- Grounded Positions
- Extra Combo Conventions
- Move List Abbreviations
2. Strategy Guide Introduction
3. A Special Note To A Good Friend (Revised)
4. Latest Revision History
- Version 11.0
- Version 12.0
- Final Version
5. Credits/Sources
6. Kazuya Mishima's Bio
7. Tekken 4
8. Strengths and Weaknesses
- Overall Analysis
- Strengths
- Weaknesses
9. Moves List
- Throws
- Attacks
- Unblockables
- Strings
10. Frame Data
- Throws
- Attacks
- Unblockables
11. Moves Analysis
- Ranking Chart
- Throws
- Attacks
- Unblockables
12. Combos
- Jugglestarters
- Stun-Combo Starters
- Standard Combo Arts
- Counter-Hit Combo Arts
- Class 1 Combo Arts
- Class 4 Combo Arts
- My Favorite Juggles
- My Favorite Tag Juggles
13. Strategy
- Story Time
- The Art of the Crouch Dash
- Unofficial Moves
- Official Moves
- The Wavedash and Lightdash
- Sidestepping
- Okizeme
- Taking Advantage of Frame Data
- Custom Strings
- OB Strategies
- Chickening
- Commonly-Reversed Moves
- Bait For Chickens
- Countering/Interrupting
14. Versus Fights
- Alex/Roger
- Anna Williams
- Armor King
- Baek Doo San
- Bruce Irvin
- Bryan Fury
- Devil/Angel
- Eddy Gordo/Tiger Jackson
- Forest Law
- Ganryu
- Gun Jack
- Heihachi Mishima
- Hwoarang
- Jack-2
- Jin Kazama
- Julia Chang
- Jun Kazama
- Kazuya Mishima
- King
- Kuma/Panda
- Kunimitsu
- Lee Chaolan
- Lei Wulong
- Ling Xiaoyu
- Michelle Chang
- Mokujin/Tetsujin
- Nina Williams
- Ogre
- Paul Phoenix
- Prototype Jack
- True Ogre
- Unknown
- Wang Jinrey
- Yoshimitsu
15. The Best Partners for Kazuya
16. Submitted Strategies
- Kazuya VS Anna Strategy
- Kazuya VS Michelle Strategy
- Kazuya VS Julia Strategy
17. Upcoming FAQs
18. Review Of Versus Book's TTT Perfect Guide
19. All About Me
20. In Conclusion...
=======================================================================
1. Conventions ########################################################
=======================================================================
MOVEMENT CONVENTIONS
(Note: These are assuming your character is facing to the right. If
they are facing to the left, reverse all b, f, B, F, SSL, and SSR
commands.
1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
5 - Tag
d - tap Down
u - tap Up
f - tap Forward
b - tap Back
d/b - tap Down-Back
d/f - tap Down-Forward
u/b - tap Up-Back
u/f - tap Up-Forward
D - tap and hold Down briefly
U - tap and hold Up briefly
F - tap and hold Forward briefly
B - tap and hold Back briefly
D/B - tap and hold Down-Back briefly
D/F - tap and hold Down-Forward briefly
U/B - tap and hold Up-Back briefly
U/F - tap and hold Up-Forward briefly
N - Neutral joystick position (Joystick is not touched)
SS - Sidestep (u,N or d,N)
SSL - Sidestep Left (u,N)
SSR - Sidestep Right (d,N)
qcf - Quarter-Circle Forward (Move stick from down to forward)
qcb - Quarter-Circle Back (Move stick from down to back)
hcf - Half-Circle Forward (Move stick from back to down to forward)
hcb - Half-Circle Back (Move stick from forward to down to back)
LINKING AND SPECIAL CONVENTIONS
+ - Moves must be done together
~ - Moves must be done IMMEDIATELY after the other
_ - Or (When used between two moves, they are interchangeable)
< - Move following the < has the option of being slightly delayed
[] - Brackets surrounding an item indicates an optional output
() - Parenthesis indicates moves grouped together
{} - Curved brackets indicate buttons needed to break a throw
CH - Major Counter-Hit
CL - Clean Hit
GROUNDED POSITIONS
PLD - Play Dead Position, face up & feet away
KND - Knockdown Position, face up & feet towards
SLD - Slide Position, face down & feet away
FCD - Face Down Position, face down & feet towards
EXTRA COMBO CONVENTIONS
WGF - Wind Godfist (f,N,d,d/f+2)
EWGF - Electric Wind Godfist (f,N,d,D/F~2)
TGF - Thunder Godfist (f,N,d,d/f+1)
big - Can only be done on big characters
cc - Crouch Cancel (tap u during crouch)
iWS - Instant WS (d~d/b_d~d/f+button)
(,) - The hit in parenthesis misses during the combo
MOVE LIST ABBREVIATIONS
BK - Your back facing the opponent
OB - Forces opponent's back to face you
OS - Forces opponent's side to face you
OSB - Forces opponent's side to face you when blocked
JG - Jugglestarter
BN - Bounce Jugglestarter
RC - Recover Crouching after a move
CH - Requires a Counter-Hit
DS - Double-Over Stun
FS - Fall Back Stun
LS - Lift Stun
GS - Gut Stun
KS - Kneel Stun
HS - Hunch-Over Stun
TS - Trip Stun
CS - Crumple Stun
CFS - Crumple Fall Stun
CF - Crumple Fall
BS - Low Block Stagger
SH - Stagger Hit
GB - Guard Break
FL - Float
# - see corresponding footnote
c - CH modifier (eg. JGc is a juggle starter on counter hit)
cl - Clean Hit modifier (eg. DScl is a double over stun on clean hit)
co - Crouching Opponent Modifier (eg. KSco)
cco - CH on Crouching Opponent Modifier (eg. FScco)
h - Attack hits High (block High or duck)
H - Attack hits High and on ground (block High or duck)
m - Attack hits Mid (block High)
M - Attack hits Mid and on ground (block High)
l - Attack hits Low (block Low)
L - Attack hits Low and on ground (block Low)
Sm - Attack hits Special Mid (block High or Low)
! - Unblockable hit
<!> - Unblockable hit which can be ducked
{!} - Unblockable hit which hits grounded opponents
*!* - Unblockable hit which hits big grounded opponents
" - Indicates block point in Strings
NEW TTT MOVES
If Kazuya has a new move in TTT that he did not have in Tekken 2, I
typed that move on the Moves List in CAPITAL LETTERS!
=======================================================================
2. Strategy Guide Introduction ########################################
=======================================================================
Well, thank you for taking the time to plop your Tekken-playing asses
down in front of this computer screen and read this tome of Kazuya
goodness. The reason I've compiled this FAQ is rather simple - ever
since Tekken 2 first came out, Kazuya has ALWAYS been my favorite
character in every Tekken. He's just a MAJOR bad-ass, with some awesome
attacks with which he can demolish many an opponent in no time flat. In
Tekken 2, Kazuya was within the top five characters in the game - he had
very powerful juggles, re-defined the meaning of "stun" with his
incredibly-powerful Demon Gut Punch, had the nigh-invincible, Mid-
hitting Wind Godfist, and was the first character in Tekken to recieve a
Sidestep of some sort - however, to make that particular advantage even
more deadly, Kazuya could enter his Crouch Dash (the most important
Mishima move) by simply tapping d/f, from which he could go into a
vicious guessing game with his Wind Godfist and Hell Sweep. He had
power, speed, and ease of use all combined into one deadly package - the
only real weakness he had was the lack of an Attack Reversal. In the
words of tragic in his excellent Tekken 2 guide, "If he had a reversal,
he would be rated number one or two hands down." - and he hit it right
on the mark.
Kazuya, much to the displeasure of many Tekken 2 vets, was excluded from
Tekken 3, and mostly replaced by his son, Jin Kazama. While Jin was
given several qualities that Kazuya lacked (he actually had an Attack
Reversal, along with the best moves of his mother, Jun Kazama), several
of Kazuya's staple attacks and characteristics, such as a WS+2 Demon Gut
Punch, the Wind Godfist (the BEST move ever in Tekken), and the Mist
Step were either changed, weakened, or altogether scrapped. While newer
players to Tekken didn't really care, just as slikatel stated, Tekken 2
veterans knew that those attacks were the heart of Kazuya's power and
effectiveness. The absence of a Mid-hitting Wind Godfist severely
hampered Jin's Crouch Dash game. It is a strong opinion (but when you
think about it, it's more like a fact) that if Jin had been given a Mid-
hitting Wind Godfist in Tekken 3, he would be the strongest character in
the game, although smart players could mixup with the WS+2 Uppercut and
Hell Sweep.
Well, Tekken 3 is now old news, and Tekken Tag Tournament is in (well,
kinda). TTT has EVERY single character ever to grace a Tekken game in
this sucker (well, sadly excluding Doctor B. and the useless Gon from
Tekken 3) - and that means Kazuya is back to kick ass, and he's come
packed with several new moves and quirks that have acclimated Kazuya to
TTT's multi-faceted game engine. Although he has been toned-down in
many areas, with practice, Kazuya is one of the most frightening match-
ups for any opponent, and STILL one of the game's top characters.
Virtually everything in Tekken has changed since the heyday of Tekken 2
- so that's where this guide will come in handy for the aspiring Kazuya
player. This guide is meant for the intermediate to advanced Kazuya
player, so if you don't know about the general game engine, check out
the Tekken Zaibatsu or read up on one of the two Tekken Tag Tournament
books. If you're gonna buy one of the books, I highly suggest the
Versus Books guide, because even though it's been cut up like a Scream
flick, it's still a shitload better than the Prima book. Although I am
not the foremost authority on how to kick ass with Kazuya, I am good
enough, and a very observant learner, so remember that this is not THE
way to play Kazuya and win, but the way that I play Kazuya and win. So,
for those that want to learn just why Kazuya is so feared in match play,
read on... and most of all, enjoy the FAQ.
- Devil_Jin
=======================================================================
3. A Special Note To A Good Friend ####################################
=======================================================================
This is old, but I didn't want to delete it and restucture the entire
FAQ yet again...
To Kian Chong Lee (ILuvMomo):
For those that do not know yet, ILuvMomo, Kazuya extraordinare and good
friend, has recently announced his retirement from all things Tekken and
has stopped posting at the Tekken Zaibatsu. This to me is a truly sad
occurence, as he's without a doubt one of the most intelligent Tekken
players I've had the priviledge of speaking with. We've both been
credited with having some of the best FAQs out for TTT, and while I
myself would not agree to that when it comes to my FAQ, I would be lying
if I didn't say that Lee's Kaz FAQ is a work of art. He truly has the
best FAQ for Kazuya by FAR, and I'd be hard-pressed to even touch the
level of strategy and work in there - and his gigantic Julia FAQ with
DayFul is even better. You'd never expect so much strategy and advice
crammed in there on one character. He was just hitting his stride as a
great FAQ writer, but sadly, as he announced, he's being drowned in
personal troubles stemming from his Tekken play, and has officially quit
as Tekken player and FAQ writer. I do not hold that against him.
Obsession is a horrible thing when not aimed correctly. I wish you all
the best Kian, and hope you'll keep in touch. It was great having you
there all this time to help with revising my FAQ and placing your well-
observed criticisms in the places I needed it. Your witty sarcasm was
also funny as hell. And it sure was fun watching me, bluu, and Rev
flame right? Again, I wish you all the best and will continue to spread
the strategy of our favorite Mishima. Best of luck with getting your
life back in order. When I next play P-Jack and block his f+3+4, I'll
dedicate the cup of coffee I'll drink during the horrid recovery time to
you, before I drop a WGF on him. Cheers!
- Mark Campbell (a.k.a. Devil_Jin)
UPDATE - Well, here's good news - Kian is back and posting on TZ yet
again, under the s/n of kianchong. From what I gather though, he's
decided not to write any more FAQs, which I guess is good for him. And
get this - he's flaming left and right and in the process, making me
damn proud! Nice to have ya back dood!
=======================================================================
4. Latest Revision History ############################################
=======================================================================
This keeps track of the last three revisions:
v10.5 - Well, screw that promise about not having any more updates for a
while. I didn't realize I had so many errors here and there... semi-
minor update, added Catlord's site as a carrier of my FAQ, added info on
Gut Punch, Right Splits Kick, and a few other moves, added "Electric
Wind Godfist" (don't worry, it's a joke... just read it) and added a lot
of Submitted Strategies.
v11.0 - Well, I've found out new info on the Right Splits Kick, Hell
Sweeps, Gut Punch and WGF, changed the title of the FAQ around a bit (to
better represent the content of it), removed the stupid "EWGF" joke,
stopped being lazy and included everyone into the Versus Fights section,
removed the High Pounce stuff (it appears Kaz DOESN'T have this move
after all... big loss, right? ^_^), removed the Fighters.Net address
(since Fighters.Net is gone), changed the roman numerals to regular
numbers, got rid of the Links section (too many to keep track of),
basically refined and corrected my mistakes all over the place, found
other miscellaneous data, AND own the PS2, TTT, and the TTT Perfect
Guide from Versus Books to confirm my stuff. This was originally going
to be the final revision, but I decided that there had to be room to
make changes if anything came up (like the Frame Data for a blocked WGF
and the possible follow-ups), so for the time being, this will be the
last update in a long time unless something really major comes up.
v12.0 - I've removed two of the FAQ locations, fixed an error here and
there, and added OB Strategies to the Strategy section. Ah, the
pressures of being an FAQ writer...
Final Version - Ok, this time I could care less... I'm done with the
damn thing. Tekken 4 is almost out, and PLENTY of Tekken 4 info is
abounding, so I decided to include that stuff in a whole new purty
section ^_^. I've gone into more detail with some of the VS. Strategies
(Baek especially), fixed up most errors I could find, and decided to
stop being lazy and went into depth with stuff I needed to include.
There are of course going to be errors, but that's the end of it. The
FAQ will officially NOT be updated anymore.
=======================================================================
5. Credits/Sources ####################################################
=======================================================================
Like I've stated before, I feel that the people that inspired me and
motivated me to create this FAQ are the ones that deserve credit for
this FAQ. Let's get this on...
- Rev, hey, it's always fun getting flaming lessons from you dood. I
have gone from being wimpy-ass Devil_Jin to being one of the baddest
motherfuckers in the Tekken Zaibatsu (or maybe I'm just full of
myself)thanks to your "kind tutelage", if you can call it that. To be
honest, your FAQs are pretty damn good anyways (if not for the info, for
the personality all over it), and I do admit you are my main inspiration
for writing this stuff in the first place. Props go out to Exar Kun,
whose Heihachi and Kaz FAQs are quite good themselves (even though
outdated and kinda lacking when it comes to useful strat). And Kian,
well, you already know how good your FAQ is ^_^.
- Victar, keep it real, man. For those that haven't read it yet, I urge
you to check out his site and read his incredible Tekken fanfiction.
His latest, and finally finished fanfic, "Phoenix Reborn", is an
essential read for any respectable Tekken fan. His site, Victar's
Mortal Kombat/Tekken Fanfiction Archive, is very comprehensive, with a
huge list of crazy links and fanfics. Check it out at:
http://members.aol.com/sglkht
- Raijin Aoki for his absolutely incredible Lee Chaolan Tribute movie.
I love it more than any movie of Tekken so far! The BGM RULES! If you
are a Tekken fan, download it. _Now_. LEE KICKS ASS!!!
- Kevin, Amaro, Trekk, and my pal Kenny at Time-Out Arcade in Danbury
Fair Mall, CT, for killing my ass (well, Amaro, I almost always beat
Kenny and I haven't seen Kevin in a while...) with your mad skillz...
especially Amaro with his insane Baek/Hwoarang team, cuz his New Haven
skillz are to be feared, rekonized, and rezpekted, cuz he iz just beez-
naughty. Kenny, keep working on your game dood, you'll get good
someday. Of course, you can start on the path by blocking my Thunder
Godfists first, and you'll be on your way (lol)! Trekk, it was fun
getting wasted by you ^_^. I swear next time I'm gonna put up an even
fight, God dammit!
- Castel, for supplying all the masses with your sick knowledge of the
greatest fighting game ever made. Keep it coming, man! AND _BIG_ PROPS
GO OUT TO TEKKEN ZAIBATSU FOR THE COMBOS, CONVENTIONS, FRAME DATA, AND
ENDINGS!!!
- Agent316, for having the crazy skills (he's got the best editing I've
ever seen!) to make those insane movies! Keep it up and visit his
webpage at:
http://www.geocities.com/martb_perez
- The guys at Tekken Zaibatsu's Forums: Reverend C. (the well-known
"Asian Sensation"), tragic (who's T3 Yoshi FAQ is the greatest Tekken
FAQ known to man), Catlord (mad cool dood, I talk to him on IRC),
prizim, SPMAN (gorrila-boy Cuban), Night (bluu's bastard love-slave),
tomhilfiger (Mr. American Wavedash), KOFTEKKEN and jjt (owners of the
immensely-helpful TTT Advanced Techniques FAQ), Chinky-Eye, 7ronko,
DatBastardSho (one of the kuhlest doods in the Tekken community, with a
great Jun FAQ), Chinky-Eye (King Of Twin Pistons), Renick (excellent
FAQs dood!), Shukudai, Ikazushi, ~NewUltraCowLand (who is now the
godlike Johnny On The Pot/Perfect Pot... I believe that's 'nuff said),
Vegetta X (one of the biggest morons I've even seen, without a doubt),
Chris Mishima, Proxer (Defender of "Kazuya does NOT have EWGF!"),
FusionTech, toshinjin, EDDYRULZ69 (I mean I69EDDY, another idiot), KaNE
(fellow Vegetta X hater and Asian Sk8er), avkazama, RedFooT, elfty
(plays a mean Baek I hear), and my main mans bluu (MoFo Ultraflamer #
2), Exar Kun, ILuvMomo (Ultimate Master Of The 1,2,2), Joshimitsu,
Triple Lei, Guppie, J&H, SeanPyro, and Trekk. You guys kick ass in
Tekken and are cool to debate, argue, chat, and/or bitch with. Keep it
up. Thanks Chinky for the Twin Pistons info and strats, thanks 7ronko
and Rev for the 13-frame WGF info, and thanks bluu for all the Hell
Sweep data (and thanks also go to ILuvMomo for including this info in
his FAQ where I could find it!) and the invincible WGF info. You ROCK,
my sexy love slave! (LOL)
- The maddest props to none other than Johnny On The Pot, or as he used
to be named, ~NewUltraCowLand, for doing the impossible and KICKING THE
LIVING SHIT OUT OF CALI! WITH THE OGRES NO LESS! And did I mention he
killed Calipower, tomhilfiger, AND the God-like MIC? Yep, the new U.S.
champ has arrived, and those months of his trash-talking about GA has
paid off. Makes me blush when I remember how much I used to flame that
guy when he was mad stupid. He's much chiller now and definitely cool
to talk to. Now I'll hop off the JOP nut train, thank you very much.
- And I can't forget Annaquin, or as we Zai goers call him, Analquin.
Apparently, he is NOT the biggest moron ever, and posted up whack strat
and retarded videos as a front to his surprisingly GREAT skills. I
still like that word "Annaquinish" though... ^_^ (I bet Rev is kicking
himself in the ass now)
- Now that Annaquin has revealed his true colors, it's time to turn the
Tekken Zaibatsu Ass-Clown Award to Ali Vegas, who has wasted our time
for months bitching about how Ling Xiaoyu was the best character in TTT,
and in the process got the entire forum on his ass with his asinine
shit-talking and refusal to go out and PROVE his endless parade of
bullshit. He is THE ultimate Tekken troll. Maybe if you pull a JOP and
PROVE your "skills" in a tournament, we might listen to you and not make
fun of your absolutely whack arguments, dick! Ryokimitsu, I give you
kudos for putting this ass in his place every five seconds.
- The Tekken Salute BBS, for being what was the most hardcore BBS ever
for Tekken strats, even if it NEVER freakin' updated. It's been closed
down for a while, but I've heard rumors that it's up again, so if it's
true, perhaps I'll go and check it out...
- UnknownHP and 666 for having a kickass TTT movie site. Their capture
card is even better than Castel and Agent316's! Here's the site (be
warned, it's in Japanese, although the movies are easy to find):
http://www.coara.or.jp/%7Ekei666/ttt/tetutop.htm
- Chris MacDonald, better known to the FAQ world as Kao Megura, for his
well-put, comprehensive Copyright info. This man is the best FAQ-writer
on the planet, no doubts about it. You simply cannot dispute the
knowledge of Kao Megura, God Of FAQs, no matter who you are! Thank you
man, you are an inspiration for many. Enjoy your retirement, you
deserve every bit of it. I hope you can write some more killer FAQs
some day.
- BMW, for cracking out with all the mama snaps on IRC and for being the
owner of a sick Tekken website. And thanks for those quick little
Kazuya Mist Step videos. Here's the address:
http://www.tekkenstuff.hypermart.net
- And finally... ME, for having the time, energy, friends, and desire of
Tekken to create my very first website AND Tekken BBS! Although it's
not really populated much anymore, perhaps when something new comes up
in Tekken (which should be soon, since Tekken 4 is out), I'll post there
some more. On that note, I'd like to thank my moderators: Exar Kun,
ILuvMomo, Triple Lei, JyH, Joshimitsu, Guppie, and Sean Pyro for being
awesome sons of bitches and helping to make the site your place for the
everyday Tekken fan. Check it out at:
http://pub21.ezboard.com/bmcdeviljinstekkenbbs
In the words of my man Joshimitsu, "Uh... go there."
=======================================================================
6. Kazuya Mishima's Bio ###############################################
=======================================================================
Kazuya Mishima's history is quite convoluted, so it's difficult to
include everything in detail, but here goes... Kazuya is the son of
Heihachi Mishima, the head of the extremely wealthy Mishima Financial
Empire. Throughout his childhood, Kazuya was the victim of a nearly-
endless string of physical abuse from Heihachi, who believed solely in
building a child's strength by beating them during their training
exercises. Then, at the age of five, Heihachi threw Kazuya into a
ravine, which left a huge scar running from his upper-right shoulder to
his lower-left adbomen. Kazuya as a result grew up devoid of emotion,
and things only grew worse when Heihachi adopted a Chinese orphan named
Lee Chaolan when Kazuya was around 13 years old. From the first time
they saw each other, an intense rivalry and hatred flourished between
Kazuya and Lee, to which Heihachi exploited to the fullest. He openly
embraced Lee into the Mishima family as a way to incite Kazuya's
jealousy and hatred so that Kazuya would grow up and make Heihachi proud
when he inherited the MFE. However, this only made Kazuya's hatred for
his father blossom into murderous rage.
When Kazuya was around 18, he left the MFE to search the world to
secretly gain power to overthrow his father, while at the same time
living off of his father's money - he devised plans while maintaining
the cover of a spoiled, rebellious rich-boy turned vagabond. It was at
this time he was troubled in his dreams by an entity known as Devil. In
exchange for possessing Kazuya, he would grant Kazuya almost limitless
power in order to overthrow his father. Kazuya accepted Devil's offer,
and became an agent of evil. Now all Kazuya needed was an opportunity
to strike...
During the year 1995, Heihachi organized a blood-sport tournament called
the King of the Iron Fist. The winner would recieve a large cash sum,
as well as becoming the new owner of the Mishima Financial Empire.
Kazuya was one of the lucky few who recieved an invitation. So now,
fueled with unholy power, Kazuya entered, and proceeded to not only
demolish Lee, but topple Heihachi as well, throwing him off of the same
cliff that he himself had been thrown at the age of five, believing him
to have perished, although he would find out that he had survived later
on. Kazuya became the new President and CEO of the Mishima Financial
Empire, and then instantly began corrupting it with his evil power.
In 1997, Kazuya organized the second King of the Iron Fist tournament.
During the course of events, Kazuya fell in love with the "Ecology
Fighter", Jun Kazama, and were drawn together by the supernatural power
of Devil. In the final match of the Iron Fist, Heihachi, who had come
out of hiding to topple all challengers in the tournament, fought Kazuya
again in a bloody battle. This time, Heihachi defeated Kazuya, and made
sure he would never come back to menace him again by throwing his corpse
into a raging volcano, while at the same time, Devil was battling a
pregnant Jun Kazama for ownership of an unborn Jin's soul. Jun emerged
victorious, and fled to the isolated Japanese island of Yakushima to
raise Jin away from the horrors of his father and grandfather's crimes.
Now, the confusing thing about TTT is that it is considered separate
from the Tekken series in terms of storylines, but the fact that Namco
included endings for the characters in the PS2 version of Tekken Tag
makes it a bit harder to swallow. His presence in Tekken Tag is
supported by the strong evidence in Tekken 3 that he, indeed, survived
at the climax of Tekken 2. This is clearly shown in Eddy Gordo's ending
in Tekken 3 for the PSX, where he reveals that the leader of the crime
syndicate called the "Organization", as well as the man who ordered the
hit on Eddy's father, to be non other than Kazuya Mishima. Now, Tekken
3 takes place roughly in the year 2016, 19 years after the second King
Of The Iron Fist tournament in 1997, and Eddy is 27 years old in 2016.
When Eddy was 19, around the year 2008, his father was murdered by the
Organization, and Eddy spent 8 years in jail. The hit on Eddy's father
was executed 11 years after Kazuya's supposed "death" at the hands of
Heihachi, PROVING that he is indeed, alive, or was alive at least until
the time of Eddy's father's death.
=======================================================================
7. Tekken 4 ###########################################################
=======================================================================
For those not in the know, Tekken 4 has been released across the world.
And the good news? Kazuya is not only alive - he's the main character!
************************
************************
** TEKKEN 4 STORYLINE **
************************
************************
In the midst of the 3rd Iron Fist, Heihachi and his scientists tried to
find a way to merge Ogre with the Devil gene - the DNA that had
manifested in his son, Kazuya, giving him immense power - and create a
living organism, with which Heihachi would use to conquer the world.
Since he himself did not carry the Devil gene, and his son was (to his
knowledge) dead, he found the gene in his grandson - Kazuya's son, Jin
Kazama. Knowing that it was only a matter of time before Jin would
transform - and become a threat - Heihachi orchestrated a plan to kill
the unsuspecting, trustworthy boy. All he needed was an opportune time
to strike...
Heihachi carried out the plan after Jin had vanquished True Ogre, with
him and a few Tekkenshu soldiers shooting him dead. The plan was to use
Jin and True Ogre's cadavers for experimental purposes to find the
combined power of Ogre and the Devil gene. Unbeknownst to Heihachi,
this act of violence did not end the menace - it TRIGGERED Jin's
transformation, turning into a nigh-unstoppable killing machine. Devil
Jin proceeded to kill the Tekkenshu grunts and then mopped the floor
with Hei himself. Devil Jin flew off into the night, leaving a
battered, bruised Heihachi on the ground, writhing in pain but alive
(he's one tough 73-year-old bastard, that's for sure).
For the next two years, Heihachi searched the world for his Devil
grandson to no avail. He simply could not be found - there were no
traces of his existence whatsoever.
Then he came upon a startling discovery. Pictures came into his
possession, showing a corpse, burnt and covered with cuts and scars,
with two long protrusions sprouting from his back.
Protrusions that looked very much like wings.
The pictures were over twenty years old, so it was conclusive proof that
apparently someone had found Kazuya's body, although HOW it existed was
itself baffling. Knowing full-well what possession of Kazuya's body
could do in the wrong hands, he set out to find the perpetrators, and
make them pay dearly. Soon enough, a name came up - the G
Corporation...
**********
The minds behind the discovery of Kazuya's corpse were known as the G
Corporation, a huge conglomerate with offices in Nepal and Nebraska that
specialized in biotechnological research. Twenty-two years ago, they
had retrieved a burnt and scarred body from the volcano under the tip
that Kazuya Mishima, the Devil-possessed former owner of the MFE, had
just been thrown in after being defeated by Heihachi Mishima. Kazuya
was reputed by the crime underworld to be nearly indestructible, and the
recovery team was indeed able to retrieve the remarkably-preserved
corpse.
The G Corporation spent close to 20 years trying to discover a way to
reanimate Kazuya so as to harness Devil's power. The G Corporation used
their incredible biotechnology on Kazuya's DNA to reanimate his body in
their Nebraska laboratories. It was successful, and Kazuya retained all
of his memories - the catch, however, was that he now had the body of a
49-year-old, as if he had aged from 1997 all the way to 2018 (which
seems to directly contradict Eddy's T3 ending, since in that ending
Kazuya is assumed to be alive almost a decade before 2018, so
apparently, Eddy's ending did not take place in the official Tekken
storyline).
Indebted to the G Corporation for reviving him, Kazuya set out to help
discover how to merge his own persona with Devil's so as to make himself
even more powerful. The experiment was brought to a crashing halt,
though, when Heihachi and the Tekkenshu, who had recieved word that
Kazuya's body was being held in the Nebraska laboratories, arrived and
proceeded to lay waste to the G Corporation's personel and equipment
only hours after laying waste to the G Corporation's Nepal building and
taking their information. Kazuya, enraged that his father thwarted his
plans once again, demolished the Tekkenshu squad and went into hiding.
Desperate to find Kazuya and eliminate him once and for all, Heihachi
organized the fourth King Of The Iron Fist tournament to draw out
Kazuya. The prize would be ownership of the Mishima Financial Empire
and of course, a hefty prize sum. Kazuya, knowing that entering will
give him a shot at revenge with Heihachi, enters the tournament.
**************************
**************************
** TEKKEN 4 KAZUYA INFO **
**************************
**************************
Yes, Kazuya is back and he's ready to kick ass in Tekken 4. Things
aren't exactly peachy, however, if you're expecting the TTT dominator.
If you've been up-to-date with Tekken 4's information, you'll know that
the general consensus was that Kazuya had been RAPED in Tekken 4. Don't
get me wrong - he's not really weakened, but he's been balanced out VERY
well. Most, if not all, of his useful moves have been modified or
changed in some way. He's apparently gained a bunch of new moves, but I
haven't seen all of them yet. I'm glad to say though that Tekken 4 is
in my arcade now, so I spent a few hours of quality time with Kazuya.
The main changes I know of are below...
- Kazuya's 1,1,2 is now like the Ogres' version - the final, third hit
no longer is guaranteed after the first two hits unless it's on Counter-
Hit. Being one of Kazuya's main attacks to answer a blocked attack, I
would say this hurts him a fair bit... I guess it's time to fall back on
the Ogres' tried-and-true tactic of using 2,2 to counter blocked
attacks. Apparently though, the regular 1,1 seems to give Kazuya a MAD
frame advantage now, even more so than it used to be.
- In what is one of the more shocking changes made to Kazuya's arsenal,
Kaz's almighty Wind Godfist... sucks. Well, kinda. The properties of
Kazuya's WGF in Tekken 4 are really fucked up. First off, Wind Godfist
- AND Electric Wind Godfist - both only launch on Counter-Hit. On a
normal hit, it only staggers them (as if you did a WS+1,2 Twin Pistons
on a Jack). Perhaps the worst change of all - it hits High! That's
REALLY bad. Thankfully, however, Kazuya now has the EWGF... even though
it's not really anything super-special anymore. So now you really HAVE
to use it to interrupt, since using it any other time will put you in
more danger than it's worth. I was pulling the EWGF more than a few
times on the decent sticks, so apparently it is identical to Jin's old
EWGF and has a bigger slop factor than Hei's. Due to his new attacks
though, Kazuya juggles are as powerful as ever.
It's quite obvious that the offensive aspects of this move are severely
fucked now, though. No more pressuring crouching opponents, because
they can duck it, and even if it hits it won't juggle. So now you
really don't have a choice but to use it for interrupting. Thankfully,
this now means that previously impossible juggles are now quite possible
- WGF, 1, WGF, 1, WGF, and WGF, 1, 1, TGF work 100% when done right.
Putting it bluntly, though, while the WGF/EWGF is definitely useful when
mastered, it is nowhere near as effective as it was in previous Tekkens.
- And finally, we have Kazuya's Twin Pistons. In what is definitely the
biggest raping of all for poor Kaz, the WS+1,2 has been royalled FUCKED.
It's now identical to Jin's gimpy-ass T3/TTT Twin Pistons! The second
hit is no longer guaranteed on normal hit - only on CH. Worst of all,
it no longer juggles crouching opponents - regardless of CH! This is
probably the only change I REALLY object to. Suffice to say, this was
Kazuya's best attack in TTT. I mean, abusing Twin Pistons from CD was a
hard enough technique to learn properly... and now it's DEAD. Don't get
me wrong, TP was definitely too powerful in Tekken Tag... but God, I'd
give it a slower block recovery or something... not totally destroy it.
It is of course still useful for interrupting, though.
- Kazuya still has the Wavedash in Tekken 4. Problem is... who in the
fuck would want to use it now that it's really WORTHLESS? All they have
to do is block Low, and that's it. EWGF and WGF will whiff. Twin
Pistons will not juggle even if on CH (since they're ducking), and even
if the first hit connects normally, they can block/Parry/reverse the
second. Hell Sweeps can be blocked or Low Parried, and from what it
looks like it needs a deep Clean Hit or CH to trip now! From some
threads at the Zai, however, many players are now throwing in Kazuya's
new b+1, which hits Mid, into the Crouch Dash mixup, so perhaps they
aren't quite dead yet. However, considering that Mishimas can be jabbed
out of the Crouch Dash now (especially by Paul/Steve/Law), it's safe to
say that abusing it is a foolhardy tactic in T4.
- The Demon Gut Punch, more or less, is much better than the old TTT
incarnation. On a Clean Hit, the DGP's stun can NOT be escaped at all,
and as an even weirder property: if you do the Gut Punch (d/f+2) right
afterwards, IT STUNS, REGARDLESS OF CH OR CLEAN HIT! Needless to say, a
combo like CH WS+2, d/f+2, b+3,1, f,N,d,d/f,f+4~4 does craploads of
damge with minimal effort. Also due to his new moves and additions to
his arsenal, Kazuya's juggling power is MUCH better then ever before.
And when factored in with his multitude of stuns, Kazuya is basically
THE juggler/combo-er in Tekken 4.
- Juggles, in general, have been massively toned-down in Tekken 4. Only
a few characters have massive-damage juggling capabilities now (Kazuya
is one of them), and few rarely exceed 30-40% damage unless you factor
some cheap wall combos in. The game is much more reliant on poking,
Okizeme, and Sidestepping. Of course, for those that don't poke the
best (Kazuya), juggling is going to be your main/standby form of
attacking.
- The universal Low Parry is back in Tekken 4.
- The Sidestepping system has been totally revamped. Now you can
Sidestep infinitely to the left or right by holding Up or Down, or do
the regular SS from Tekken 3/TTT with u,N or d,N like before. Crouching
is now done with D/B. However, the continuous Sidestep is pretty damned
slow and really not useful, so the regular SS still seems to reign here.
- And did I mention Tekken 4 has WALLS? Yep, and they figure in
PROMINENTLY with gameplay and ESPECIALLY with juggling. Just about
every character has a juggle or two they can use when bouncing some poor
bastard off the wall. Beginning to see the possibilites? I got some
unfortunate people in some NASTY wall traps with Kazuya and that evil
new b+3,1,4,1 combo of his. Thankfully, Wall Tech Rolls are possible,
so it's not like a wall trap is the end for you (but damn near close it
seems).
- The old 1+3 throws as we know it are gone. They've been replaced by
the new Position Change, which basically exchanges the player's standing
positions. I believe the old 1+3 throws are now F+2+4. The new
Position Change is INCREDIBLY useful, make no mistake about it. It
allows a defensive guy getting pummeled against a wall to grab the
attacker, throw him into the wall, and then the tables are turned, of
course. This usefulness is kinda downsized though because the frame
count for these (and the 2+4) throws are much longer than ever before.
- As for new moves with Kazuya, he's gained a whole lot to round him
out. Here's his new additions:
Split Elbow - b+1
Entrails Smash Combo - d/f+1,f+2
Glorious Demon Fist Combo - f+1+2,f+2 (I believe it only works on hit)
Corpse Slash Punch - SS+1+2
Wicked Raid - b+2
Spiral Backfist - b,b+2
Electric Wind Godfist - f,N,d~D/F~2
Demon Slash Kick - f,N,d,d/f+3
Advancing Kick to Lead Jab - f+3,1
Blazing Demon Fire Rush - b+3,1,4,1
Flash Kick - b+4
Demon Stomp - d+4 (grounded opponents... looks fucking bad-ass!)
- Another big change is the addition of Soul Calibur's Just Frame
Attacks. For multiple-attack chains, like Paul's new Iron Mountain
chain (d+4,2,1), EXACT frame-timing is required inbetween hits to get
the whole thing out - you can't mash it out like in previous Tekkens.
Unfortunately, though, Namco has not released Tekken 4's Frame Data yet.
- The CONFIRMED characters in Tekken 4 as of this writing: Kazuya
Mishima, Paul Phoenix (d+4,2 is cheap again, he's got a perfect new
d+1+2 shoulder tackle move, cheap 1,2, and some incredibly-evil wall
combos... ARRRGH!), Ling Xiaoyu (massively improved), King The 2nd (who
has several of Armor King's moves from TTT), Marshall Law (complete with
goatee and some cool new punch links), Yoshimitsu, Hwoarang (with a few
of Baek's moves), Heihachi Mishima (the boss... and my God, he's wearing
a Sumo diaper! EWGF is also there too... but now it slams you spinning
across the screen!), and three new characters: Craig Marduk (who killed
Armor King, that bastard!), Steve Fox (a boxer dude who uses sways
intstead of kicks, and has the fastest goddamned punches I've ever
seen!), and Christie Montiero (who is the female Eddy Gordo of Tekken
4... as well as being almost naked 90% of the time). Jin Kazama is the
first Time-Release character (his ENTIRE arsenal is new!), followed by a
"new" character, Violet - which if you didn't know yet, is actually Lee
Chaolan in disguise - Nina Williams, Lei Wulong, Bryan Fury, and Julia
Chang. The rumored next characters are Kuma/a Jack, Combot (basically
Tekken 4's Mokujin), and Heihachi.
=======================================================================8
Strengths and Weaknesses ###########################################
=======================================================================
OVERALL ANALYSIS
Kazuya is the most hardcore of all the Mishimas. His attacks intimidate
more than any other of the Mishimas' attacks do, and his whole attitude
exudes a simple, bad-ass "I'm gonna kick the shit out of you, then spit
on your fucking carcass" arrogance that we all know and love. He
thrives on landing Counter-Hits perhaps more than any of the other
Mishimas as well - examples are Kazuya's Demon Gut Punch, Gut Punch,
Twin Pistons, and of course, the Wind Godfist. He has the fastest Wind
Godfist in the game in that it can be executed one frame faster than any
of theirs can (except Devil). Kazuya's Crouch Dash games are also the
deadliest of all the Mishimas. Kazuya's only drawbacks are a lack of
variety, lower juggling power compared to the other Mishimas, and the
slowest-recovering Wind Godfist of the Mishima clan (explained below).
While his arsenal is limited, he benefits in that just about all of his
attacks are useful in some way. IMHO, he has the most "effective"
arsenal in the game. Having 20 or so moves may not be much, but it's
better to have 20 or so useful moves than 70 moves with limited use,
right (*cough* *hack* *JULIA* *haff*)? Added to that, Kazuya is THE
pick that almost all of the tournament players (and winners) choose when
they want to win. Go to Korea or Japan and you see Kazuya is the most
picked character in tourneys along with Jin. In the right hands (with a
lot of Instant WS Twin Pistons/Hell Sweep mixups from your Crouch
Dash/Wavedash, although it isn't really NECESSARY), Kazuya can beat
anyone and everyone.
And if that isn't reason, who's a bigger badass than Kazuya?
^_^
Thought so.
STRENGTHS
- Kazuya has the most elaborate arsenal of stun attacks in the game, and
when given an opportunity to unload, his stun combos hurt more than
anyone else's (yes, even more than the Ogres, believe it or not). He
has the insanely-powerful (although crappy) Demon Gut Punch, the
extremely-useful Gut Punch, and the powerful Glorious Demon Fist with
which to stun them and combo. His most powerful stun move is the Demon
Gut Punch (if it hits on CH and they do not escape the stun), as it has
decent speed, easy to do, hits Mid, Double-Over Stuns on Clean and
Counter-Hit (Fall-Over Stun on Clean Hit), does insane damage (50+
points!), and Kazuya can follow-up with almost any of his moves for a
powerful combo. However, it has been toned-down a LOT in TTT, as a stun
can be Tagged out of or the opponent can simply hold Forward to fall
quickly and escape the stun (regardless of hit type). Your best bet is
to rely a lot more on the Gut Punch since it does insane damage as well,
can't be escaped, is fast, inflicts block-stun in-close, and can lead to
some powerful combos.
- While not having as much finesse and damage as Jin or Heihachi, or
having a Class 1 Launcher like Devil, Kazuya's juggles are powerful and
simple. It only helps that he is gifted with possessing the best
jugglestarter (and perhaps the best move overall) in Tekken - the Wind
Godfist. While it now can be blocked standing or crouching, and is not
as good as Heihachi's due to his much broader juggle options (and
shorter block recovery and EWGF...), it is still Kazuya's best launcher
(and one of his only) by far, and a low-blocked WGF will stagger them
slightly, allowing Kazuya for the most part to be safe if blocked. It
is also immensly helpful that the WGF cannot be reversed or parried in
TTT. The altered blocking is not too much of a setback, as the WGF was
always better-used when countering an opponent's attack or hitting them
if they whiffed, and to add to it, a blocked WGF leaves Kazuya open to
VERY few attacks, but be careful - some characters CAN hit you with
nasty stuff (Ogres 2,2, Hei 1,1,2, Bruce f+2,f+4, etc...). To make up
for his pathetic Demon Gut Punch in the While Standing department,
Kazuya has the EXTREMELY useful Twin Pistons, which hit Mid twice,
execute in 11 frames, launches to a cozy height for several moderately-
powerful juggles, combos guaranteed from the first hit, recovers very
fast, is easy to do, and can be worked into your Crouch Dash strategies,
so Kazuya can use the nigh-unbeatable mixup game from his Crouch Dash by
mixing up his Hell Sweeps and his Twin Pistons to create a nasty
guessing game. And of course, the d/f+2 Gut Punch is more than an equal
to the Demon Gut Punch in almost every way.
- Kazuya possesses the Mist Step (f,N), which is a quick Sidestep that
can lead into an automatic Crouch Dash by tapping d/f. From his Crouch
Dash, he can go into three very useful attacks - the Thunder Godfist,
Wind Godfist, and Hell Sweep, and one of the most useful movement
properties in the game, the Mist Step Cancel. These three attacks come
out more deceptively from the Mist Step Crouch Dash than in a normal one
(and faster if done with Mist Step Cancel), so it is best to go into the
Mist Step as often as possible as it basically comes out of nowhere. As
a bonus, it is also has a much easier joystick motion than the normal
versions.
- Many of Kazuya's attacks leave him with a sizeable frame advantage on
block AND hit - the Right Splits Kick, Leaping Slash Kick (on block),
first two hits of the Flash Punch Combo (on hit), Stature Smash (on
hit), and close Gut Punch (on block) are prime examples. Kazuya can
employ some VERY nasty guessing games when the player takes frame
advantages into use, so as a rule, when you have frame advantage, ALWAYS
use it!
WEAKNESSES
- Kazuya's biggest and most glaring weakness is that the Demon Gut Punch
(WS+2), potentially his deadliest move in Tekken 2, has been toned down
so massively that it is near-uselessness in TTT at high-level play. Not
only is it slower coming out, it also recovers longer than it did in
Tekken 2, and has much less priority. But the worst by far is that the
stuns can be escaped easily by holding Forward or Tagged out of, and the
escape window is a long 20 frames, unlike Bryan's CH WS+3 or Paul's CH
QCF+1. When combined with the lag time and recovery time, lessened
damage potential since Tekken 2, as well as the predictability of it,
you're going to find it close to impossible to land a successful
Counter-Hit DGP, let alone a stun combo.
- Kazuya has no Attack Reversal or any type of Parry outside of the
universal Low Parry, so he is forced to block or counter everything
coming at him, and pressure is a relatively weak area in Kazuya's
defense. Use the Wind Godfist and Twin Pistons FREQUENTLY in this case
(i.e., duck high attacks and throws and retaliate with Twin Piston, when
mid-range, use WGF and 1,1,2 to override their attacks).
- Kazuya's Okizeme game is quite limited. His Low hits simply aren't
fast enough, damaging enough, or have enough range to keep them on the
ground for the whole fight, unlike guys like the Ogres, Nina, Jin,
Heihachi, Law, Xiaoyu, and Paul.
- Kazuya's Sidestepping game is pretty lacking. The supposed Triple SS
of Kazuya's is mostly bullshit since the Mist Step's SS is dependant on
the frame count, so it's not reliable in the least. It is made up for
mostly by being able to pull Instant WS and Crouch Dash attacks, but the
lack of a true SS attack hurts him a bit.
- When Kazuya and Devil are teamed together, they do not normally Tag in
and out like most teams. Instead, Kazuya/Devil hunches over, and
transforms into Devil/Kazuya, depending on who the partner is. Not only
does this make Tag combos virtually impossible, it also leaves
Kazuya/Devil open to just about any attack, and while their attack is
repelled (much like if you touched Jin during his Force), Kazuya/Devil
cancels the transformation. To make matters worse, Devil cannot recieve
the Netsu Power-Up, so a Kazuya/Devil team is a big weakness for both
members (however, on PS2, Angel/Kazuya IS possible, and very powerful I
might add).
- Kazuya is generally poor in the area of Netsu Power-Ups if you are a
player that relies on them to do damage. Kazuya is a badass mofo ;^),
and is often emotionally unnaffected by his partner's plight. It takes
around 7 hits on average for Kazuya to get angry and charge-up. Worse,
Kazuya has many teams in which he will not gain Netsu, so if you are
playing Kazuya, be careful and use a character that has a strong Netsu
combination with him (like Gold Tetsujin, but then again, he's got a 5-
hit Netsu with everyone...). Ironically, Kazuya gets Netsued with Jun
after _10_ freaking hits! You'd think he'd care a little more for his
own wife than he would for a walking training dummy, don't you think?
- Kazuya lacks quite a bit in the area of throws. He only has one
special throw, and his other throws can be easily escaped, so do not
rely on grappling with him when in-close.
- Kazuya also cannot do the Tag Slide, Tag Slash Kick, or Tag Flying
Cross-Arm, hampering his Tag-in game quite a bit and making him more
vulnerable when Tagging in than most. However, he can still cancel the
Tag run-in normally (u/b,b), with a Sidestep (f,u/f) OR cancel with the
Mist Step (f,N). Many thanks Silver Haired Devil for bringing that up.
=======================================================================
9. Moves List #########################################################
=======================================================================
******
THROWS
******
Throw Name Command Properties
Bitch Kicks 1+3 {1} #1
Hip Throw 2+4 {2} #1
Stonehead f,F+1+2 {1+2} #1,#7
= TAG, REVERSE ARMBAR = ~5 #8
Ultimate Tackle D+1+2_D/B+1+2 {1+2_2} #5
= Ultimate Punches = 1,2,1,2,1_2,1,2,1,2 {2_1} #6
STEEL PEDAL DROP 1+3_2+4_2+5 {1} #2
SKULL SMASH 1+3_2+4_2+5 {2} #3
Reverse Neck Throw 1+3_2+4_2+5 #4
#1 - Front Throw
#2 - Left Side Throw
#3 - Right Side Throw
#4 - Back Throw
#5 - Tackle
#6 - Tackle Attacks
#7 - Opponent can Tech Roll the Stonehead.
#8 - Special Tag Throw with Jun. Jun comes in and finishes with a
Reverse Arm Bar. Total damage is 30.
*******
ATTACKS
*******
Move Name Command Properties
Spinning Backfist b+2 h
Quick Demon Slayer 2,2 h,h
Left Right Combo 1,2 h,h
Demon Slayer 1,2<2 h,h,h
TWIN FANG STATURE SMASH 1,2,4 h,h,l
Flash Punch Combo 1,1<2 h,h,m
Twin Pistons WS+1,2 m,m/JG
= TAG = ~5 #1
Demon Gut Punch WS+2 m/FScl/DSc/#4
Tsunami Kick WS+4,4_d/f+4,4 m,m
Left Splits Kick f,f+3 m/FL
Right Splits Kick f+4 m/GB/SLDc/KSco
Demon Scissors 4~3 M
Roundhouse u_u/f+4 h
= Triple Spin Kick = 4,4,4 L/FL/BS,L/FL/BS,m
GUT PUNCH d/f+2 m/GSc/CFScl+c
ENTRAILS SMASH d/f+1 m/HS
SOUL THRUST f+2 m/KNDc/GS/GB
GLORIOUS DEMON FIST f+1+2 m/CFS
STATURE SMASH d/b+4 l
Leaping Side Kick f,f,f+3_WR+3 m/GS
Thunder Godfist f,N,d,d/f+1 m/#2
= Spinning Mid Kick = 3 m
= Hell Sweep = 4 L
Wind Godfist f,N,d,d/f+2 Sm/JG/SLDc
= TAG = ~5 #1
Hell Sweeps f,N,d,D/F+4,4 L/FL/BS,L/FL/BS
Mist Step f,N #5
= Crouch Dash = D/F
= Thunder Godfist = 1 m/#2
= Spinning Mid Kick = 3 m
= Hell Sweep = 4 L
= Wind Godfist = 2 Sm/JG/SLDc
= TAG = ~5 #1
= Hell Sweeps = 4,4 L/FL/BS,L/FL/BS
************
UNBLOCKABLES
************
Unblockable Name Command Properties
Lightning Godfist b+1+4 *!*
Lightning Screw Godfist B+1+4 *!*
*******
STRINGS
*******
String Name Command Block Range
Ninestring f,F+2,1,4,4,2,4,3,2,1 hh"mm"Smm"L"m!
Tenstring # 1 f,F+2,1,2,2,3,4,4,1,2,1 hh"hh"mm"Lhmm
Tenstring # 2 f,F+2,1,2,2,3,4,4,3,2,1 hh"hh"mm"LL"m!
#1 - You cannot buffer a Tag if Kazuya is teamed with Devil.
#2 - Damage is 43 on Clean Hit and the opponent will be knocked down.
#3 - Damage is 18 on Clean Hit if only one Hell Sweep is executed.
#4 - Must also be a Clean Hit to stun, and the damage is 37.
#5 - Kazuya will Sidestep left if f is tapped on an odd frame number.
He will Sidestep right on an even frame number.
#6 - Damage depends on proximity. Requires both Clean and Counter Hit
to stun, and damage is around 46.
=======================================================================
10. Frame Data ########################################################
=======================================================================
Ok, for the newer Tekken player reading this, you may be reading the FAQ
and come up with the term "frames". Now, what is a frame, and what does
it do for you? Basically, a frame is an animation taking place during
1/60 of a second during a fight. Tekken Tag Tournament runs at 60 fps
(frames per second), which is in fact almost twice as fast as normal
television (TV runs at 32 frames)! Now, what does that have to do with
all this? Well, in TTT, attacks give you a certain frame advantage and
disadvantage in certain situations. For example, Kazuya's Wind Godfist
executes in 11 frames, roughly 1/6 of a second, once you've pressed the
Right Punch (2) button. When blocked, a Wind Godfist has a 10-frame
disadvantage, which means that Kazuya will be left open for
approximately 1/6 of a second. If it hits on normal or Counter Hit, the
opponent will be launched and fall to the ground afterwards. Dig?
Here is another important thing - the frames of a move's execution only
pertain to how fast it comes out WHEN YOU PRESS THE BUTTON TO DO THE
ATTACK, and does not take into effect the amount of frames per
directional input. So, while a Wind Godfist may execute in 11 frames
once you press 2, it will take AT LEAST 14 frames overall to come out,
because it takes at least 3 more frames when you count the Crouch Dash
input (f=1, N=1, d=1, d/f+2=11).
It is VERY IMPORTANT to note that sometimes you can block before you can
actually input a command - this is often the case with minor stuns and
guard breaks. Thus a -12 for example doesn't necessarily mean you can't
block for 12 frames - it means that you cannot attack for 12 frames.
Most moves with a disadvantage of 8 or less can be considered safe moves
as it takes at least 8 for your opponent to execute a standard jab and
in some cases your opponent will not even be within jab range and you
have to add on whatever amount of frames it take for him to dash within
hitting range. Eddy has to ability to shorten recovery time after
certain moves with Sidestep or Recover Crouching cancels. Each of the
Frame Data List columns contain specific move information. To keep it
all as organized as possible, I have divided the list into Throws,
Moves, and Unblockables.
Command Column
Pretty self explanatory, this is how you execute the listed move. The
directions are in relation to which way your character is facing, of
course.
F Hit Column
Indicates how many frames it takes for a move to hit after you have
finished the command. This does NOT included the number of frames it
takes to input the command.
B Adv Column
The number of frame advantage or disadvantage when the move is blocked.
Meaning the amount of frames it takes before you can input a new
command. Positive numbers are advantages over your opponent, negative
numbers indicate a disadvantage and KD indicates the opponent gets
knocked down. This can either be a juggle, stun or any other kind of
knockdown.
H Adv Column
The number of frame advantage or disadvantage on a hit. Keep in mind a
hit does not necessarily results in an advantage over the opponent.
Frame advantage on stagger moves reflects the amount of stagger frames,
this does not equal the number of frames your opponent cannot block
attacks.
CH Adv Column
The number of frame advantage or disadvantage on a Counter-Hit. Keep in
mind a Counter-Hit does not necessarily results in an advantage over the
opponent.
******
THROWS
******
Command F Hit B Adv H Adv CH Adv
1+3 12 x x x
2+4 12 x x x
f,F+1+2 12 x x x
*******
ATTACKS
*******
Command F Hit B Adv H Adv CH Adv
b+2 17 -13 -2 -2
2,2 10,x 0,-13 +9,-2 +9,-2
1,2 10,x +1,0 +9,+8 +9,+8
1,2,4 10,x,x +1,0,-14 +9,+8,+2 +9,+8,+2
1,2<2 10,x,x +1,0,-12 +9,+8,+1 +9,+8,+1
1,1<2 10,x,x +1,+1,-17 +9,+9,KD +9,+9,KD
WS+1,2 11,x -2,-6 +9,KD +9,KD
WS+2 16 -13 KD KD
WS+4,4 11,x -3,-15 +8,-4 +8,-4
d/f+4,4 13,x -9,-15 +2,-4 +2,-4
f,f+3 19 -12 KD KD
f+4 19 +11 +8 KD
4~3 25 x KD KD
u/f+4~3 24 x KD KD
u_u/f+4 25 -12 KD KD
= 4,4,4 x,x,x -12,-26,-10 KD,KD,KD KD,KD,KD
d/f+2 14 -14 +5 KD
d/f+1 16 -1 +3 +3
f+2 20 -1 +8 KD
f+1+2 25 -16 KD KD
d/b+4 20 -9 +7 +7
WR_f,f,f+3 22 +17 KD KD
f,N,d,d/f+1 22 -14 +1_KD +1_KD
= 3 x -14 KD KD
= 4 x -23 KD KD
f,N,d,d/f+2 11 -10 KD KD
f,N,d,D/F+4,4 16,x -23,-23 KD,KD KD,KD
************
UNBLOCKABLES
************
b+1+4 43 x KD KD
B+1+4 63 x KD KD
- d/f+2 will only KD on Clean and Counter Hit.
- f,N,d,D/F+4,4 will not KD if it hits at maximum range.
- On Clean Hit or Counter-Hit, f,N,d,d/f+1 will KD.
- The B Adv of the second hit in u_u/f+4,4,4,4 is -26 when started as
u/f+4,4.
- d/f+4,4 can be delayed inbetween hits by 5 frames.
=======================================================================
11. Moves Analysis ####################################################
=======================================================================
*************
RANKING CHART
*************
I have a ranking chart that I use in all my FAQs that I use to tell you
how effective a character's moves are. Now, remember that this is only
my opinion of how effective the move is, and is NOT the final word on
it's power - it's my opinion on how useful it is, and ONLY an opinion.
However, just to let you know, I DO consult several others on it if I am
not totally sure of it, so rest assured that my opinions do have merit
to them (usually)...
* - One of Kazuya's worst moves, plain and simple. This move will
basically get Kazuya into a shitload of trouble if used more than once
per match play. These moves usually have a lot of recovery or lag time,
or they may simply do little damage and are easy to see coming or easy
to block. Keep away from it. Do NOT overuse this in any way, you will
get beaten badly for it.
** - This move is not very useful. While it may have tactical value in
certain situations, it may come out slowly, or be extremely predictable,
and easily blocked. Outside of certain special situations, this should
generally not be used if you're trying to win. Kazuya has better
options and/or substitutes for this. Try to limit your use of this to
about two or three times every few matches.
*** - A good, effective move that Kazuya can employ reasonably in match
play. This move has an even balance of strengths and weaknesses - it
may be incredibly powerful, yet come out incredibly slow, or it may
simply have a difficult joystick motion with poor/mediocre results.
However, it is generally a good move that Kazuya can bring out semi-
often. These are usually comprised of Kazuya's throws, and a few of his
power hits.
**** - A great move for Kazuya to use in match play, and one he can
bring out quite often. These comprise many of Kazuya's moves. These
are usually quick pokes with fast recovery or little lag time, or they
may be quick, powerful attacks like a jugglestarter. Overall, it is an
excellent move that can pay-off in the long run when used wisely, and
will be a highly-employed attack for Kazuya.
***** - One of Kazuya's best moves by far. These usually comprise
powerful jugglestarters, stun attacks, or they may be very fast attacks
with insane priority that are good for overriding other attacks. These
attacks should be included in almost every strategy that Kazuya uses, as
the reward is HIGH if it hits. This move can even be abused at times,
due to its power/priority/speed.
******
THROWS
******
-----------------------------------------------------------------------
Throw Name Command Escape Rating
-----------------------------------------------------------------------
Bitch Kicks 1+3 1 ***
The old favorite of Kazuya from past Tekkens, the Bitch Kicks are
definitely a crowd-pleaser when you connect with more than one in a row
=^). However, unlike what I thought previously, they are out of range
for a d/f+4 to connect, which means that it's not quite as good as Jin's
speical 1+3 (only with Jun or Kazuya on team), which guarantees him a
b+4, d+3, or d/f+4 (and does more damage to boot). The only real
problem is the ease of escape, but hey, it's damn cool-looking, so it's
worth the risk once in a while.
-----------------------------------------------------------------------
Throw Name Command Escape Rating
-----------------------------------------------------------------------
Hip Throw 2+4 2 ***
This is rather plain-looking, but in truth it can actually be pretty
useful. It only does 28 points of damage, but since it leaves Kazuya's
opponent right at his feet in the PLD position... can we say "Okizeme
games"? Or perhaps "OB Trap"? It's not TERRIBLY useful though, since
they're only stunned for a little bit before they can get right back up.
-----------------------------------------------------------------------
Throw Name Command Escape Rating
-----------------------------------------------------------------------
Stonehead f,F+1+2 1+2 *****
This is Kazuya's best throw by far, and unfortunately, his only command
throw. However, it does slightly more damage than a normal throw, is
easy to do, requires a double-button escape, and Kazuya can follow it up
with a d/f+4 or d+3 Front Kick for even more damage if they don't Tech
Roll. As always, the best use of this usually comes from the Crouch
Dash - f,N,d,d/f,N,f+1+2. It's easy and the CD gives it insane range.
Like some of the throws in TTT, they can Tech Roll this throw (it's also
much easier to do in TTT), but ironically, it seems to do more harm than
good. Unless the opponent holds Forward, Kazuya can get a guaranteed
Leaping Stun Kick (U/F,3) if they try to Tech Roll, although they can
escape that by holding Forward. Regardless of whether they Tech Roll or
not, I find that it's best to SSL and throw out a Right Splits Kick
(f+4) when you see them twitch - they will be forced to block it, giving
you hefty 11-frame advantage with which to start CD mixups or go for CHs
with the Gut Punch, or eat it, and since they will be considered
crouching if they Tech Rolled, they'll be smacked in to a KS stun and
open for a free WGF and nasty juggle! Simply evil.
= Tag, Reverse Armbar = ~5 - *****
Kazuya has an extra Tag Throw that he can use aside from the regular one
that everyone else has. What he does is perform the normal Stonehead,
knocking the opponent into Jun, who wrestles them to the ground for an
Armbar. Although it inexplainably does less damage than a normal
Stonehead, it does look very cool, and Tags Jun in safely, so if you
happen to be partnered with Jun, go for this when you hit with the
Stonehead and need a safe Tag. Jun also gets a free FC,d/f+2 afterwards
if she's quick. Sad that it's one of that team's few redeeming
qualities...
-----------------------------------------------------------------------
Throw Name Command Escape Rating
-----------------------------------------------------------------------
Ultimate Tackle D_D/B+1+2 System *
Although the Ultimate Tackle gets weaker and weaker due to the new ways
of reversing them added in each Tekken installment, it is still an OK
move for characters like King, Paul, and Nina (with their multi's), but
to be honest, Kazuya's Tackle just really sucks. The only thing he can
do after the Ultimate Tackle is the Ultimate Punches - no Cross-Arm Lock
or Leg Cross Hold. So, basically, it's best to only do this to throw in
a surprise every now and often, as the Ultimate Punches do pathetic
damage and are easily escaped. Hell, those with Attack Reversals and
Mid/Punch Parries can even reverse this, so stay away from it in match
play. BTW, this can also be executed from a Crouch Dash by tapping
1+2... but it's still pretty useless.
-----------------------------------------------------------------------
Throw Name Command Escape Rating
-----------------------------------------------------------------------
Steel Pedal Drop 1+3_2+4_2+5 1 ***
This is one of Kazuya's new throws (side throws weren't added until
Tekken 3, so Kazuya recieved both left and right side throws in TTT),
and it looks very cool. Kazuya takes his opponent's leg, and basically
whips them over his head and slams them into the ground HARD. It does a
good 40 points of damage, and of course is effective when you've wrapped
around an opponent's side with your Sidestep. It also leaves them
stunned on the ground for a while, so go into your CD/WD game for some
mean Okizeme. The only problem is that seasoned opponents will escape
every time.
-----------------------------------------------------------------------
Throw Name Command Escape Rating
-----------------------------------------------------------------------
Skull Smash 1+3_2+4_2+5 2 ***
Another of Kazuya's new throws, the Skull Smash looks like Law's back
throw (the Dragon Bite), except Kazuya punches them right in the
forehead with a nice big crunch (OWWW!!!). Like his other side throw,
it does 40 points of damage, looks cool as fuck, sets them up nice and
close for Okizeme, and of course fits right into Kazuya's side game.
Just like the Steel Pedal Drop, use this when you've whipped around an
opponent, but be aware that most opponents will escape.
-----------------------------------------------------------------------
Throw Name Command Escape Rating
-----------------------------------------------------------------------
Reverse Neck Throw 1+3_2+4_2+5 None ***
It's not the greatest of back throws as it does a measly 50 points of
damage as compared to Yoshimitsu's/Gun Jack's 70 points, and it also
looks very boring, but hey, 50 points in any case is great! Of course,
it is best used when you run/Sidestep under a flying opponent, such as
when Devil/Angel does the Devil Blaster/Reverse Devil Blaster, True
Ogre's Hell's Flame, Yoshimitsu's Moonsault Slayer and Deathcopter, and
Armor King/Ogre/True Ogre's Jumping Knuckle Bomb. They'll fly right
over your head, only to realize they've landed into some PHAT damage.
In the words of Ben Cureton, FLOUNCE!
*******
ATTACKS
*******
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Spinning Backfist b+2 *
Think of the Demon Slayer. Got that in your head? Now, think of the
final, slow, uselessly-High-hitting backfist thing at the end. Here you
go. Avoid it like the plague. By far the most useless move in Kazuya's
arsenal.
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Quick Demon Slayer 2,2 *
Do NOT do this move. While it inflicts OK damage if it hits, both hits
go High, leave Kazuya wide open if ducked, recover crappy, and aren't
worth the risk. Kazuya has much better options.
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Left Right Combo 1,2 ****
This two-punch combo doesn't have as many options as Jin's, but it still
leads into two different and semi-useful links. However, it is also
excellent in that it has forward movement, is totally safe if blocked,
and guarantees either the Demon Slayer or Twin Fang Stature Smash combos
on a hit. Because of its excellent recovery time, you should throw this
out freely in your in-close game, but be warned that experienced/fast
players will duck and punish Kazuya with a WS attack if you abuse this
(watch out for Jin - one WS+2 and you'll lose 30-40%).
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Demon Slayer 1,2<2 **
While this move goes High for all three hits, there are still some
places where you can stick this in and get good results. First, if it
is blocked, Kazuya will be moderately safe from retaliation, as the
recovery is decent. Second, it is a very fast, easy juggle finisher for
those who are just starting Tekken, as it does good damage. However,
once you master your Crouch Dash, you'll be using the Thunder Godfist
and Wind Godfist a lot more often in your juggle enders, but if you
don't want to risk whiffing, go for this, although the 1,1,2 is still
better. Third, if the first punch connects, the entire combo is
guaranteed, and does decent damage. However, you're much better off
with the regular 1,2 or even the 1,2,4. For more info on this move,
mail/contact ILuvMomo, the King of Kazuya's 1,2,2 (LOL). He'll tell you
how "good" it REALLY is (lol).
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Twin Fang Stature Smash 1,2,4 ***
A new link for Kazuya in TTT, and a very effective one... when used
sparingly. Kazuya throws out the one-two punch, then flows straight
into the Stature Smash. The last hit isn't blocked (the Stature Smash
feints a high kick, and instead goes Low) too often, but decent/good
players will tap d/f to Low Parry the kick every time. The whole combo
is guaranteed if the first punch connects, though, and while it won't
exactly kill them in terms of damage, the ticks will add up after a
while. If you know they'll block the last hit though, cut the string
short - the recovery is a crappy 14 frames. That's the same recovery
time as a Thunder Godfist, which means you'll get a WS attack or even
Hop Kick for your troubles. Remember to be careful when using this
against good players - if the 1,2 is blocked, they love to duck and Low
Parry the final hit. Due to that, it is best used as a mixup tool with
d/f+2 and d/f+4,4. Another effective mixup to use after they've wised
up to a few 1,2,4's is to switch up and do 1,2, then throw out the Gut
Punch. They'll duck to block the Stature Smash and get punched in the
mouth for some nice damage, and if they threw anything out, WHACK,
Counter-Hit! Go into a quick Lightning Godfist or u+4,4,4,4. It's also
a decent finisher in juggle combos as the Stature Smash slams them into
the floor pretty hard ;^).
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Flash Punch Combo 1,1<2 *****
This is the Mishima standby combo, and by far one of Kazuya's main
offensive and defense attacks. The first two hits go High, then Kazuya
busts out a fast Mid that will knock them down if it hits. However, the
reason it is so effective and hits so often is that the final Mid can be
delayed slightly. So, throw out 1,1 (if blocked, Kazuya recovers before
they can attack), and wait for them. If they block, end the link, but
if they twitch after they've ducked/blocked the first two hits, throw
the final Mid and put them on mat. Its fast speed will override almost
any single High/Mid attack. And since the first two hits (or single 1)
gives Kazuya a mad frame advantage (9 frames), it's prime time to mix up
with WGF, Gut Punch, throwing, or Hell Sweep, since it's guaranteed if
they try anything afterwards (and it will be a CH too!) other than to
block/duck. After they eat a few Hell Sweeps, they'll start blocking
low... which is when you do the 1,1,2 and make them pay.
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Twin Pistons WS+1,2 *****
= Tag = ~5
At first, I really didn't use this move too much because of my blind
faith in the Demon Gut Punch as well as the change in controller input
(as an odd paradox, I use Heihachi's and Devil's Twin Pistons all the
time). I thought it was simply a weaker substitute of the WGF and DGP,
but now I realize that Twin Pistons is used in different situations, and
in the situations that you can use Twin Pistons... it is an EXCELLENT
move. Now that I've found out that the DGP stuns can be escaped by
holding Forward, and that Tsunami Kick, while fast and very useful, is
only inflicts damage and nothing else, this is in fact Kazuya's best
move from the While Standing position BY FAR. While Kazuya's Twin
Pistons have been weakened a bit in TTT since Tekken 2, they still
remain a main part of his strategy, and are the fastest-executing Twin
Pistons of all the Mishima family. And listen up: for all those people
who say "I can just WGF instead of Twin Pistons!" are gonna learn the
hard way - believe me, I was one of them. You're not going to have time
to do the Crouch Dash before a character with fast jabs/low jabs like
Julia/Michelle, Bruce/Bryan, Yoshi, or Xiaoyu will snuff you easily.
And God help you if you think you can pull off the Demon Gut Punch as a
substitute for Twin Pistons. Even lately I've talked to some of the
people at the Zai and they're like "When you duck and need to attack you
should use WS+2 Demon Gut Punch." (Another sign that Zai is now overrun
by way too many scrubs...). GET THIS THROUGH YOUR HEADS - Twin Pistons
just plain KILLS Demon Gut Punch in terms of usefulness. How, you say?
If you're in close and you're getting pestered, say, by a masher
Hwoarang or Baek or even a 1,1,2 Mishima scrub, you can duck their
kicks/1,1,2 and Twin Pistons them for a free juggle! You will not have
time to pull off a WGF and definitely not a DGP in such pressure (play a
good Bruce or Lee and you'll know what pressure is), and if you are
trying to get off a quick jugglestarter, you should go for this. I
mean, does DGP execute in 11 frames like Twin Pistons and have crazy
priority? NO! It takes 16 frames and the priority has been fucked, and
that's enough for you to get snuffed when you would have hit them with
Twin Pistons. IF it hits, sure, it'll do a big chunk of damage, but
you're not gonna get a combo, because it's easy to escape the stun! And
even worse, if you get the Demon Gut Punch blocked, you are going to get
a Hop Kick or power hit for your troubles.
However...
A blocked Twin Pistons = NO GUARANTEED RETALIATION. There is NO risk
whatsoever: it has disgusting priority, combos guaranteed for an instant
launch (on non-fatties of course), and has almost no recovery time, so a
blocked TP won't leave you vulnerable AT ALL. The only hitch is when
the first hit is blocked - if your opponent has either a Mid/Punch
Parry, Attack Reversal, Sway (qcb), or Bruce uses d/b+4, they can
reverse/Parry/avoid/counter the last hit. However, that's why should
always buffer a Chicken on the second hit in case they have reversals.
This is also guaranteed to work if you block a Mishima Hell Sweep or Low
Parry a kick - they will be displaced for 23 frames on the low-block
stagger, and 16 frames on the Low Parry - ample time to get the WS+1.
DGP won't be fast enough. Tsunami Kicks will work, but won't give you a
free juggle like TP does. Just make sure you're close. It also works
well when you're ducking and near the opponent, as they will be
expecting a WS move and may stand to block it. Surprise them by
standing and throwing them, or cutting low with Hell Sweeps. And if
they choose to be idiots and continue to duck, let loose with the Twin
Pistons. Now, what if they are the pitbull type that likes to stay in
your face? You can always test the waters by sticking out a d+1, which
is quite possibly the best setup. If it's blocked, you'll be ok, if it
hits, you'll poke them out of any attack they throw out AND gain a crazy
9-frame advantage. Either way, even if they block, do WS+1,2 to keep up
the pressure. This will even work well in your Okizeme... if you feel
they will stick out the Mid Kick, you can bust out Twin Pistons
prematurely and hit them, sending them back to the floor once again.
As a jugglestarter, this isn't bad at all - it is VERY fast, is an
instant combo and launch (plus it launches higher than Jin's), does
pretty good damage, hits Mid for both hits, has very fast recovery, and
can start some good combos, as it launches almost as high as a WGF.
However, you cannot set up Tag combos with this, as it will not knock
them high up enough for your partner to come in and continue the combo,
and this will also not launch the big guys like the Jacks, Ganryu, and
True Ogre - it will only imbalance them, but hitting with a standing 1
or 2 will knock them slightly into the air for a short juggle (chase
after them with 1, 1, f+2/WGF for decent damage), even though they can
prevent juggles by tapping f quickly.
However, as any knowledgable Tekken player knows, by FAR the most
important strategy for you to master is to use this in your Crouch Dash
strategy to mixup with Hell Sweeps. This can be worked into your Crouch
Dash/Wavedash strategy by inputting f,N,d,d/f, then tap b or d/b. By
tapping b or d/b at the end, it cancels the CD and puts Kazuya in a
While Standing position - train them to eat the TP by going for a couple
of Hell Sweeps and getting them to block low. After they've gotten hit
a few times, go into the Crouch Dash and see if they block low or not.
If they don't, do Hell Sweep again, and if they do, pull out the TP and
slam them with a combo (I suggest WS+1,2, 1,2, d/f+4,4 for style points,
or a simple WS+1,2, 4 for simplicity and damage). The CD/WD cancel to
Twin Pistons alone makes Kazuya the most powerful character in the game
(only Jin is better, and the advantage is slight). Every player I've
talked to says that this move is the evilest technique in the game when
abused.
However, there's going to be times when you don't have room to CD and
cancel to Twin Pistons. You need to learn how to get it out right then,
no WS delay. That's when you need to learn the Instant WS trick
mentioned in jjt and KOFTEKKEN's awesome Advanced TTT Techniques FAQ.
To do this, input d~d/b,N, or d~d/f,N (d~d/b,N is easier and works
better), and the attack you wish to use (1,2 for TP, 2 for DGP, 4~4 for
Tsunami Kicks). You will pull off the WS attack almost instantly,
making it look as if you pulled the WS attack from a standing position!
This works with any WS attack, but IMO much better with Twin Pistons, as
one hit = guaranteed juggle.
Now, what are the weaknesses of this move? Well, there aren't many -
they aren't quite "weaknesses", but more like built-in restrictions.
The Twin Pistons is a POWERFUL move, and needs restrictions. I mean,
would Namco give the Mishimas half-screen range for their WGF? Of
course not, it's powerful enough at mid-range and especially in-close.
And the Twin Pistons are no exception... which addresses the first
setback - the range of Kazuya's Twin Pistons is truly pathetic. While
there is forward movement in the move, it isn't all that far (unlike
Devil/Angel's and Hei's), so you need to be pretty close to connect with
this. As for Bruce, all he has to do is block the first hit and hit
d/b+4 - he swings back out of range and kicks Kazuya in the mouth for
free, and of course anyone with a Mid Parry of some sort can employ that
on the second hit. The second setback is that unlike Devil/Angel and
Heihachi's versions, Kazuya's Twin Pistons require proper setups to
connect with it, as it comes out of a While Standing position and
therefore can be seen coming pretty easily when used out in the open
(which is another reason you MUST learn Instant WS). Devil/Angel
(ESPECIALLY them) and Heihachi can do the Twin Pistons instantly without
crouching or revealing (which is why IMHO an expert Devil/Angel is
probably the most frustrating Mishima to fight against) the attack.
Third, expert players who have eaten/blocked a lot of Twin Pistons will
try to reverse the second hit when they get sick of getting pecked. In
the case of reversals, simply buffer a Chicken into the second uppercut
(done with f+2+4) to teach them. Then again, since this comes out so
fast, almost no one reverses this, but keep your Chicken at ready
against those Reversal-capable characters.
No matter what your feelings are about this move, it is bar none
Kazuya's most important attack along with the Wind Godfist, and not
using it will make your Kazuya game overall suffer greatly.
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Attack Name Command Rating
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Demon Gut Punch WS+2 ***
WHY did Namco do this to poor ol' Kazuya? I mean, this is Kazuya's
trademark attack that set him apart from the Mishimas. The main reason
Kazuya was feared... and now it's just a shadow of its former self.
It's been confirmed (many thanks Rev and 7ronko, as well as bluu for
confirming it) that, in fact, you CAN escape ANY of the DGP stuns
(Counter-Hit or Clean Hit) by simply holding Forward OR by Tagging out
(Counter-Hit included, unlike how I previously thought). While they may
be vulnerable if they Tag out, they can always cancel the Tag run-in
with u/b~b and be safe from virtually anything. Well, in my book,
combining that weakness with the lengthened start time, lengthened
recovery time, and weaker damage potential since Tekken 2, this move has
been knocked WAY down my "usefulness" chart. The fact alone that you
can escape the stun at ANYTIME regardless makes this WAAAAAAYYYY less
useful than it was in Tekken 2 during good competition - along the lines
of "nearly useless in high-level play" in TTT.
Sure, if you catch a scrub or intermediate player (and I mean those
players and only them, not anyone that has decent knowledge of TTT) with
a CH/CL Demon Gut Punch, then it's GAME OVER for them, no question about
it, but any good/expert player that knows how to escape stuns is going
to make Kazuya's life rough if you rely on stun combos (although the
damage from the DGP itself is EXCELLENT) and stun combos only. But, not
to take everything away from it, this attack comes out at ok speed, does
INSANE damage on Clean/Counter-Hit (55 points on CH+CL and 46 on CL!),
hits Mid, and will catch the opponent in an evil Double-Over Stun with a
Counter-Hit, and a Fall Back Stun on Clean Hit (be aware that regardless
of hit type it REQUIRES a Clean Hit to stun). However, it can be
reversed if they see it coming, so you need to buffer a Chicken (with
f+2+4), so they'll get smacked in return.
This is also decent to use for some damage potential by smacking an
opponent recovering from a low attack (you won't get a stun though) like
a Stagger Kick, Dragon Tail, or Snake Edge, and it can be set-up FAIRLY
well on beginners and intermediates with a d+3. For reasons I cannot
guess, just about EVERYONE attacks you right away if they eat a d+3!
But like Lee said, that's basically a wild-card strategy because if
anyone eats DGP off of a d+3, you can rest assured they suck bad.
The recovery time, while not HUGE, is rather significant at 13 frames,
so beware when fighting anyone with a quick Hop Kick or jab or you'll
get juggled or eat a 1,1,2 or some equivalent. Anyways, d+1 is always
better than d+3 since d+1 gets you 9-frames on hit.
Now, what are the options Kazuya has off of a CH/CL Demon Gut Punch?
Well, let me save you the trouble - the only option outside of Tag
juggling would be to do the Thunder Godfist to Spinning Mid Kick since
the damage is just plain evil. A standing 4 also works VERY nicely, but
then again it's gay-looking and cheap. If you want to Tag juggle them,
you could do a FAST Wind Godfist to launch them into a 40-50% juggle
combo (the timing, while nowhere near as hard as a Jin CH b,F+2, EWGF,
is still kinda tough) and of course Tag out, or continue with your own
juggle.
But the question is - so fucking what?
Demon Gut Punch, in all reality, is too flawed a move to abuse like back
in Tekken 2 - and even back then it was slow as all hell. Back then the
only saving grace was its priority and the fact that it couldn't be
escaped. Yes, the stun looks painful. Yes, it does a lot of damage.
Yes, you can do a lot of huge combos off of it. Well, how will you do
all that when no one will get hit with it? The recovery time is enough
for retaliation, it comes out quite slow and is incredibly telegraphed,
and it is easily escaped. A much better, much more effective tool is
the Twin Pistons... which unlike the DGP, is one of the best moves in
the game. Use that, dammit! Not only does it juggle, it executes in 11
frames, has HIGH priority, almost instant recovery, hits and launches
guaranteed from the WS+1, and has so many setups it's not even funny.
Sure beats the hell out of a stun hit that can be escaped, executes in
16 frames, recovers in 13 frames (as opposed to the 6 it takes for TP,
which prevents ALL retaliation), and comes out so predictably that it's
near impossible to hit with it on a good opponent. I mean, when you're
looking for it (and most Kaz opponents are since that's what EVERYONE
knows him by), the DGP is SOOOOO easy to see coming, since it doesn't
come out the fastest AND needs to come out of a WS position. I mean, if
you need to trick them into getting hit with _Twin Pistons_ (one of the
fastest, safest moves in the game) for Christ sake, do you really have a
chance in getting THIS flawed attack to connect in SKILLED play? With a
20-frame escape window no less? I doubt it. I could drink a cup of
joe, take a leak, come back, and escape the fucking thing.
To be fair, though, hitting with the DGP itself does insane damage, and
at times, the shock of being CH Demon Gut Punched will usually have the
opponent forget to escape, allowing you to murder them with one combo.
There's also the fact that 75-80% of the time you play competition, it's
not going to be in Japan, Korea, or California, so most of the time you
can use DGP and have a level of effectiveness. There IS, if you are a
serious player, going to be a time where play against someone who will
NOT fall for it at all, though - I play at a really crappy arcade, and
even then only about 50-60% of them fall for it. Be patient,
unpredictable, and use your brain when employing it, and the rewards
will be VERY good. So in summation, like Kian said, the Demon Gut Punch
is an effective, dreaded tool at beginner/intermediate play, but almost
totally useless at high levels of competition, so you've been warned.
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Attack Name Command Rating
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Tsunami Kick WS+4,4_d/f+4,4 *****
By far one of Kazuya's best kick attacks, the Tsunami Kick is the
perfect weapon for aggressive players, Custom Strings, Kazuya's Okizeme
game, and for turtlers, simply because it has INSANE priority, good
damage, very fast speed, two guaranteed hits, and a safe recovery.
While the recovery is indeed 15 frames, it pushes them so far back they
cannot retaliate except with the longest-range, fastest power strikes.
Not only that, it can be done from three different sources: from a While
Standing position, from the normal ready position, and even from
Kazuya's Crouch Dashes. All you need to do when executing it from the
Crouch Dash is tap 4,4. However, be sure you don't hold D/F when you
Crouch Dash or you'll get the Hell Sweeps instead. It is best done from
the standing position, as is will cleanly counter or hit pretty much any
attack thrown at the same time. It will also smack rolling opponents
twice and put them on the floor, making for a mean Okizeme trick to
employ. It's really simple - as soon as you see them twitch, you can
stick out this and it will hit them. The speed and priority are THAT
high. Put this attack in all of Kazuya's Custom Strings because it's
mad speed will keep them pinned-down for as long as Kazuya wishes,
afraid to stick out an attack. As a neat trick, Kazuya can actually
delay inbetween the two hits by 5 frames, like Heihachi, where it looks
like the Front Kick comes out, then a quick pause, and the axe kick
comes out, just in case you have to dupe the moron into getting smacked
with the second hit if they blocked the first. It is also an easy and
quick juggle finisher to employ, and of course, once they're on the
ground again... Oki time!
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Attack Name Command Rating
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Left Splits Kick f,f+3 *
While Jin and Heihachi's versions have SOME use (if they hit, of
course), Kazuya's (and Devil's too) pretty much sucks. I mean, Jin can
at least go into a 3-Ring Circus to juggle 'em up for a combo (if it
hits), and Heihachi's inflicts huge block stun, allowing him to recover
and start setups for crazy combos with his poking and put on pressure
with his god-like EWGF. Kazuya's is identical to Jin's, except he
practically has nothing in terms of floats (you can get a simple Hell
Sweep hit off though), and this attack also has giant 19-frame
execution, a slight though vulnerable recovery time, and is easily
reversed/Sidestepped/parried, so you're better off leaving this one
alone. If you want to know, it can be executed from Kazuya's Crouch
Dash by going into the Dash, and tapping f+3. Do yourself a favor
though, and steer clear of it.
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Attack Name Command Rating
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Right Splits Kick f+4 ****
This has been beefed-up massively since Tekken 2. While it comes out
rather slow at 19 frames, has slightly short range, and is bait for an
Attack Reversal, it still has quite a bit of priority, the block stun it
incurs an 11-frame advantage, and on normal hit gives Kazuya an 8-frame
advantage. While nothing is guaranteed to hit, the advantage is
definitely in Kazuya's favor, and when employed, frame advantage is oh
so useful. Since Kazuya has such a staggering frame advantage whether
blocked or connected (non-CH of course), you can press the advantage
with the Gut Punch, Wind Godfist, and Hell Sweeps to form a powerful
mixup. If they try anything other than block or reverse, they'll get
CHed for huge damage opportunities. On Counter-Hit, it immediately
floors them into an SLD position, which allows for a guaranteed Hell
Sweep (and b+1+4 on fatties if they don't roll to the side), or allows
you to flow into an Okizeme game.
From watching Castel's Kazuya Combo Arts Act 2, I've discovered that a
Right Splits Kick done on a crouching opponent will stun them just long
enough for you to get in a GUARANTEED Wind Godfist and phat combo! Now,
before, I originally thought that the timing was insane, but after
practicing a few times (and hitting the WGF execution faster), I was
able to nail it 100%. The only hitch is that it's quite unlikely you'll
catch them while they're crouching unless they're taking a nap, and even
if it does, they'll usually throw something out and get CHed to the
floor. I've discovered that it is VERY effective to use after hitting
them with a Stonehead throw, Sidestepping left, waiting a split-second,
then throwing this out. They'll either block and take some crazy block
stun, or get snagged while rising from the Tech Roll and be open for a
free WGF. And if they stand up again, throw them again! Be careful
though, since they may choose to stay still, then hit you with a wake-up
attack. Keep in mind the slow 19-frame execution of the move, and use
it at a sensible range and time where the opponent will be forced to
block it. Few players know about the advantages of using this move, and
fewer Kazuya players use it correctly, but when used sparingly and
wisely, it can be extremely dominating.
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Attack Name Command Rating
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Demon Scissors 4~3_u/f+4~3 **
The once-penultimate ground attack of the Mishimas is certainly not as
good as it used to be, due to the fact that guaranteed ground hits are
pretty much non-existent in TTT due to the additions of Tech Rolls and
more wake-up options. This can even be reversed by Attack Reversals and
Mid Parries (King can NOT Reverse with his Kick Attack Reversal,
apparently). However, this is still actually an effective move in
situations - very LIMITED situations, mind you. First, it will cut
through almost any attack and put them on the ground, so it may come in
handy against scrubs. Second, lots of scrubs when knocked down have
little clue on how to Tech Roll, and will eat this attack regardless.
Third, Kazuya, Heihachi, and Jin (Devil and the Ogres cannot) can
actually execute the Demon Scissors one frame faster by tapping u/f+4~3.
Normally, Kazuya pauses, then does the attack, but tapping u/f before
the 4~3 makes it come out without the delay, and in certain situations
it may be necessity to pull it out a frame faster to hit with it.
Finally (and this pertains only to Kazuya and Devil), and most usefully,
it will also connect as a guaranteed hit after a combo following a CH
Wind Godfist in certain special occasions. Read the info in the Wind
Godfist analysis for more details.
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Attack Name Command Rating
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Roundhouse u_u/f+4 *
This attack starts off the Triple Spin Kick, the savior and death of all
scrubs. However, the Roundhouse is horrifyingly slow at 25 frames, hits
High (meaning it is easily ducked), and has low priority, so it is
always best to go into the Triple Spin Kick, although that isn't all
that much better. If you're going to use this against a player with a
reversal (not a Parry), buffer a Chicken into it.
= Triple Spin Kick 4,4,4 **
The overabused scrub attack for the Mishimas (a.k.a. the Cheese Wheel),
Kazuya lands from the Roundhouse into two Hell Sweep sweeps, finishing
with a Mid-hitting kick. Unfortunately, this move really sucks on
anything resembling decent competition, but it of course is the ultimate
scrub killer. Not only is it easy to block, it also falls prey to the
new low block stagger (which leaves Kazuya at a whopping -26 frame
disadvantage), allowing HUGE retaliation attempts, such as a rival
Mishima getting a guaranteed Twin Pistons/Uppercut and a massive juggle.
Any of the two low sweeps can be easily Low Parried, and the final Mid
kick is easily reversed/parried, so it is best to just leave this alone.
If executed with u+4, Kazuya will stagger only on the second sweep if
blocked, whereas if he did it u/f+4 he would stagger on the first
blocked sweep. The only truly useful application is after a stun (you
must delay it with a Double-Over/Fall Over Stun, and you must do it with
u+4 to hit although the Roundhouse doesn't hit). As a plus, if the Mid
kick is actually blocked, Kaz is relatively safe from retaliation,
although they will usually make Kaz stagger long before that, and if he
does, well it ain't pretty.
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Attack Name Command Rating
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Gut Punch d/f+2 *****
A new move for Kazuya in Tekken (it has replaced his old d/f+2 Uppercut)
- it is basically a standing version of his Demon Gut Punch, except it
only stuns on Counter-Hit AND Clean Hit, inflicts Crumple Fall Stun, not
Double-Over Stun, executes two frames faster, and recovers one frame
slower (which amounts to 14 frames), but only if blocked at its outer
range - if it's blocked close, it inflicts enough block stun to leave
Kazuya relatively safe from attack. On Clean Hit and Counter-Hit, I'm
telling you... this thing does INSANE damage, but still shy of the
cheesiness of a CH Demon Gut Punch. And finally, it's been discovered
(thanks to ILuvMomo and Kazuya Kazama for this!) that a Wind Godfist IS
GUARANTEED FOR A FULL LAUNCH AFTER A CH+CL GUT PUNCH! Yes, it's true,
you can WGF them and launch for a combo! However, it's kind of offset
that the timing IS FREAKING INSANE to pull this off! You need to
execute the WGF as fast as humanly possible for it to launch. And that
fastest-possible speed is 13 frames. One frame faster, and it's gonna
knock them down. No joke. To quote ILuvMomo, you have _exactly_ 13
goddamn frames to hit with the WGF! So not only must it be done out of
Mist Step Cancel, it is virtually impossible to do it from the degree of
difficulty. It's widely regarded as the hardest technique in the entire
game. I have yet to pull this off even on my PS2 (and I'd like to think
I'm pretty good with a PS controller). So, even if a WGF does work, the
insane timing still makes it not as useful in terms of stun combos.
However, that doesn't mean much - THIS ATTACK IS EXTREMELY IMPORTANT TO
KAZUYA, COMBOS OR NOT. It does a LOT of damage on CH and/or CL, hits
Mid, it's a good finisher for a juggle combo (check out the Combo
section), and there are still some very damaging follow-ups you can use
(like a Lightning Uppercut and Triple Spin Kicks) when you do connect
with it. The best part though is that the stun is completely
INESCAPEABLE. No Tagging out or holding Forward here. And did I
mention it has block stun in-close? Set this up by going for lots of
low hits like Hell Sweeps and Stature Kicks, followed by a low jab
(d+1), then a Front Kick (WS+4), and repeat. They'll get quite annoyed
with your poking and most likely attack. It's also great to use when
you have a significant frame advantage (after a blocked/hit f+4, d+1,
d/b+4, or blocked f+2 for example), since the Gut Punch is quite fast
(14 frames) and will always hit them if they counter attack. In either
of those cases, send out d/f+2 and watch them get stunned! Like
ILuvMomo said, you should use this in every COMBO situation (because of
course the GDF has its own uses) you would use the Glorious Demon Fist,
as they have the same stun (except the Gut Punch needs to be a Clean Hit
and CH), but comes out MUCH faster. The difference? The GDF's stun
lasts longer, allowing a wider variety of combos if Kazuya chooses to
Tag after the stun. Opponent is constantly throwing out Paul's
Deathfist? Block the first and do the Gut Punch as he rushes right into
it with his second, then go for a power juggle. This attack is nearly
perfect with its great damage, solid stun capability, and quick speed
and decent recovery (when close enough). You should use this A LOT more
than the Demon Gut Punch in every case. You'll be glad you did.
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Attack Name Command Rating
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Entrails Smash d/f+1 ***
A new move for Kazuya, and overall not the greatest, but it has a few
uses. Kazuya punches the opponent in the kidney area with an Mid-
hitting underhand body blow. It stuns slightly, although no follow-ups
are guaranteed, but it does give Kaz the initiative and shifts them off-
axis. A good strategy is to SSL once this hits. If they throw anything
it will most likely whiff. Side throw! Or better yet, WGF and combo.
However, it comes out with a little lag (16 frames, which is on the slow
side) and it has VERY short range, so you're better off using the Gut
Punch instead of this. However, regardless, it's still a decent poking
move, as the recovery is almost instantaneous, so Kazuya recovers fast
enough to resume offense with his pokes, like 1,2,4, 1,1, and his d+1.
It is also a good combo filler, since it comes out moderately fast and
recovers instantly, so afterwards you can follow up with a jab to keep
the combo going (found this out in Castel's second Kazuya vid), or
simply end with d/f+4,4 for 53 easy points of damage.
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Attack Name Command Rating
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Soul Thrust f+2 **
This is basically Kazuya's version of a Demon's Paw, albeit the slower
execution and shorter range. Kazuya takes a stride forward and throws a
slow chest punch. It has much less range than the Demon's Paw, and it's
also slow as hell (20 frames), but it hits harder and smacks them away
to the ground on Counter-Hit, although it will knock them too far away
for Kazuya to follow-up with anything other than a Hell Sweep hit, and
to make it worse, the slow speed makes it easy bait for an Attack
Reversal - which is why you should always buffer a Chicken into it.
It's really not an attack you want to randomly throw out or let me tell
you, you WILL be hurt. The upside - the recovery is good due to big
block stun it dishes out, and if you'd like, you can always use the
frame advantage to set-up your Crouch Dash mixups. It also works
decently as a juggle finisher, so if Tag combos aren't your thing (they
should be though), and you don't like WGF as a juggle ender, use this
(you should use WGF over this any day though). Be warned, if you're
hoping to start an Okizeme game after a combo, don't use this - it blows
them away in the air. In all, it's not useless, but the risks outweigh
the rewards most of the time.
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Attack Name Command Rating
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Glorious Demon Fist f+1+2 ***
This is another new Kazuya move, and boy does it hurt... although anyone
stupid enough to see this coming and just eat it should be smacked in
the head. Kazuya lunges forward, crouching slightly, as he aims a slow,
left-handed sidewind punch into their stomach, instantly stunning them
with a Crumple Fall Stun regardless of hit type. Not only does this
look hella-sick (which is why many players call it the "Assassin's
Fist"), have a sweet name, and track SSers VERY well, it is oh so
damaging, AND of course you can do a number of fairly-powerful juggles.
But... it's kind of a moot point because the move's power and stun combo
follow-ups are kind of offset by the disgusting lag time (a whopping 20
frames), so more often than not you're going to get poked out of this
before it hits. However, the recovery (25 fucking frames!) isn't THAT
big of an issue as you'd think, because it pushes them back if blocked,
so most power hits will miss or get blocked. It still leaves Kazuya
open for more than a few power hits, though.
However, the true beauty of this attack is its _insane_ range and the
fact that it does avoid a lot of moves. This is quite useful for
hitting Tagging opponents due to the lunge, so if you time it just right
and know they're gonna Tag, let loose and watch them get hit and
murdered. The same goes for if they Tag in - they'll be hit before they
can even cancel the run-in! You can also throw this into a juggle
(against a big guy) for an unusual finisher. After an opponent is
stunned by the Glorious Demon Fist, Kazuya can follow up with a few
options - your best bet is to do the Roundhouse to Triple Spin Kick
(must be done with u+4, and not u/f+4) for sick, easy damage. For
style, you can use a Crouch Dash Front Kick (f,N,d,d/f+4) to scoop them
up for a jab or two, but the damage is not as good (or as cheap) as the
good ol' u+4,4,4,4. A Thunder Godfist or Lightning Screw Uppercut will
work on big characters for unreal damage if you want it simple.
Contrary to popular belief, the b+1+4 DOES work afterwards on normal-
size characters, but the timing is so insane you're better off leaving
it alone. And for those who like showing off, Kazuya can always Tag
after he recovers, and since the stun is so damn long, it allows some
characters to come in and land some MASSIVE combos (i.e., (Kazuya)
f+1+2, 5, (Bruce) d/f+3, b+4,3,4). So once again... like many of
Kazuya's moves, it's not insanely powerful, but when used correctly, it
can be very useful.
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Attack Name Command Rating
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Stature Smash d/b+4 ****
One of Kazuya's new moves, and one of his more useful ones... if you're
careful with it. The Stature Smash is one of Kazuya's sneakiest
attacks, and it thankfully hits Low, which is good since he lacks in Low
attacks. Kazuya feints a mid/high-level kick, then cuts low for a kick
to the shins. People are surprised and hit by this on an almost
consistent basis... well, at first. NEVER abuse this... because 20
frames of execution is damn slow. Once opponents are used to the wind-
up, they'll Parry low and fuck you up, or worse yet, a CH 1~2,1, EWGF,
or d/f+2 or some equivalent will rape you. If it is blocked, Kazuya is
pretty safe from retaliation, as well (a minor 9-frame disadvantage,
which only allows 8-frame jab/low jabs to sneak in). It's so easy to
hit with this - you can do this by baiting them with quick High/Mid
attacks like 1,1, d/f+4, and d/f+2, then cut low and hit them in the
leg! The only real problem is if you're facing a good player that like
to Low Parry your d/b+4, which in that case, you could mixup after a
couple of Stature Smashes and switch to a Mid hit like d/f+2 to dissuade
them from throwing out a Low Parry, then switch back to d/b+4, etc.
If it hits, Kazuya has a 7-frame advantage - just enough for you to get
an guaranteed throw, d/f+2, WGF, or d/f+4,4 on CH if they do anything
but block or reverse - but you must be quick. Speed is the key word
here - if you're too slow, they may interrupt you if they have an 8-
frame jab or use d+1. This attack is also vital to Kazuya's Okizeme
game, as it will smack rolling opponents and put them back on the floor,
afraid to move. Mix that up with his Hell Sweep, and you'll be able to
keep them on the floor for a decent piece of the fight. I wouldn't
really agree with ILuvMomo and Chinky-Eye in saying that the risks
outweigh the rewards - d/b+4 is one of Kazuya's few Low attacks, does
decent damage (17 points, 25 on CH), has a deceptive wind-up (but like I
said before, a trained opponent WILL Low Parry), and better yet, a 7-
frame advantage on hit, which is very helpful. The only thing you
should not do is over-abuse it - when you know how and when to use
d/b+4, it can be quite useful.
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Attack Name Command Rating
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Leaping Side Kick f~f,f+3_WR+3 ****
Just about everyone has this move in some way, and Kazuya's is no
different. As always, remember that this is easily telegraphed and
blocked/reversed/parried (remember to Chicken reversals!), but hits Mid,
does lots of damage on hit, and gives Kazuya an insane 17 frames of
advantage when blocked (unlike in previous Tekkens, nothing is
guaranteed anymore). That means mixup time (with d/f+2, WGF, Hell
Sweeps, etc.)!
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Attack Name Command Rating
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Thunder Godfist f,N,d,d/f+1 ***
The classic, ultra-damaging, elemental Mishima uppercut of destruction
is back to menace scrubs once again. A Clean Hit with a TGF will
guarantee a loss of at least 25% of their energy, and if Kazuya is
Netsu-charged or hits on CH, you're gonna see 40% down the shitter. Of
course, power comes at a price, as anyone with half a brain will see the
huge-ass wind-up, and block high, and to be even more crappy, it has
pretty bad recovery time, too. The damage has also been toned-down
quite a bit from Tekken 2, although it is still very powerful, and like
back in Tekken 2, it won't combo off of anything less than a Class 1
Launcher or CH DGP because it comes out so slowly (three frames slower
than Heihachi's) and doesn't hit as low to the ground as Hei's. So, why
use this, then? Well, that's because it is the coolest, deadliest, most
stylish juggle finisher/filler ever in Tekken, God dammit! It will only
connect after a Class 1 Launcher, against a big guy (and in certain
cases King/Armor King) after a WGF, or a CH/CL Demon Gut Punch, due to
its slower start (Hei's executes in 19 frames, as opposed to
Kaz/Jin/Devil's 22 frames) and higher execution height. A Thunder
Godfist to Spinning Mid Kick after a Counter-Hit Demon Gut Punch alone
does around 60% damage, and if you connect a TGF after a Tagged-out
Class 1 launcher like Hwoarang's Sky Rocket or Kuma's f,f+2, you're
gonna have your opponent growling for a while!
Other than that, though... NEVER - _EVER_ - use this out in the open,
because you can get messed up bad if they block in-close. It's not
super slow-recovering (14 frames), but it's usually enough for them to
stuff a jugglestarter down your throat if you're close when it's
blocked. From farther away, it;s not quite as dangerous if blocked.
Only use this in a non-combo situation by going under a High or Mid
attack to interrupt/hit them while recovering - if that happens, the
Thunder Godfist will pimp them for a quarter of their life and leave a
very nasty expression on their faces! Again, do NOT get this blocked -
you will be punished quite harshly by competent players. The Thunder
Godfist is like any other tool - if you use the right one for the right
job, things go smoothly. If you don't, you won't make the same mistake
twice.
= Spinning Mid Kick = 3 ****
No, do NOT think that this will come out fast enough to counter attacks
after a blocked TGF, because the interim between the two hits is DAMN
slow, and the recovery time if blocked is a slow 14 frames. It's main
use is for an added hit after the TGF during a juggle or stun combo - in
that case, it is excellent - ALWAYS go for it! Only useful in juggles.
= Hell Sweep = 4 *
Do not use this move. While it will connect in the combos described
above, the damage it does is laughably poor and the blocked recovery is
absolutely terrible, so screw this and use the Spinning Mid Kick.
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Wind Godfist f,N,d,d/f+2 *****
= Tag = ~5
The Wind Godfist is the penultimate Tekken jugglestarter, and the most
infamous move in all of Tekken. All who are wise fear this move like no
other. It is one of the fastest moves in the game (it can execute as
fast as 14 frames counting the Crouch Dash input), juggles to a perfect
height for any of Kazuya's juggles (and Tag combos too!), has insane
priority, does great damage, and can be delayed since it comes out of
Kazuya's Crouch Dash, which lulls many opponents into letting their
guard down, and BAM, there they go! However, in TTT, the Wind Godfists
have been toned down in that they now hit Special Mid, which means that
you can block the move standing or crouching. When combined with the
toning-down of the Hell Sweep, Kazuya's Mid/Low evil Crouch Dash mixups
from previous Tekkens have basically been killed, although Kazuya's Twin
Pistons from CD are arguably more dangerous. It is also not as good as
Heihachi's due to the much broader juggling options available to him, as
well as the shorter horizontal range. And as I've recently learned,
Kazuya apparently has the slowest-recovering Wind Godfist of all the
Mishimas (well, tied with Devil because his is identical) - Heihachi can
get a free 1,1,2 if your WGF is blocked (only Hei, since his arms are so
long), Bruce gets a f+2,f+4 (which hurts a lot for only two hits), the
Ogres get a free 2,2, Law gets a quick standing 4, and of course,
anything less than 10 frames will get through as well. Jin only has 7
frames of disadvantage with his WGF (but anyways, what competent Jin
player attacks with his crappy WGF when EWGF gives him 4 frames of
ADVANTAGE?), and while Hei's is also 10 frames, it pushes them farther
back when blocked (and besides, he's got EWGF with 4 frames advantage
anways). What that means is do NOT use this like crazy in close, but
since only a select few can get any REAL damage off of a blocked WGF,
it's not a big problem.
And as you most likely already know, in TTT, the Wind Godfists/Electric
Wind Godfists of the Mishimas are now TOTALLY irreversible. The only
exception is Jin (he must buffer in a ~5 after the input to make it into
a Special Mid irreversible (E)WGF, and even then it's pretty
unreliable). Yes, I didn't believe it myself until I tried it myself
(and got some info from SauerKraut's TTT Notes and Castel's Reversal
Charts), but it is true - not ONE Attack Reversal, special or otherwise,
can reverse the WGF or EWGF, and it cannot be parried by a Mid Parry,
special or otherwise, either. Also pointed out by my God - er, man -
bluu at the Zai, it's been confirmed that a blocked Mishima WGF from the
edge of its range is TOTALLY SAFE and TOTALLY INVULNERABLE from ALL
attacks - Julia/Michelle's 1, Kuma's f+1, Yoshi's d/f+4 and f,f+4, all
of them - CANNOT hit Kazuya if the WGF is blocked - they will all whiff
or come out too slowly, giving Kazuya time to block. Just remember that
this is pertaining to a LONG range blocked WGF - in close, Kazuya will
eat an 8-10 frame attack if blocked.
Don't let the Special Mid blocking setback fool you into thinking that
the WGF is now weak - it's simply been altered to a way that makes the
WGF a more useful tool for defensive players (and this was always the
best strategy for the WGF anyways). All you need to do to hit with this
consistently is hang back and wait for them to attack. If they whiff
and/or get blocked, you get a free Wind Godfist and killer juggle. The
Wind Godfist is the single best mistake-punisher in every Tekken if you
know your juggles. And while Kazuya's WGF isn't the best of the bunch
pound-for-pound, it is faster, a whole lot better than Jin's crappy WGF
(and some may debate that Kaz's WGF is better than Jin's EWGF too), and
Kazuya still has some power juggles up his sleeves that can do some real
damage. And if Kazuya's juggles aren't enough for you, you can always
Tag out and bring in a power juggler (Bruce, Jin, Hei, Bryan, etc.) to
finish up for you, as the damage from their Tag juggles will do more
than Kazuya can do on his own (and look a whole lot cooler to boot). A
quick WGF is also guaranteed after a f+4 on crouching opponents (not
fatties though) for HUGE damage. And of course, Kazuya's Wind Godfist
is only deadlier when used in the infamous Mist Step Cancel, as it
executes one frame faster and is a bit easier to do. While one measly
little frame may not make much of a difference on paper, TRUST ME - if
you can consistently do MS Cancel WGF, you will be getting LOTS more
WGFs to connect than any of the other Mishimas. Only Devil's WGF is
possibly as fast.
I've taken back my original opinions on the CH Wind Godfist. Truth is,
it's actually a bit more beneficial in getting a CH WGF as opposed to
waiting for a whiff, then doing WGF. Why? Well, the damage of a CH
Wind Godfist itself is just awesome (37 points), and the potential
juggle damage exceeds that of the normal Wind Godfist juggles because of
the unique properties of the Counter-Hit WGF. On Counter-Hit, the WGF
flips them backwards in mid-air, to land in the SLD position. Now, to
be honest, it's much harder to juggle proficiently following a CH WGF,
but there's only a handful of juggles you should use in that situation
to begin with. CH WGF, 4 is the simplest and does a disgusting 61
points of damage in two hits. CH WGF, WGF is almost identical, albeit
harder to do (and not quite as satisfying IMHO). However, your best bet
overall is to do CH WGF, 1, 1, WGF, u/f+4~3. If you land the second WGF
at the right time (right before they land), the Demon Scissors is in
fact GUARANTEED afterwards. You can always use three jabs, but the
timing is a bitch (your dashing needs to be perfect), and it's only 5-6
points difference - you're better off with only two jabs. That little
five-hit is over 80 points of damage by itself - much much more than a
non-CH WGF will get you. Some may disagree in saying that a CH WGF is
better than a non-CH, but put it this way - the bottom line is, when ANY
type of Wind Godfist hits, you're getting a BIG damage opportunity
either way.
I'm telling you now, it is absolutely IMPERATIVE that you master the use
of this attack. It is by and far his best move, and the reason Kazuya
is so dangerous. Wise use of it is why you'll win time and time against
even the toughest opponents.
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Hell Sweeps f,N,d,D/F+4,4 *****
Kazuya's Hell Sweeps, like the other Mishimas, have been toned down a
bit in TTT. Now, Kazuya's Hell Sweeps do less damage, and it is further
weakened by the new low-block stagger and the universal Low Parry. And
to put the final nail in the coffin, the Mid/Low mixup Crouch Dash games
that were so effective with every Mishima (especially Kazuya) have been
killed by the Wind Godfist's new Special Mid blocking position in
conjunction with the aforementioned blocking setbacks of the Hell Sweep.
However, despite all of these flaws, the Hell Sweep is still a powerful,
hard-to-anticipate tool of Kazuya warfare. This is also due to the
unique difference of Kazuya's Hell Sweeps from Heihachi's and Jin's.
Unlike theirs (unless you input it f,N,d,D/F~4 for Jin), Kazuya's Hell
Sweeps sweep them off of their feet regardless of Counter-Hit, but like
Jin's it still requires a Clean Hit to sweep. If it hits on non-Clean
Hit (about the edge of its range), it will unbalanced them, but not
sweep. However, this is kind of offset by the fact that the Clean Hit
range is MUCH larger than Jin's, so you can still sweep them off of
their feet from what seems to be a non-Clean Hit range. The second hit,
however, ALWAYS sweeps regardless of Counter-Hit or Clean Hit, and
recovers much faster than if you stopped after one sweep. What this
means is that Kazuya can actually do a combo off of the second sweep if
that one is the sweep that hits! It acts kind of like Heihachi's Hell
Sweep on CH - like Hei, Kazuya can float them with a Wind Godfist before
they hit the ground, and follow-up with a d/f+4,4 for a TRUE combo.
However, this is balanced by ease of blocking it. Kazuya's Hell Sweeps
are the no-frills version, hitting twice Low - and that's it. No Mid
kick, Tsunami Kick, or Thunder Godfist follow-ups. This makes it very
easy for a player who's anticipating it to block Low and stagger Kazuya,
leaving him open for a quick attack.
So, you're probably asking "Why the hell do you say it's effective,
then?" The reason is this - it is incredibly hard to see coming at
times, especially when you've been pecking them with a continuous volley
of Highs and Mids like d/f+4 and 1,1, and BAM, you pull out the Hell
Sweep and put them on the ground. And yes, I did say the CD mixups are
dead - with the Wind Godfist and Hell Sweeps, it is. But that's why
Kazuya can cancel into WS attacks from the CD, and mixup with Hell
Sweeps and Twin Pistons. And that one mixup is the main reason Kazuya
is so powerful at high-level competition. It isn't the hardest mixup in
the world - when they duck, use Twin Pistons - when they stand to block,
use Hell Sweeps. If the Twin Pistons are blocked, you're perfectly
safe. The Hell Sweep should not even get blocked, since if they duck
you automatically switch to Twin Pistons. The command is very tough
though, and will take practice. There are several ways to do it, which
will be explained below in the Strategy section. Either way, once you
master mixing up with Hell Sweeps and Twin Pistons, your Kazuya is one
to be feared.
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Mist Step f,N *****
The Mist Step is a special Sidestep that Kazuya possesses (Lee has it
too, but he has no moves from it, and he only does a Crouch Dash-type
move, and no Sidestep). It is basically an extra Sidestep for Kazuya
that he had back in Tekken 2 (when no-one had a Sidestep-type move
except for Kazuya, Heihachi, Baek, Michelle, etc.). Kazuya, however,
has an extra-special feature built into the Mist Step - by simply
tapping d/f, he can go into an automatic Crouch Dash that moves and
comes out faster than the normal one! From the Mist Step Crouch Dash,
Kazuya can go into the Thunder Godfist, Wind Godfist, and Hell Sweep.
On an even frame number, Kazuya Sidesteps to the left with the Mist Step
- on an odd frame number, he goes to the right.
The Mist Step is VITAL to playing Kazuya to his fullest. Not only is it
easier to pull off his Crouch Dash attacks with the Mist Step, they come
out more deceptively than the normal versions and are more evasive due
to the built-in Sidestep. Not only that, but by just doing the Mist
Step without the Crouch Dash (tap f,N), you can do any of Kazuya's
normal attacks, such as the Flash Punch Combo, Twin Fang Stature Smash,
and other attacks with no hitch. From the Crouch Dash, Kazuya can pull
off the Tsunami Kick by simply tapping 4,4, and if you delay the CD to
the end, Kazuya can do any While Standing move - the Tsunami Kick and
Twin Pistons come to mind (or you can always cancel the CD into WS if
you're good). This makes it very easy to simply slip under all attacks
and deal them a big juggle or stun combo. All attacks from the Mist
Step Crouch Dash are identical to the normal ones, so strategies are
found on the individual move analysis.
And finally, you have the most feared part of Kazuya's Mist Step (many,
many thanks to the good Reverend C. for this info) - the Mist Step
Cancel. It's been around since Tekken 2 as I've recently discovered
(and tested), but not widespread knowledge until Rev brought it up.
This works with all the Mist Step CD moves, but for obvious reasons, is
much much more effective with the WGF. When you go into the Mist Step
and IMMEDIATELY tap D/F~2 (BEFORE he auto-sidesteps), you can pull out a
WGF that is actually FASTER than a conventional EWGF, because the WGF
cancels the auto-SS that is built-in to the Mist Step. What does this
mean in the long run? Well, when done naturally, a Wind Godfist takes
at least 14-15 frames total to execute, because every point in the
f,N,d,d/f motion counts for one frame, equalling 4 frames of CD input,
then tapping 2 for the WGF, and adding 11 frames, bringing it to 15
frames total (it can be shortened by tapping d/f and 2 simultaneously,
making both the d/f and 2 count for one frame input and bringing it to
14 frames total). HOWEVER, by using the Mist Step Cancel, this means
that by inputting it f,N~D/F~2 saves one frame of the execution by
skipping the d part of the motion, and overall comes out at 13 frames,
faster than a Mishima (E)WGF done at fastest possible speed! As of
late, I've been using this EXTENSIVELY, with much success in match play.
It comes out faster than an EWGF guaranteed, and it will start juggles
better and faster than anything else Kazuya has, so fling away! And not
only is 13 frames the fastest, it is also REQUIRED in order to launch
after a CH+CL Gut Punch. Anything slower will knock them down. And
remember, Mist Step Cancel also works extremely well with the Hell Sweep
due to its stealthy speed and Low-hitting range.
************
UNBLOCKABLES
************
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Lightning Godfist b+1+4 ****
While it is still a very slow 43 frames to execution, the Lightning
Godfist is by far a very useful Unblockable. It comes out very fast for
an Unblockable, and it will evade almost every High attack and even some
Mids, deals a great 40 points of damage, and is the best follow-up from
a d/f+2 stun (and even f+1+2). It still is slow, though, when compared
to most non-Unblockables, and it can be easily reversed, so don't misuse
it or you'll pay for it. This can connect after Class 1 Tag Launchers
as well for good damage.
-----------------------------------------------------------------------
Attack Name Command Rating
-----------------------------------------------------------------------
Lightning Screw Godfist B+1+4 *
While this attack does tremendous damage, it is so damn slow (an
absolutely horrible 63 frames) that anyone seeing it will Sidestep,
counter-attack, reverse, or Parry it easily. If they are stupid enough
to throw out a jab or a high power hit like a Mach Breaker to counter
this, they fully deserve to be embarrassed if they're hit by something
this damned slow. The only guaranteed Lightning Screw Godfist you can
get is after a Glorious Demon Fist or after a P-Jack SS+1 on a big
character, and it works on everyone after Angel's SS+2 (NOT Devil!) if
you have perfect timing.
=======================================================================
12. Combos ############################################################
=======================================================================
As you all know, Kazuya is a Mishima. The name Mishima goes hand-in-
hand with crushing combos in every Tekken, and Kazuya is no exception
(more or less). While he lacks the finesse and damage of Jin and
Heihachi, or the Class 1 jugglestarter of Devil, he still possesses some
very powerful combos that can decimate an opponent's energy by half when
employed right. However, unlike the other Mishimas, Kazuya is a Mishima
that relies a little more on stun combos instead of juggles to win.
Kazuya also lacks a varying amount of jugglestarters, unlike Jin and
Heihachi. He relys on starting combos with his Wind Godfist, Gut Punch,
and Twin Pistons, and his juggle combos are moderately powerful and
simple. His stun combos are also the most powerful in the game, even
topping True Ogre's (a simple CH+CL WS+2, WGF does almost 80 points of
damage by itself, let alone with a combo tagged on after it).
(Note: The rating I give a move pertains to how effective it is for
combos, not as a move overall. As another note, the jugglestarters only
pertain to those that can be Tagged out of, NOT viable jugglestarters
like u/f,N+4 or BK u/f+4, which DO juggle to Class 2 height.)
**************
JUGGLESTARTERS
**************
1.) Wind Godfist
Command: f,N,d,d/f+2_f,N,d/f+2
Damage: 25
Height: Sm
Class 2
Rating: *****
As you all should know, the Wind Godfist is the ultimate jugglestarter
in every Tekken. Its range, speed, good damage, priority, and ease of
execution (from the Mist Step especially), and irreversibility make it
the perfect tool for the typical pitbull Kazuya that lives on getting
out his juggles. While it can be blocked Low now, the guard stun it
incurs is enough to offset any retaliation attempts. It will set up any
Tag juggle perfectly and will also override almost any High/Mid attack
thrown at the same time. Remember though, that a CH Wind Godfist will
juggle them in a different manner (they flip backwards to land on their
stomach and face) and that there are less options after it. Your best
bet after a CH Wind Godfist is to finish with an easy 1, 1, WGF, u/f+4~3
(just make sure to hit that second WGF as low as possible), since it far
exceeds the damage of any other follow-ups. The height of the launch
also depends on how fast you got out the WGF and how fast you buffered
Tag afterwards. If you're fast, your partner should come in just as
they reach the max launch height.
2.) Twin Pistons
Command: WS+1,2
Damage: 12,15
Height: m,m
Class 2
Rating: ****
This is an excellent launcher for normal juggles, but it does not work
as a Tag Launcher simply because they land before your partner can come
in and finish the combo. Remember this is used at different times than
the WGF. The Twin Pistons are used in-close for interrupting and for
offense, when they are in your face and you need a jugglestarter that
won't put you at risk by doing a complicated motion like a Crouch Dash
or Mist Step that would get snuffed by a jab, whereas WGF is more
effective as a mid-range interrupter. In the case of in-close fighting,
the Twin Pistons is one of the best moves in the game. It has INSANE
priority, extreme speed (the WS+1 executes in 11 frames), moderate
damage if unblocked, comes out of nowhere, and has an extremely short
recovery time at 6 measly frames. If you by any chance don't have
Kazuya's Crouch Dash down to a science (which you NEED to know before
you can get any good), this is the next best thing to use. The only
hitch is that you need to be close to get both hits guaranteed. Very
effective, and Kazuya's best move bar Wind Godfist.
*******************
STUN-COMBO STARTERS
*******************
1.) Demon Gut Punch
Command: WS+2
Damage: 25 (37 on Clean Hit)
Height: m
Stun Type: Fall Over Stun (on Clean Hit), Double-Over Stun (on Clean and
Counter-Hit)
Rating: ****
One the most feared moves of Kazuya (IF IT IS NOT ESCAPED), although it
bites comapred to the Tekken 2 and 3 versions (the Ogres had it in T3).
As said before, if the opponent gets hit with a Counter-Hit DGP and does
not escape, they will most likely lose at least 50-70% of their health
due to the huge combo that will inevitable follow, and if you happen to
be fighting Wang or another character with bad stamina, it may very well
kill them. The options Kazuya has after a DGP are almost limitless...
for style and originality, you can do f+1+2, d/f+4,4 when fighting large
characters. If you're a juggler first and foremost, you can do a fast
WGF to pop them up for a disgusting juggle, or you can really pack on
the damage by Tagging out of the WGF and continuing the combo if you
have a partner like Bruce or Jin (although if you chose not to Tag out,
Kazuya can still do major damage). And, if you want, in the words of
Jason "Isiah" Cole, phat damage and quick wins, you can go for the
Thunder Godfist to Spinning Mid Kick to drain up to 60% of their energy
on a weak opponent, go into a delayed u+4,4,4,4 (make sure the u+4
misses) for an extremely easy and powerful combo, or use the Lightning
Godfist to get almost equal damage, but less style points. A Lightning
Screw Godfist is also guaranteed on large characters. Of course,
there's that problem that they're most likely going to escape. My
advice: pray that they suck and hope they don't escape the stun.
2.) Gut Punch
Command: d/f+2
Damage: 21
Height: m
Stun Type: Crumple Fall Stun (on Counter-Hit)
Rating: *****
This is extremely similar to Kazuya's DGP, albeit better. While this
comes out faster, does nearly identical damage, looks identical, and is
slightly easier to do and MUCH easier to set up, it is not as effective
in terms of stun combos, because there are less options than if you hit
with the DGP, and recovers one frame slower than the DGP if done too far
away. However, I'd trade the larger options and escapability for
similar follow-ups, high potential damage, and an inescapeable stun like
with the regular Gut Punch. And like the DGP, if you are fast (and I
mean FAST, as in 13 fucking frames!), you can land a Wind Godfist for a
full launch and combo after a CH+CL Gut Punch! Outside of that, there
is a decent list of follow-ups available afterwards, but if you don't
have the insane timing to pull the WGF (and I totally understand), do
yourself a favor and do the b+1+4, as it's guaranteed, looks cool and
does a lot of damage (B+1+4 is guaranteed on fatties), or use u+4,4,4,4
for simplicity and damage. It is also an effective juggle finisher by
the way...
3.) Glorious Demon Fist
Command: f+1+2
Damage: 26
Height: m
Stun Type: Crumple Fall Stun
Rating: ***
While again, this is REALLY slow, it has insane power, and when put into
play against the big guys, Kazuya simply DEMOLISHES them with the krunk
combos he can pull afterwards (Glorious Demon Fist + Lightning Screw
Godfist = pEaCe OuT)! Just be careful when you use this, as it has
tremendous recovery time and can be easily punished by a long-range
power hit like a Deathfist, Mach Breaker, Konvict Kick, and countless
others. Don't over-abuse this, and the reward can be VERY high.
*******************
STANDARD COMBO ARTS
*******************
Starters
Wind Godfist: f,N,d,d/f+2
Twin Pistons: WS+1,2
Class 2 Tag
1, 1, f,N,d,D/F+4,4 1, 1, 1, 1,(1),2
1, 1, d+1, WS+2 1, 1, 1, 1,2
1, 2, WGF 1, 1, 1, 1,2,4
1, 2, d/f+4,4 1, 1, 1, f+2
1, 2, f,N,d,D/F+4 1, 1, 1, d/f+2
1, 1,2, WGF 1, 1, 1, d/f+4,4
1, 1,2, d/f+1 1, 1, 1, 4
1, 1,2, d/f+2 1, 1, 1, d/b+4
1, 1,2, d/f+4,4 1, 1, 1, 1, WGF
1, 1,2, d/b+4 1, 1, 1, 1, 1,(2),4 big
1, 1,2, f,N,d,D/F+4 WGF, WGF
1, 1,2, 1,2,4 WGF, d/f+4,4
1, 1,2, 1,(1),2 WGF, 1,(2),4
1,2, f,N,d,D/F+4,4 WGF, 1,1,2
1,2, 1, d/f+1 WGF, d/f+2
1,2, 1, d/f+4 d/f+4, WGF
1,2, 1, d/b+4 d/f+4, d/f+2
1,2, 1, 4 d/f+4, 1, WGF
1,2, 1,1,2 d/f+4, 1,(2),4
1,2, 1,2, d/f+4 d/f+4, 1,(1),2
1, 1, 1, d/f+1 d/f+1, 1, f+2
d/f+1, 1,(2),4 d/f+1, d/f+4,4
**********************
COUNTER-HIT COMBO ARTS
**********************
Starters
Wind Godfist: f,N,d,d/f+2
1,2, d/f+4,4 1, 1, 1,1,2
1,2, f,N,d,D/F+4,4 1, 1, 1,2,2
1,2, WGF 1, 1, 4
1,2, d/f+2 1, 1, 1, 1,2
1,2,4 1, 1, 1, d/b+4
1, 1,2, d/f+4,4 1, 1, 1, d/f+4,4
1, 1,2, d/f+2 1, 1, 1, WGF
1, 1,2, f,N,d,D/F+4 1, 1, 1, 1, d/f+4
1, 1, f,N,d,D/F+4,4 1, 1, 1, 1, d/f+2
4 (cheap and easy)
Gut Punch: d/f+2
f+1+2 big d/f+4,4
d+1, WS+4,4 f,N,d,D/F+4,4
d+1, cc, 1, d/f+4 u+(4),4,4,4
d+1, cc, 1, d/f+2 TGF,3 big
d+1, cc, 1, WGF TGF,4 big
late WGF FAST WGF, any Standard Combo
d/f+2 d/f+1, d/f+4,4
Demon Gut Punch: WS+2
f+1+2 big 1,2, 1,1,2
WGF, any Standard Combo 1,2, 1,2, d/f+4
1, 1, f,N,d,D/F+4,4 1, 1, 1, d/f+1
1, 1, d+1, WS+2 1, 1, 1, 1,(1),2
1, 1,2, WGF 1, 1, 1, 1,2
1, 1,2, d/f+1 1, 1, 1, 1,(2),4
1, 1,2, d/f+2 1, 1, 1, f+2
1, 1,2, d/f+4,4 1, 1, 1, d/f+2
1, 1,2, d/b+4 1, 1, 1, d/f+4,4
1, 1,2, f,N,d,D/F+4 1, 1, 1, 4
1, 1,2, 1,2,4 1, 1, 1, d/b+4
1, 1,2, 1,(1),2 1, 1, 1, 1, WGF
1,2, f,N,d,D/F+4,4 1, 1, 1, 1, 1,(2),4 big
1,2, 1, d/f+1 TGF,3
1,2, 1, d/f+4 TGF,4
1,2, 1, d/b+4 b+1+4
1,2, 1, 4 4 (REALLY easy and REALLY cheap)
iWS+1,2, any Standard Combo
Glorious Demon Fist: f+1+2
d+1, WS+2 big 4~3
f+1+2 big f,N,d,d/f,f+4, 1, 1, d/f+2
WGF f,N,d,d/f,f+4, 1, 1, WGF
TGF,3 big f,N,d,d/f,f+4, 1, 1, d/f+4,4
TGF,4 big f,N,d,d/f,f+4, 1, 1, d/b+4
u+(4),4,4,4 f,N,d,d/f,f+4, 1, 1, f+2
f,N,d,D/F+4,4 f,N,d,d/f,f+4, 1, f,N,d,d/f,f+4, d/f+4
b+1+4 (must be FAST!) d/f+4,4
B+1+4 big
**********************
CLASS 1 TAG COMBO ARTS
**********************
Starter
Class 1 Tag
WGF, BT 4 U/F+4, 1, 1,2, 1,(1),2
f,f+3, BT 4 U/F+4, 1,2, f,N,d,D/F+4,4
f+1+2 U/F+4, 1,2, 1, d/f+1
f+1+2, d/f+4,4 f+1+2, WGF big
TGF, 1, f+2 U/F+4, 1,2, 1, d/f+4
TGF, 1, d/f+2 U/F+4, 1,2, 1, d/b+4
TGF, 1, WGF U/F+4, 1,2, 1, 4
TGF, d/f+4,4 U/F+4, 1,2, 1,1,2
TGF,3 U/F+4, 1, 1, d/f+1
TGF,4 U/F+4, 1, 1, 1,(1),2
TGF,3, d/f+4,4 big U/F+4, 1, 1, 1,2
TGF, BT 4 big U/F+4, 1, 1, 1,2,4
U/F+4, 1, 1,2, WGF U/F+4, 1, 1, f+2
U/F+4, 1, 1,2, d/f+1 U/F+4, 1, 1, d/f+2
U/F+4, 1, 1,2, d/f+2 U/F+4, 1, 1, d/f+4,4
U/F+4, 1, 1,2, d/f+4,4 U/F+4, 1, 1, 4
U/F+4, 1, 1,2, d/b+4 U/F+4, 1, 1, d/b+4
U/F+4, 1, 1,2, f,N,d,D/F+4 U/F+4, 1, 1, 1, WGF
U/F+4, 1, 1,2, 1,2,4
**********************
CLASS 4 TAG COMBO ARTS
**********************
Starter
Class 4 Tag
u/f+4~3 f,N,d,D/F+4,4
*******************
MY FAVORITE JUGGLES
*******************
1.) WS+1,2, 1,2, d/f+4,4
Twin Pistons, Left Right Combo, Tsunami Kick
A quick, easy juggle for the aspiring Kazuya player that doesn't have
those mad reflexes needed to pull TGFs and the like as juggle finishers.
2.) f,N,d,d/f+2/any jugglestarter, 4
Wind Godfist/any jugglestarter, Standing Right Kick
This "combo" does EXTREME damage for two hits regardless of which
jugglestarter you use, but lacks skill and is really just a quick juggle
to use if you're losing badly and need a comeback. 49 easy points of
damage, and on CH it skyrockets to 61. Arguably the best "combo" in the
game since you can't whiff it (unless you are the saddest excuse of a
Tekken player ever) and anyone caught by it loses 25-40% health.
3.) f,N,d,d/f+2, f,N,d,d/f+2, d/f+4,4
Wind Godfist, Wind Godfist, Tsunami Kicks
This is Kazuya's most damaging (non-stun) combo from the Wind Godfist,
and it's also pretty easy to do. It does 59 points of damage by itself,
and absolutely INSANE damage if preceeded by a CH WS+2 or f+4 on
crouching opponents. Use this all the time!
4.) f,N,d,d/f+2, d/f+1, d/f+4,4
This is Kazuya's other bread and butter juggle from the WGF. It does
around 53 damage (a lot more when preceeded by a CH WS+2 or f+4 on
crouching opponents) and is a lot more reliable than Combo # 3, so if
you don't feel up to doing two WGFs, use this.
5.) CH WS+2, f,N,d,d/f+1,3
CH Demon Gut Punch, Thunder Godfist to Spinning Mid Kick
The bread-and-butter mega-damage Kazuya combo is back and almost as good
as before. This is easy to do, works 100% when done fast, and destroys
over half of their energy in three hits. Overall, it should be a combo
used OFTEN by Kazuya, whenever possible, although getting off the Demon
Gut Punch is another story ^_^. While you can substitute the Hell Sweep
ender for the Spinning Mid Kick, it doesn't do as much damage and looks
rather weak itself...
6.) CH WS+2, b+1+4
CH Demon Gut Punch, Lightning Godfist
A nice little bread-and-butter combo off the Demon Gut Punch. You
should only use this if you can't pull off the Thunder Godfist to
Spinning Mid Kick, as that does more damage, or you can always use the
standing 4 to really tear them a new one (about 80 points of damage in
two hits!). You can substitute the b+1+4 for the B+1+4 on fatties to
kill them.
7.) f,N,d,d/f+2, f,N,d,d/f+1,3
Wind Godfist, Thunder Godfist to Spinning Mid Kick
You can only do this combo on the bigger guys: the Jacks, Kuma/Panda,
Ganryu, and the Ogres. It also works on King and Armor King, but it's
really iffy and whiffs more often than it hits. Does quite a lot of
damage, too (about 35-40% every time). You must pull the TGF quickly
though or they will Tech Roll. WGF, 1, TGF,3 is actually easier and
more reliable to do since you recover much faster from the jab than from
the WGF. It would be cool if you could pull this on anyone, but since
it executes at 22 frames (and because Kazuya has no EWGF to pop them
higher or recover quicker from) and doesn't start out as low as Hei's,
it's impossible. Makes you wish Kazuya had a 19-frame TGF like
Heihachi. It's kinda weird too, since a WGF, 1, TGF combo was
guaranteed on everyone in Tekken 1 and 2 with every Mishima.
8.) f,N,d,d/f+2, f,N,d,d/f+2, f,N,d,d/f+2
Wind Godfist, Wind Godfist, Wind Godfist
This is still arguably one of the hardest combos in the game (with
Kazuya at least), although it is easier to do than in Tekken 3.
Heihachi and Jin can do it too, and easier since they have easily-
recognized, conventional EWGFs (although they can do 3xWGF too). The
timing is all in the second WGF - if you're REALLY fast with it, you
will have a little slop to pull the third WGF pretty easy. If you were
slow with the second one, you'll need to do a Dash WGF (explained later)
to pick them off the ground with it. It is of course much easier to do
this on the big guys. You should try doing it with the Mist Step
Cancel, since there's less points on the controller/joystick to hit.
There are better options, but nothing beats it in terms of style.
9.) f,N,d,d/f+2, 1, 1, 1, 1, f,N,d,D/F,2
Wind Godfist, Standing Jab, Standing Jab, Standing Jab, Standing Jab,
Wind Godfist
Cool, and pretty hard (I think it's a little easier in Tekken 3). You
must have mad dashing skills for this one inbetween the jabs, and delay
the WGF until the end of the Crouch Dash to pick them off the floor by
like an inch =^). You also need to do the jabs like f,F+1, and not
f,f+1, as doing it like f,F+1 saves three frames of the recovery,
allowing you to dash after the jabs to continue. If you're having
trouble with the four jabs, use three for equal damage and style points.
10.) f+1+2, f,N,d,d/f,f+4, 1, f,N,d,d/f,f+4, d/f+4
Glorious Demon Fist, Crouch Dash to Front Kick, Standing Jab, Crouch
Dash to Front Kick, Front Kick
Very sweet-looking, although it will be hard landing the Glorious Demon
Fist! Make sure you Crouch Dash in as close as possible before scooping
them off the ground with the Front Kick. After that, remember to do the
jab as F+1, CD into another Front Kick, then d/f+4 will be easy. On big
guys, you can substitute the d/f+4 with a WGF, d/f+2, or a Crouch Dash
Tsunami Kick.
11.) CH f,N,d,d/f+2, 1, 1, f,N,d,d/f+2, u/f+4~3
CH Wind Godfist, Standing Jab, Standing Jab, Wind Godfist, Demon
Scissors
I got this from the Castel's Kazuya Combo Act 2 movie, and the Demon
Scissors is, in fact, 100% GUARANTEED! You must hit with the second WGF
AS CLOSE TO THE GROUND AS POSSIBLE for the SLD Tech Roll to be
nullified, and you MUST tap u/f+4~3, as fast as possible, to have it
combo in. You'll be able to tell if it's guaranteed if they don't
bounce up high after getting hit with the second WGF. In fact, the
regular 4~3 works too, but hitting u/f executes the move one frame
faster, just to be safe. I know, I know, there are a lot of peeps that
don't believe it works... but it IS GUARANTEED if done right. Although
Castel's original combo had three jabs in it, I find it much easier and
more reliable when only two jabs are used... besides, the damage
difference is hardly anything. If you're using the Wind Godfist
properly (to interrupt), you should be doing this combo each and every
time. Practice!
12.) f+1+2, B+1+4 (fatties only)
Glorious Demon Fist, Lightning Screw Godfist
OWWWWWWWWWWWWW!!!!! Only works on the big guys. If they get hit with
this, you can say "Goodbye!" to 80% of their energy!
13.) CH d/f+2, f,N,d,d/f+2, f,N,d,d/f+2, f,N,d,d/f,f+4,4
CH Gut Punch, Wind Godfist, Wind Godfist, Tsunami Kicks
The timing for this one is quite literally INSANE. You have EXACTLY 13
frames to hit with the WGF, or it will simply knock them down with no
combo. That means you need to have the most beeznaughty timing skillz
on this planet to land this! I'm being quite serious in saying that
this is THE hardest combo in Tekken Tag (with the possible exception of
that Bob combo which I don't remember). Thanks to Kazuya Kazama for
this one. On anyone less than a big guy, the second hit of the Tsunami
Kicks will whiff, but if it does hit... 101-105 points of damage!
14.) (On crouching opponents) f+4, f,N,d,d/f+2, (any Standard WGF combo)
Right Splits Kick, Wind Godfist (Standard WGF combo)
It's not quite as hard as I once thought. You just need to be fast
after the f+4. Anything you choose to do afterwards will regardless do
a LOT of damage.
15.) f+1+2, u+4,4,4,4
Glorious Demon Fist, Roundhouse to Triple Spin Kick
The easiest, cheesiest, and most damaging follow-up to the GDF. 30-40%
of a life bar almost every time. Use this if you like being called
cheap, but hey, it's the damage that counts. This also works with a
CH+CL Gut Punch (and it does more damage too).
***********************
MY FAVORITE TAG JUGGLES
***********************
(Note: The cool thing about Tag Combos is that being hit with one
inflicts unrecoverable damage. Huzzah!)
1.) (Kazuya) f+1+2, 5, (Yoshimitsu) 1+2,1+2, f,f+4
(Kazuya) Glorious Demon Fist, Tag, (Yoshimitsu) Flea to Flea Headbutt,
Fubuki
Crazy, cheap damage. The only hitch is timing that f,f+4 to hit them
since the Flea Headbutt recovers kinda slow. The GDF can be substituted
with a CH+CL Gut Punch, which I can safely say will connect a whole lot
more than the f+1+2, but the stun won't last as long, so be quick!
2.) (Kazuya) CH WS+2, f,N,d,d/f+2~5, (Bruce) 3, b+4,3,4
(Kazuya) CH Demon Gut Punch, Wind Godfist to Tag, (Bruce) Turn Kick,
Triple Knee Combo
The hated, dreaded, Kazuya/Bruce Tag Juggle of Destruction. This combo
does so much damage it is plain scary. If Bruce is on Netsu when he
comes in, this combo will LITERALLY kill them almost every time you hit
with it unless they're a Class 1-3 character. Without Netsu, it drop-
kicks about 120-130 points of their energy into the great beyond. You
have to be fast with the WGF, buffer the Tag IMMEDIATELY, and you need
to be fast after Bruce's standing 3 to pick them up with the Cheese
Knees. The 3 an be substituted with a lot of moves... 2, 1, d/f+1, b+3,
d/f+3, pretty much any quick-recovering move, since the Cheese Knees
have INSANE range and speed, and will pick them up from what seems like
an impossible distance. If you happen to have Bruce on your team and
don't use this, you're just plain stupid! The only real problem is
landing the DGP and them not escaping the stun ^_^, although it will do
insane damage with or without the DGP. Let the cheesiness ensue!
3.) (Lee) d,d/b+4~5, (Kazuya) f,N,d,d/f+2 (opponent flips over), BK+4
(Lee) Blazing Kick to Tag, (Kazuya) Wind Godfist, Back-Turned Standing
Right Kick
Another VERY cool combo, but it's kinda random. You need to pull off
the WGF so they flip over Kazuya, and have them land in Kazuya's BK+4.
Off the subject... LEE ROCKS!!! Even better when Lee and Kaz are both
decked out in their pimp suits (Start for Lee, Kick for Kazuya), lol.
BTW, don't you wish Namco kept the old Kick T2 Kazuya outfit in here?
You know, the one with the white jacket & black Devil symbol, flyscreen
shirt, jeans, and combat boots? That outfit kicked ass... erm, ha,
let's go on...
4.) (Kazuya) f,N,d,d/f+2~5, (Baek) 1,2,3~f, 1,2, 3+4_u/f+3+4
(Kazuya) Wind Godfist to Tag, (Baek) Left Right Combo to Flamingo
Cancel, Left Right Combo, Lightning Halberd
Simply a very cool combo (I worship the Lightning Halberd!). If you're
super quick on the Tag, you can get a 1,2,3~f, 1,2,3~f, 1,2,3~f, N+3+4,
but that's fucking hard...
5.) (Kazuya) f+1+2, 5, (Heihachi) f,N,d,D/F+4,4,N,1, d+1
(Kazuya) Glorious Demon Fist, Tag, (Heihachi) Hell Sweep x 2 to Spinning
Thunder Godfist, Hammer Fist
Whoa. I'd never had known this would work until I saw Agent316's
Mishima Unleashed video. But pull this off in a crowd, and you'll get
mad props, believe you me. The Glorious Demon Fist stuns them long
enough for Heihachi to come in with his Hell Sweeps (you need to be
fast), but it also works fine (and easier) with a CH+CL d/f+2. Insane
damage, of course. Kinda compensates for their lack of a Netsu Power-Up
of both guys... too bad they hate each other... =^(
6.) (Kazuya) f,N,d,d/f+2~5, (Julia) FC+2, FC,d/f+4,3, d/f+4,2<b,f+1
(Kazuya) Wind Godfist to Tag, (Julia) Low Punch, Bow & Arrow Kick,
Mountain Crusher
Although they don't get Netsu Power-Up, this combo alone strikes fear
into the hearts of many players due to the disgusting damage it
inflicts. Be FAST with the Tag. For God's sake, Julia is a cheap bitch
in TTT...
7.) (P-Jack) SS+1~5, (Kazuya) SSL, f,N,d,d/f,f+4, 1, 1, f,N,d,d/f+2
(P-Jack) Drill Upper to Tag, (Kazuya) Sidestep Left, Crouch Dash to
Front Kick, Standing Jab, Standing Jab, Wind Godfist.
You need to use the Sidestep Tag Cancel to get this off. When Kazuya is
coming in, tap u/f~u and he'll SSL. Continue with the CD Front Kick,
and the rest should be easy.
8.) (Hwoarang) f,N,d,d/f+4~5, (Kazuya) U/F,4, 1, f+2
(Hwoarang) Sky Rocket to Tag, (Kazuya) Leaping Hop Kick, Standing Jab,
Standing Jab, Soul Thrust
Nice little hop kick combo. Right when Kazuya is Tagged in, jump
forward and hit 4 as he's just about coming down, dash, do the Jab, and
Soul Thrust. Ouch ouch ouch.
9.) (Ganryu) b,d/b,d,D/F+1~5, (Kazuya) f,N,d,d/f+2, d/f+2, d/f+2
(Ganryu) Megaton Float to Tag, (Kazuya) Wind Godfist, Gut Punch, Gut
Punch
You need to be fighting a big guy to do this, and the Class 1 needs to
be able to launch them to enough height (some, like Lee and Bob, do not
launch fatties to Class 1 height). The Wind Godfist flips them over in
mid-air, allowing the two Gut Punches to connect (the first Gut Punch
must hit low to negate the Tech Roll, and the second Gut Punch hits them
on the ground). I got this from Kazuya Combos Act 1 at the Zaibatsu
(God, Castel is good at what he does...).
10.) (Kazuya) f,N,d~D/F~2~5, (Jin) b,f+2<1,2, f,f+2
(Kazuya) Wind Godfist to Tag, (Jin) Laser Cannon, Demon's Paw
A little father-son interaction between Jin and Kaz. Oh yeah, and it
does INSANE damage, even if Jin and Kazuya don't get Netsu with each
other. You need to be very quick with the Tag or Jin won't have enough
time to tack on the Laser Cannon. Delay the second hit of the Laser
Cannon as much as possible. You can also substitute the Demon's Paw for
the EWGF or Tsunami Kicks (you may need to CD then do them for both
hits), but the Demon's Paw is the easiest due to its crazy range.
11.) (Bryan) CH QCF+3, b+1~5, (Kazuya) f,N,d,d/f,f+4, 1, f,N,d,d/f+2
(Bryan) CH Power Knee, Chopping Elbow to Tag, (Kazuya) Crouch Dash to
Front Kick, Standing Jab, Wind Godfist
Simply INSANE damage, with or without the CH Power Knee... (but then
again, an additional 32 points is too worth it!). Since Bryan's b+1 is
a Bounce Jugglestarter, picking them up with the Front Kick should be
quite easy due to the long ground stun.
12.) (Kazuya) f,N,d,d/f+2~5, (Michelle) f,f+1, f,f+1, d~D/F+1, f,f+1,4
(Kazuya) Wind Godfist to Tag, (Michelle) Dashing Left Elbow, Dashing
Left Elbow, Rapid Counter Attack, Elbow to Skyscraper Kick
Elbows mania. Goddamn it, I fucking HATE the Changs...
=======================================================================
13. Strategy ##########################################################
=======================================================================
This is the meat and potatoes of your Tekken Tag game with Kazuya. If
you go in there and mash buttons or do random, unplanned attacks, you'll
get your ass handed to you and embarrassed. Here's a sterling example.
**********
STORY TIME
**********
I was at Time-Out and playing as Heihachi and Devil with my pal Kenny
(He plays Bob/Baek, Lei/Law and Jin/Jun teams). As you know, that duo
is very powerful, especially if you get off that nasty Devil SS+2~5,
(Heihachi) d+1+4 combo. This little kid, I swear he was about 7 to 8
years old (shouldn't he be playing DopeMon or something?), pops in his
two tokens and proceeds to pick Devil and True Ogre. Well, ok little
man, I pick Kazuya and Lee for my team. He then "assumes the position"
- palm over the buttons, fingers twitching. "FIGHT!" And WHAM, that
little bastard starts slamming those kick buttons with Devil to pull his
cheeseball laser attacks. Ok, I rush in, SS his 3+4 laser, and pop him
up with WGF, and do 1, 1, 1,2,4, BAM he's on the ground. I switch in
Lee, and when he gets up, I duck under his 1+2 laser, and use the FC to
go into d/f+4, 2~2~1 (Silver Demon!). Mwahahahaha (I love that move).
All the while, the kid was cursing me off! Where do they get that
stupid-ass bottom-feeding d*ck-sh*t motherf*cking language anyways?
(HAHAHAHAHA)
Now, although you probably think otherwise from reading this, I am a
good sport when I play (I rarely trash talk unless the dude sucks and I
KNOW it, or they talk trash to me), and I realize the kid is trying his
best to win, so I actually try to tell this kid that doing the same move
over and over will not have him win, and I told him a few moves that
even he would understand, like Devil's 1,1,2. But no, he's too good for
that, so he tells me "The laser is the best move in the whole game!
I'll beat your ass!" Ok, I watch as he throws out laser after laser,
all of which I SS and WGF to combo. He then Tagged in True Ogre, ok
fine, he throws out the 1+2 Hell's Flame. Double Sidestep, WGF, TGF,3,
he's down by almost half energy. So he, realizing his losing
situation... did the same friggin' move! See the pattern? I thought
you did.
The moral, kids (and although I may sound arrogant, it DOES have a
moral), is DO NOT DO THIS! If you fight with strategy and cunning, you
will be respected, rewarded with bragging rights (and maybe a Coke from
your g/f next to you =^), and actually put up a decent fight to your
opponent. If not, you'll look like an ass and be treated as such. At
least _try_ to put up a fight - your opponent will know you at least
tried, and may be the difference between telling you "Good job, man..."
or "Nice try... scrub!". And above all else, have fun. Tekken is a
game and nothing more, so treat it as such.
..but if the sumbitch is mouthing off, by all means, school his ass.
You don't necessarily NEED to trash talk - beating them 50 games in a
row and smiling placidly as they burn their money is as sweet as revenge
can be. Just make sure that if you DO talk shit to an easily-angered
guy, make sure one of your buds got yer back =^?.
**************************
THE ART OF THE CROUCH DASH
**************************
This is by FAR the most important thing to learn about Kazuya, and every
other Mishima in general. Without it, Kazuya is a punching bag, plain
and simple. The Crouch Dash allows Kazuya to dash-in, pressure the
opponent, set up almost any attack, and it is also one of the best ways
to avoid High attacks and a generous amount of Mids. The Crouch Dash is
done by tapping f,N,d,d/f - tap Forward, leave the stick neutral for a
split-second, and then tap Down then Down-Forward. The Crouch Dash has
Kazuya duck and dash in fast and low, ending in a crouched position.
During this movement, Kazuya has three official Crouch Dash attacks he
can perform: the Wind Godfist, Thunder Godfist, and Hell Sweeps.
However, there are a multitude of other attacks Kazuya can pull in the
middle, beginning, and end of the CD. These include: While Standing
attacks (Demon Gut Punch, Tsunami Kicks, Twin Pistons), double-tap moves
(Left Splits Kick and Stonehead), and finally, the tool of destruction
known as the Wavedash (explained later).
-- Unofficial Moves --
To pull off While Standing attacks in your Crouch Dash, do the crouch
dash, then wait until the forward movement stops, and tap the button or
buttons needed for the WS move, or you can cancel the Crouch Dash into
WS position by tapping b or d/b. Now, depending on how you play, you
have a lot of options... but out of all of them, you owe it to yourself
to use Twin Pistons. If you want an easy, quick juggle to knock off a
chunk of energy, or if they are throwing out an attack, 90% of the time
the Pistons will override them due to their insane priority and speed.
However if you are looking for an opportunity to do Tag combos, do not
use this as the launch height is not sufficient enough for your partner
to come in to finish. Your best bet when landing a Twin Pistons is this
combo: Twin Pistons, Left Right Combo, Tsunami Kick. This is extremely
easy to do and does a good amount of damage, or if you really want it
simple, do Twin Pistons, then WGF or standing 4. Both of those do
almost 50 points of damage and are almost pathetic in easiness. It's
actually pretty easy to hit with this. It works very well on ducked
throws, and you can even throw it out randomly (in-close, of course)
when you use the Instant WS method, although you can set it up just as
easily by doing d+1. If it hits, you get a 9-frame advantage. If it's
blocked, you'll still be ok, but at a slight disadvantage.
If you're looking for an attack to use in footgames and Okizeme, then
you should use the Tsunami Kick. This is extremely fast, has insane
priority, hits twice for decent damage, and while it does have recovery
time, it pushes them far back if blocked, so Kazuya will almost always
be safe from attack if blocked. Kazuya also moves forward slightly
doing this, keeping him somewhat close to the opponent. The first hit
of the Tsunami Kick (the Front Kick) is also excellent itself as it will
scoop the opponent off of the ground if they are rolling for a quickie
juggle. And now, for those that want big damage, stuns, and quick wins,
the Demon Gut Punch is, well... not too useful. This move pretty much
sucks, to be honest. A CH Demon Gut Punch is the only saving grace...
and it's damn near impossible to land one these days, and even if it
does, they can escape it not one, but TWO different ways! The computer
and scrubs fall for it on a consistent basis... but a skilled opponent
is a whole other story. If you can consistently (about three times a
match) land a CH Demon Gut Punch and combo on a player WITH A BRAIN, you
have some insane interrupting skills... or maybe they just REALLY suck.
To land this, you must constantly poke at your opponent, goading them
into throwing out a High attack for you to duck under and DGP. However,
there aren't many times you can do this since the frame advantage will
not be favoring you due to the DGP's slow speed. The d+1 will set it
up... but come on, who's gonna fall for that? It also depends on the
character you're facing. With characters like Jin, the Jacks, Jun,
Kuma, and Lee, with many of their main attacks being High attacks, it
can be pretty easy to land a DGP, but if you're fighting a character
like Paul, Law, or Heihachi who hit hard with fast Mids like the
Deathfist, Hell Axle, Somersault Kicks, Wind Godfist (Special Mid), and
Triple Hop Kick mixups, it is unwise to attempt it on them.
To do double-tap moves (f,f) in your Crouch Dash, simply do the Crouch
Dash, then during the CD, tap f and the button you want to use. Unlike
Jin and Heihachi, Kazuya's options for double-tap moves are pretty
limited. He can only do the Left Splits Kick, which has no real use,
and the Stonehead. The Stonehead, unlike the Left Splits Kick, is
extremely useful and figures into quite a few of Kazuya's strategies.
By taking advantage of block stuns, hit advantages, and being
unpredictable, you can connect quite often with this, and the only real
drawbacks are if they escape it. However, the Stonehead requires a 1+2
escape, and since it is not preceded by a regular dash when doing it
from the Crouch Dash, it is very hard to see coming. To throw them off,
you can always do one of the normal throws (1+3, 2+4) if they are
accustomed to escaping the Stonehead. And if they actually Tech Roll,
they're going to be at an even bigger disadvantage than if they just
took it... you can put pressure on them by Sidestepping left and doing
f+4. If they didn't block, they'll be considered crouching, and the KS
they recieve is enough for a follow-up Wind Godfist and killer combo.
Or you could just go for the typical Leaping Stun Kick (U/F,3) since
hardly anyone knows that it can be escaped.
-- Official Moves --
-------------------------
Wind Godfist: f,N,d,d/f+2
-------------------------
Of all your attacks from the Crouch Dash, the Wind Godfist is by far the
most important one to master. This is the best move in the game as well
as the best launcher in the game - and Kazuya simply CAN NOT survive
without it. Your game totally REVOLVES around the Wind Godfist.
Fortunately, it isn't all that hard to become a master at landing WGFs
due to its insane priority, rather-easy controller motion (well, from
Mist Step perhaps), speed, recovery, and power. Your best bet when
going for the WGF are three-fold:
a.) use it to interrupt
b.) catch recovering opponents with it
c.) be offensive with it.
Out of those three options, it is by far the best to use it for
interrupting. It's really easy due to the insane speed and priority,
and if you CH with it, we all know how much damage you can get, don't
we?
Catching recovering opponents with the WGF is of course not going to
happen as much as interrupting since Kazuya is not a turtler's
character, but of course if you have the opportunity to WGF them, by all
means go for it.
Being offensive with the WGF should only be attempted on certain
characters, being that if you're fighting the wrong guy and you get your
WGF blocked in-close, you'll eat a quick attack, and we all know how
cheesy Bruce's f+2,f+4 is, don't we? It's best used on slower guys who
don't have super-fast pokes (Ganryu, the Jacks) and on characters that
cannot easily interrupt the WGF. Be aware that at higher levels,
players will ALWAYS be sticking d+1's in Kazuya's face, since the d+1 is
the only really reliable interrupter for the WGF. But generally, Kazuya
recovers pretty quickly, so very few attacks are fast enough (and
usually aren't powerful enough) to pose a threat to him after a blocked
WGF. However, you must remember that it hits Special Mid now, so you
can't really use it to hit ducking turtles. So while the WGF is an easy
attack to use on offense, it is better to use it for attacking opponents
recovering from attacks, or to interrupt. While a CH Wind Godfist is a
rather poor launcher for conventional juggles since it flips them over
in mid-air (they fall really fast as a result) to land in SLD position,
but as a plus, they cannot Tech Roll upon landing if they are hit as
close to the ground as possible, allowing an old-school T2 Demon
Scissors-type combo on occasion. You should STILL try to land CH WGFs
AS MUCH AS POSSIBLE, because the potential damage is MUCH MUCH higher
than Kazuya could hope to get with a regular hit. A simple CH WGF, 1,
1, WGF, u/f+4~3 does over 80 points of damage. If that's not incentive
enough to try and land Counter-Hits, I don't know what is.
Remember, if you get off a WGF and launch them, know what kind of juggle
you want to do and know how to pull it off without a hitch or problem.
Pulling juggles out of your head on the fly is not recommended (unless
you're good), as there is a chance you will forget the next hit and/or
mess up. If you land a CH Wind Godfist, your best bet is to do 1, 1,
WGF (and if you wish, Tag out of the WGF for a safe switch), u/f+4~3.
An example is Heihachi's WGF, 1, TGF combo. You must pull of the TGF
with Hei as fast as possible after the Jab, or they'll land, Tech Roll
to avoid the TGF, and have an opportunity to fuck up Heihachi because of
the bad recovery. Kazuya's main juggle finishers are similar, as he has
a lot of juggle finishers that recover badly. Get my drift?
Also, as brought up by Reverend C., the type of juggle finisher is also
very important. If you are striving to knock them down and go into a
nasty Okizeme game, use a finisher that leaves you relatively close to
the opponent (like Kazuya's 1,2,2, d/b+4, f,N,d,D/F+4, and d/f+4,4. If
you want them to get knocked away so you can get distance to plan a new
strategy, use finishers like his WGF, f+2, and 1,1,2 (make sure the last
hit connects to knock them away).
--------------------------
Hell Sweeps: f,N,d,D/F+4,4
--------------------------
While it has been weakened by the new low blocking system, this is still
an excellent surprise attack for Kazuya. It's not QUITE as good as
Jin's since he can get much bigger juggles AND a guaranteed trip if done
EWGF-speed. It also comes out EXTREMELY fast from the Mist Step Cancel
(f,N~D/F~4), and by hitting 4 twice for both sweeps, the Hell Sweeps
trip GUARANTEED regardless of distance. The only real weaknesses are
the lack of mixups from the Hell Sweeps - he only goes Low twice, with
no Tsunami Kick/Thunder Godfist/Mid Kick afterwards, and it can be
staggered if Low-blocked, so it isn't as much of a guessing game as
Heihachi's and Jin's, and definitely isn't as good for combos. But
since they need a much closer Clean Hit or better to knock them off of
their feet (unless Jin pulls it at EWGF-speed, and even then it has
pathetic range) while Kazuya's knocks down at quite a distance.
Kazuya's is better for starting Okizeme and for getting an instant
knockdown. While Kazuya's is slightly less-damaging than Jin and
Heihachi's, it is almost unnoticeable. For Okizeme purposes, you can do
a single Hell Sweep, then follow-up with another one while they're
helpless, or simply dash up and time a Stature Smash as they roll to
smack them down again, or if they tried to stand straight up, will stand
them backwards for an OB trap! And of course, it should be second
nature to learn to mix this up with Twin Pistons - SO PRACTICE!
----------------------------
Thunder Godfist: f,N,d,d/f+1
= Spinning Mid Kick: 3
= Hell Sweep: 4
----------------------------
This is Kazuya's most damaging power hit, but it isn't as good as
Heihachi's because it doesn't execute fast enough to connect in most
combos unless you hit with a Class 1 Launcher, CH DGP, or a Class 2 on
big and semi-big (Kings, Ogre) characters. However, if it does, it will
rip off about 25% of their energy on Clean Hit, and about 40% on
CH/Netsu. You should just about NEVER use this on a standing opponent,
because it is so slow (faster than the Glorious Demon Fist, though, but
by only 3 frames) and recovers so slow you will fully deserve the 40%
damage power hit and/or juggle you will undoubtedly be getting if you
are blocked or avoided. You should only use the follow-up kicks (and
only the Mid Kick) if you connect in a combo because the interim between
the two hits is not safe at all to jabs. It is, however, very effective
if you're trying to go under attacks, as Kazuya dips very low to the
ground when doing the attack, so it is a nuclear deterrent to Deathfist-
crazy Paul players, Bryan/Bruces High/Mid mixups, Jin's WGFs/1,1,2,
Julia/Michelle's standing 1 mixup bullshit, Nina/Anna's Can Opener and
side kick mixups... ah, life is good...
-- The Wavedash --
Discovered by some Tekken freak/genius in Tekken 3 (Tekken 2 didn't have
it), then refined and perfected by the Koreans, the Wavedash is a
dreaded tool of destruction that can be employed by anyone with a
standard Crouch Dash (f,N,d,d/f), although it is easier to do with the
Mishimas. Just about everyone who is smart fears a competent
Wavedasher.
A Wavedash (also called Wave Step) is a Crouch Dash cancelled into
another Crouch Dash, cancelled into another, and so on, until it forms
one big, insanely-fast movement of mini-Crouch Dashes, while it appears
that the Wavedasher never stands up fully. What makes this so deadly is
that you can pull While Standing attacks, regular Crouch Dash moves, and
double-tap moves at ANY TIME during this. To perform it, it goes like
this:
f,N,d,d/f,f,N,f,N,d,d/f,f,N (ad infinitum)
By moving all the way to Forward instead of stopping at d/f normally,
you cancel the Crouch Dash, and by leaving it neutral, you are
automatically starting the motion for ANOTHER Crouch Dash! Since a
Crouch Dash can be cancelled at any time by tapping Forward, this also
sets up double-tapping moves like the Left Splits Kick and Stonehead,
and by cancelling the Crouch Dash with b or d/b, it ALSO sets up the
While Standing moves like the Twin Pistons and Demon Gut Punch! And
that's not the half of it!
During the Wavedash, by tapping 1, 2, or 4, you automatically perform
the Thunder Godfist, Wind Godfist, and Hell Sweeps at their fastest
possible input (as if you did f~N~d~D/F~), pulling off the CD moves at
Electric Wind Godfist-like speeds (I know, I know, that's a rather weak
analogy, but I couldn't compare it to anything else). Hell, when I
started to do Wavedash I was getting like four Thunder Godfists in a row
on my friend because they came out too fast for him to recover and block
from his moves (boy was he PISSED). But, by far, a Wavedashing player
who throws the Wind Godfist, Hell Sweeps, and Twin Pistons into the
equation is THE nightmare of all Tekken players. Since doing a WGF from
the Wavedash makes it come out at automatic EWGF speed (strangely enough
though, Hei can't do an EWGF from a Wavedash), they can throw out like
anything, and get clipped like a pedestrian in a police chase!
As a rule, however, the adept Wavedasher will not simply do Wavedash
after Wavedash. While still VERY hard to counter, it is not
unstoppable, and can be stopped by an extremely-well-timed d+1 or d+4.
No, what you want to do is mix it up with Kazuya's Mist Step (Mist Step
Cancel!!!), his normal Sidestep (cancelling Wavedash to Sidestep is
called a "Snake Step" by the Asian champs), backstepping, and dashes, so
you can always cancel them to block and mix up your hits, then go into
the Wavedash again to totally fuck with their mind and get them guessing
what you're gonna do next. You could be Sidestepping, and they'll think
"Hey, he isn't in Wavedash, he's vulnerable, and Kazuya has no SS moves,
so I'll Deathfist his ass!" Well, remember, Kazuya can cancel his SS
with a Crouch Dash... which can cancel into Wavedash! MWAHAHAHAHAHA!
Pop them with a WGF to show them the error of their ways.
The best way for one to incorporate Wavedashing is in their Okizeme
game. Who needs Tsunami Kicks when you can juggle them with Wind
Godfist or Twin Pistons and do two to three times as much damage? Even
Hell Sweeps work great since hardly any of the rising attacks will
execute fast enough, and you can always can the Wavedash early to Low
Parry any ankle kicks (if they're dumb enough to use them). If you
continually backstep in and out of range, getting them to whiff an
attack and make a blunder, you can have them on the floor for almost the
entire fight with one mistake.
The one flaw of a Wavedash is that it is easily Sidestepped when done
normally... so of course, someone had to find a way for WDers to kill a
SSer. Enter the Dash WGF and Wave WGF, or DWGF and WWGF, respectively.
I find that the DWGF is even easier to pull out WGF than if you did it
EWGF-speed by itself... and the best thing is that the normal dash
automatically tracks a Sidestep, and if they did not block or foolishly
threw something out, BAM, they get WGF up the nose! Dash WGF is done
like so:
f~F,N,d,d/f+2
WWGF is just like it sounds. You simply pull a WGF while doing a
Wavedash, simple as that. So the command would be:
f,N,d,d/f,f,N,f,N,d,d/f+2.
The WD and WGF will track the opponent as he SSed and send him into a
world of hurt.
Like my FAQ-comrade, ILuvMomo, stated in his respective FAQ, there are,
in general, three stages of Wavedashing, separated by how many complete
Wavedashes are done in a second.
Stage 1 - Slow Wavedash
# of Waves: 2-3 a second
Slow Wavedash is where basically everyone starts out. It's not very
effective, it's slow, and anyone doing this type of WD regularly is
usually only learning the basics of WDing and as such will hardly employ
strategy into it. Easily punished.
Stage 2 - Basic Wavedash
# of Waves: 4-5 a second
This is where most advanced and higher-end Mishimas are at. At this
stage, the Wavedash gets a little scarier. Anyone Waveing like this
usually has most of the finer points of the Crouch Dash cancelling down
pat, and in turn will give you a tough match. However, they still
aren't quite a Super Threat just yet since it CAN be snuffed with
moderate difficulty.
Stage 3 - The Lightdash
# of Waves: 6+ a second
Basically, this is THE penultimate Wavedash. Few, if any, people have
the insane speed and reflexes to properly execute it. AFAIK, only about
three or four US players can do it, while for the Koreans, the Lightdash
is second nature. Anyone, and I do mean ANYONE, using the Lightdash is
going to KICK YOUR ASS, to be perfectly honest. These rare players have
Crouch Dash cancelling down to an exact science, and can pull off WS
attacks with frightening simplicity and rest assured that if that
character has a good low/mid mixup game... you are FUCKED. It basically
looks like they're moving forward, rapidly crouching and bobbing up and
down. If you see it... you may as well prepare to die.
************
SIDESTEPPING
************
Kazuya's Sidestepping game is pretty basic. At first I thought his SS
game was quite solid... but when you factor in the unpredictability of
the Mist Step's SS and the fact that he has no true SSing attacks, he's
not as good as guys like the Ogres, Ling, Bob, Baek, and the Changs.
But hey, don't let that deter you! Remember that Kazuya possesses a
pretty quick SS with excellent distance, so his SS can be used just like
everyone else's - evading attacks. And in this area, he can rule since
he can cancel a SS into a Crouch Dash or Mist Step Cancel WGF. Your
best bet is to use sidestepping at about medium range, where the
opponent will use staple attacks, such as Paul's Deathfist, Law's Dragon
Storm/Somersaults, Mishimas' (E)WGFs, Williams' Blonde Bomb, and King's
Konvict Kick, so you can see them coming and know where to Sidestep - at
that range, you have enough time to see what attack they are using and
SS accordingly. It's also much easier to SS effectively than it was in
Tekken 3, as Red King brought up in his Jin/Mishima FAQ (read the SSing
section... it's quite good).
Don't think you can just see an attack and SS it, though... you need to
learn to react and anticipate in order to SS effectively. It takes a
while to learn... but believe me that the reward is HIGH. The FIRST
advanced technique I attempted to learn (and still am learning) is how
to Sidestep effectively. TOO many people ignore the Sidestep and how
much reward a good SSer gets. Sidestepping in TTT is ESSENTIAL to high-
level play, as a constantly-SSing player is going to land CHes and
jugglestarters a lot more than some guy blocking everything coming. You
can't hit anyone by blocking, let alone land countless WGFs like I
usually do when I SS correctly. Distance is key - farther away, it's
easy to see the moves coming, but the SS won't cover as much distance
and/or evade the move as effectively as you would in close, where you
have little or no time to see and SS accordingly, but cover more
distance around the opponent and therefore dodge the attack easier.
It's all in the reflexes.
Remember, you Sidestep in the direction that the move is coming in at.
For example, King throws out the Konvict Kick, which is f,f+4. Since it
is done with a Right Kick, Kazuya must Sidestep to his right to evade
it. For another example, Nina's Divine Cannon (d,D/B+3_d/b+3+4) has
Nina kick with her left foot. That means Kazuya should Sidestep to his
left (SSL) to avoid it. Some moves, like the Phoenix Smasher, can in
fact be SSed in both directions with precise timing just because the
tracking on the individual move sucks ass, and the hit area is not wide
at all. Dig?
And as you know by now, Kazuya can also do the normal, regular Crouch
Dash from his Sidestep, which opens up a lot of attack options. You can
choose to use the Wind Godfist to punish them for whiffing their moves,
punish them for throwing out slow attacks (Jacks, Kuma/Panda, Ogres,
etc.) by doing the Thunder Godfist to go under their attacks, or chase
after them if they are turtling (Paul (sometimes), Law, Nina/Anna, Jin,
King) and Hell Sweeping them when they go for a Mid Parry/Attack
Reversal. And that's not counting the Crouch Dash cancel to WS moves,
from which you can use Twin Pistons to mixup with the Hell Sweeps! Wait
for them to throw out their main attack, and block it first. Chances
are, if it pushed you back a bit, they'll go for it again to get more
initiative (common with Paul and his Deathfist). This is when you
Sidestep, Crouch Dash, and smack them hard!
*******
OKIZEME
*******
Kazuya has a pretty good Okizeme game due to his powerful Crouch Dash
attacks and his Wavedash, but in the long run it doesn't quite compare
to the evilness of Jin's and the Ogre's. All of them (Wind Godfist,
Thunder Godfist, Hell Sweeps) will hit a rolling opponent for massive
damage, and of course will floor them again, afraid to do anything but
lie there, especially if a Kaz player is WDing above him. However,
unlike Paul, Nina, Jin, Baek, the Ogres, and Xiaoyu, Kazuya cannot keep
an opponent on the ground forever, as his attacks aren't powerful enough
or fast enough to chase them all over the arena. However, there are
plenty of options to choose from. Here are your main Okizeme attacks:
f,N,d,D/F_f,N,D/F+4
f,N,d,d/f,f_WS_d/f+4,4
d/b+4
1,2,4
WS+1,2
d/f+2
f,N,d,d/f_f,N,d/f+2
f,N,d,d/f_f,N,d/f+1
u_u/f+4,4,4,4
d+3
d+1
u/f+4~3
These are all very straightforward and decent attacks for which to try
and keep them grounded. Your overall best Okizeme attack is the Tsunami
Kick, as it comes out extremely fast, will cut through their Low
Kick/Mid Kick and Flying Cross Chops (in their early frames), will smack
them twice for good damage if they twitch, and slam them back into the
floor, too petrified to move. It will also snuff out Spring Kicks,
provided you use it EARLY in their animation - if you pull it too late,
they'll smack you and you will instead be on the wrong side of a nasty
Okizeme game. If you've got that Wavedashing down, though, WGF should
be all that you need ^_^.
If you think they'll go for the Ankle Kick (d+3_4 if they have it), set
them up by dashing in and out of the Ankle Kick range, and wait for them
to throw it out, or if you KNOW they'll try it, d/f to Low Parry it, and
rise with WS+1,2, WS+4,4, or if you've got mad speed, a Mist Step Cancel
WGF. While the Ankle Kick has insane priority and will allow them to
safely rise if it hits, whiffing it guarantees punishment as they are
completely vulnerable until they stand, allowing you to come in and WGF
them out of their boots for a huge combo/Tag combo. If they try the
old-school Low Kick, you can duck in front of them and move to d/f for
the Low Parry, and follow up with a Twin Pistons for a juggle. The Mid
Kick, however, is slightly tricker. If you block it or get hit at max
range, they'll push you back enough to rise safely. Like with the Ankle
Kick, you should dash in and out of Mid Kick range, let them whiff, and
slam them with a vicious Mid hit or WGF if you want a combo to connect,
or if you want to fake them out, duck right in front of them, and when
you see them twitch for the Mid Kick, go for Twin Pistons! This will
come out faster than the Mid Kick and launch for a nasty juggle.
For those that Tech Roll, it's a trickier issue. Tech Rolls can only be
punished in their later frames as the first couple or frames are
invulnerable in some way, and to make it worse, it rolls them to the
side, so your Okizeme hit may need to track to hit. Remedy this by
sidestepping in the direction that they Tech Roll, and greeting them
with a f+4 as they rise and pressure with your frame advantage, or if
you want something quicker, you can always use the Wind Godfist.
If they like to roll forwards and backwards, not only can you tell that
they are probably novices/intermediates, but they are more open than
inmates at Ryker's Island Penitentiary. Just about any Mid/Low hit with
good vertical range will hit them. If you want to keep it simple, you
can use Tsunami Kicks or Stature Smash for tick damage, and if you want
real damage from knockdowns, you can WGF/TGF them as they roll for some
nice chunks of energy. If they are the type that waits on the ground
for you to make the move (very dangerous players... watch out), you can
just duck and wait for them to make a move, then Twin Pistons them since
anything they do will get Low Parried or CHed by the WS+1,2. If they
decide to just stand up, resume the game.
Other than that, Kazuya's Okizeme game is very basic, and should be kept
simple. Don't go for Hell Sweeps and Thunder Godfists every time you
see them move, or you may whiff and Kazuya will be left open. Stick to
using fast, quick-recovery moves like Tsunami Kicks and Wind Godfist for
your damage, and if they do get up, go back into your confusion tactics
to throw them back down and smack 'em around again with more vicious
Okizeme games.
**************
CUSTOM STRINGS
**************
I'll be honest with you: I'm not too good at putting together Custom
Strings and explaining all of the changing attack heights, discussing
psychological mixups, etc. I simply use what works at the current
situation - like if I think WGF is coming, I do d+1, then I wait for
them to make mistakes and start pressuring with staggering/block stun
moves like f+4. Besides, ILuvMomo explained it pretty well in his
respective FAQs, so I have nothing really new to add right now.
On another note, as Reverend C. has been explaining in his new FAQs,
I've found that it really is not good to obsess over Custom Strings -
doing so will make you into a crappier player, since hardly any of the
so-called "effective" Strings are designed with frame advantage in mind
- and get this straight, the ONLY times a Custom String should be used
is when you have or recieve a frame advantage. I mean come on, is it
good to attack after they've blocked a d+3 or d+1? Of course not.
You're the one that will get hurt, not them. YOU are at the
disadvantage, not them. I've taken all or most of them out of the FAQ
since mine suck ass, and in truth are just not worth it. If you play
correctly and use it wisely, FRAME ADVANTAGE IS ALL YOU NEED. So heed
the warning. With that said...
******************************
TAKING ADVANTAGE OF FRAME DATA
******************************
When Namco released the official Frame Data of Tekken Tag Tournament,
basically EVERYONE that knew about it had to rethink their entire game.
Moves that many thought were safe to abuse were in fact NOT. Guides and
FAQs which were previously hailed as perfect were brought into question
(*cough* *cough* VERSUS BOOKS TEKKEN 3 GUIDE *hack*). Moves that were
already thought to be powerful - like the Electric Wind Godfist - were
revealed to be a LOT more powerful than one thought. In short, it
brought a lot more organization and thought to strategy instead of
having to hope that your move *might* hit if that other move was
blocked. With Frame Data... Custom Strings have largely been abandoned,
since previously "safe" strings were now not very safe at all.
So, how does one properly take advantage of Frame Data? Well, it
generally goes by how much advantage a certain move gives you. If you
decide to follow up your advantage with an immediate attack, you need to
know how much of an advantage over them you have. I've created a simple
formula to calculate frame advantage. Hopefully, this will help clear
up confusion.
Your Follow-Up Attack - Your Frame Advantage = Opponent's Active Frames
So let's say you're Kazuya, and you stick out a f+4, which hits. The
f+4 gives Kazuya an 8-frame advantage, and he immediately executes a Gut
Punch (d/f+2). The d/f+2 executes in 14 frames. So it would be 14 - 8
= 6. That means your opponent has 6 "active" frames - frames in which
he can move, attack, or block. NO character has an attack from a
regular standing position that exceeds 8 frames of speed (except
Yoshimitsu's f,f+4, which is 7 frames). What this means is that the
opponent is FORCED to block/duck/avoid the attack - in this case, the
d/f+2 hits Mid so they MUST block or get hit, since a SS will not evade
in time. If they had attacked, the d/f+2 will hit on Counter-Hit.
Beginning to see the possibilities?
Applying Frame Data to your strategy can be a HUGE advantage in any
fight. Your opponent will throw out attacks, hoping they will hit while
you can use one attack and immediately know whether they can punish you
before OR after you've executed it. I mean, what will they think, if
they get hit with Kazuya's 1,1... and wonder why Kaz didn't finish the
attack. They're thinking "He blew it, I'll kill him now"... and eat a
CH d/f+2 and a 60+ damage combo. The possibilities and options are
truly endless.
So in summation... study the Frame Data. You can only become a better
player by doing so. Too, too few Tekken players read Frame Data and
consequently, they'll have no idea why you're landing CH Wind Godfists
EVERY time they attack. In return, also study the Frame Data of other
characters, so you'll know what to do when you are faced with their
moves and to know when to hang back or to press the attack.
*************
OB STRATEGIES
*************
Ummmm... I think you should read ILuvMomo's FAQ. He's got everything on
this area of strat perfectly, and I really can't add more than that (and
I don't have enough time to either).
**********
CHICKENING
**********
Against those that are happy for Attack Reversals, you will need to
learn how to Chicken their Reversals. Attack Reversals can be an
extremely deadly aspect of a character's arsenal when mastered, and if
you can successfully take that away from them, they will be crippled.
For those that don't know, a Chicken is when you reverse and Attack
Reversal by pulling your grabbed limb away and attacking with your
opposite limb (so if you had a Left Punch reversed, you'd smack them
with a Right knee): when you perform one, the announcer says "Chicken!"
(officially, it's called an Attack Reversal Reversal, but I could care
less about the official names... for God's sake, they call the Demon Gut
Punch a Demon God Fist! WTF?). For instance, let's say that Nina does
her f,f+3, which Wang reverses via his Attack Reversal. Wang grabs
Nina's leg, but Nina pulls her leg back and punches Wang with her right.
That is a Chicken in action.
How do you Chicken? Well, it depends on which button you pressed for
your attack that got reversed. If you used 2 or 4, you Chicken by
pressing f+2+4 when they reverse, and if you used 1 or 3, you Chicken
with f+1+3. However, there are some moves where Kazuya uses two
buttons: his Ultimate Tackle, Glorious Demon Fist, Lighting Godfist, and
Lightning Screw Godfist (the Demon Scissors cannot be Chickened). With
these attacks, you must know which limb Kazuya used for the attack that
was reversed. For example, Kazuya's Glorious Demon Fist (f+1+2) has
Kazuya punch with his left hand. Therefore, you must Chicken with
f+1+3.
Beware, as there are some Attack Reversals that cannot be Chickened and
are final once you are reversed. These are: King's Kick Attack
Reversal, Law's Fake Step Punch Reversal, and Wang's Attack Reversal(you
cannot Chicken left-based Punches once Wang has reversed it). As for
Parries of any type, they are final: they cannot be Chickened at all.
Now, be aware that you simply cannot Chicken once you see your attack
being reversed - 90% of all players do not have the reflexes. To remedy
this, you must "buffer a Chicken". By inputting the appropriate Chicken
command, you have placed the Chicken command into the game's short-term
memory, so if they DO reverse, the Chicken will come out and
automatically reverse their Attack Reversal attempt.
What are the attacks that Kazuya should buffer a Chicken for? They are
usually the staple attacks that you use on a consistent basis, or
perhaps they are slow attacks that are MEANT to be bait for a Chicken.
An exception to the rule are non-reversible attacks: Kazuya's only non-
reversible/parriable attack is the Wind Godfist. Here they are:
-- Commonly-Reversed Moves --
WS+2
WS+1,2 (second hit)
f,N,d,d/f+1_f,N,d/f+1
f+2
f+4
f,f+3
f,f,f_WR+3
d/f+1
d/f+2
u_u/f+4,4,4,4 (first and last hits)
-- Bait For Chickens --
f+1+2
f,N,d,d/f_f,N,D/F+1
f,f,f_WR+3
f+2
f+4
f,f+3
u_u/f+4,4,4,4 (first and last hits)
WS+2
d/f+2
Not included in the lists are Kazuya's Strings. For his Tenstrings,
Tenstring #1 has common reversal points at the 5th, 6th, 8th, 9th, and
10th hits, Tenstring #2 has common reversal points at the 5th, 6th, 9th,
and 10th hits, and his Ninestring has common reversal points at the 5th,
9th, and 10th hits. Oh yeah, if you want to read about a neat trick
with Kazuya's Ninestring, read ILuvMomo's FAQ, as there's not much of a
reason to put that in here when he goes over it perfectly.
***********************
COUNTERING/INTERRUPTING
***********************
This is the jackpot with Kazuya, as Rev put so well in his FAQ. Kazuya
thrives on Counter-Hits because he has SOOOO many moves that cause BIG
damage/combo opportunities on CH and Clean Hit. Of course, you're all
thinking "Yep, can you say Demon Gut Punch?". If so, get that though
out of your head (unless you're playing scrubs/beginners). Kazuya has a
much better interrupting tool: the almighty Wind Godfist. And unlike
his Demon Gut Punch and Twin Pistons (to a much lesser extent than DGP),
which must be properly timed and set up carefully, the WGF doesn't even
need any complicated setups due to its simpleness of use. Its insane
speed will catch just about any attack if it whiffs (short of a jab),
and even if they do stick out an attack, chances are that 80% of their
attacks will get smashed by the Wind Godfist and its insane priority.
The only attacks that have a real chance against a WGF are low jabs and
a Chang f,f+1, and they must be thrown ahead of time to smack them as
they come in with the WGF.
However, you can easily remedy this by simply hanging back to let them
attack. If you're fighting guys like Bruce, Julia, and Ling, this is a
good idea, as their insanely-fast pokes (i.e., Bruce's 2,4_d+4 mixups,
Julia's deadly jab games and f,f+1, Ling's 1,2, 2,1, etc.) will keep
Kazuya out and pressured if he's in their face trying to get WGFs.
However, sitting back and letting them whiff makes it a bunch easier.
Try to accomplish this by keeping them out with simple stuff like d+1,
d/f+4,4, 1,1, and d/f+1 - quick attacks with very little recovery time
and excellent spacing. Once you've gotten them back to about mid-range,
they'll start to let loose with their longer-range big guns, doing
attacks that can get them back in your face, such as Julia's d~D/F+1<2,
Paul's Deathfist, Bryan's QCF mixups, Nina/Anna's u/f+4,3,4, and King's
1+2,1. This is where you pull out the WGF once you've pushed them back
and Counter-Hit their asses into the sky! Sure, it sounds disgustingly
simple in terms of strategy, but it really is just as easy as it sounds.
The WGF is so fast and powerful, it will override almost anything they
stick out.
If you're more into getting a Counter-Hit with your Demon Gut Punch,
it's a LOT tougher. Since it executes so slowly and is easily seen
coming, you're probably never going to land it on a good player without
them escaping. However, beginners and intermediates are another story.
Perhaps the best setup for the DGP against those types is a simple d+1.
No move in the Tekken series infuriates players as much as getting
nicked with this for some odd reason. They almost ALWAYS attack
afterwards! It's not like it matters anyways - you get a 9-frame
advantage and if they're dumb enough to attack afterwards, you'll ALWAYS
at least 1 frame faster than they are, even if they did d+1. If you are
SURE that they will throw out a slower attack in response (or you know
they suck), go ahead and throw out the Demon Gut Punch, then rock them
with a massive combo to teach them "UH-UH!" Beyond that, for a more
advanced strategy, you can throw out a lot of Mid hits with guard
stun/little recovery, but instead of attacking continuously, you should
pause inbetween the hits to see what your opponent will do. If they
choose to block still, continue the pattern, and if they decide to
attack, throw out the Demon Gut Punch prematurely: they'll see the mini-
crouch of the d~d/f and throw a Mid out to teach you not to crouch...
but then, your bigass fist will slam into their stomach, and the look on
their face will be priceless. =^?
If you want to use the Twin Pistons, it will apply for all of the DGP
strats, but only better, because of the faster speed and recovery. Why
don't I do a section on Twin Piston, you're asking? It's not that I'm
lazy, I'm just efficient (lol). If there is demand, I will do an
individual section, but the strat I listed for DGP will work just fine.
Another move that works insanely well with Counter-Hits is the Gut
Punch. Not only does it come out faster than the Demon Gut Punch, it
does more damage on Clean and Counter-Hit and is done from a standing
position, unlike the DGP. What's better, there are also several combos
that you can do off of a CL+CH Gut Punch that can rack up some mean
damage, especially if you have the unholy timing to pull off the Wind
Godfist for a launch. And since it comes out from standing at a
respectable speed of 14 frames, it's a whole lot easier to time and use
than the DGP. Since it has great priority, it is a nice deterrent to
those who like to throw out random power hits like the Deathfist and Bad
Habit inbetween their pokes in order to get a Counter-Hit of their own.
Block their first attempt and see what they do. If you think they will
throw it out again, do the Gut Punch prematurely and watch them run into
it. Tack on a b+1+4 afterwards to teach them their error. The best use
for the d/f+2 is to throw it when you have a frame advantage - a
blocked/connected f+4, connected 1/1,1, a blocked WR_f,f,f+3, a
connected d/b+4, etc., since anything they do after will be clipped
unless they block/reverse. And whatever you do, don't get this blocked
from farther away, because the recovery is quite horrible (as a
parallel, the TGF recovers just as slow!). If it's blocked in-close,
the block stun it creates leaves Kazuya rather safe. Every time you see
them twitch from mid-range, you owe it to yourself to throw this out.
That's all the strat I could think of for now. Any other suggestions
can be e-mailed to me or sent via Zaibatsu Forum.
=======================================================================
14. Versus Fights #####################################################
=======================================================================
As you know, Tekken is all about competition. You're going to run into
some good comp out there (unless you live in Bumfuck, Egypt), and some
bad. But to win, you need to know how to beat the character they are
using. Face it, not everyone is gonna pick Kazuya (lol), so here's some
tricks of the trade in beating the characters that you'll inevitably
fight.
Alex/Roger
Difficulty: Easy
Alex/Roger are, in my opinion, some of the weakest characters in the
game. Although I wouldn't put them at Tier 4, they are definitely lower
Tier 3 at best. They can't really juggle that well, their moves do
little damage, and although they have most of King's staple attacks,
they possess no Multi-Throws, have slow power hits, absolutely pathetic
punching and throwing range, and limited Okizeme tactics. However, they
DO have a few tricks up their sleeves that can put the hurting on you.
The first is their f,N+1. When blocked, it gives them a staggering +41
frame advantage, which guarantees at least 50 points of damage from
their POWERFUL Animal Godfist, although they have other follow-ups that
do less damage (f,f+4, 3+4, d/f+3+4, etc.). Second, they have a decent
Sidestepping game because of their SS+4, which comes out FAST, hits Low,
and can start a quickie float combo. The good thing is, the recovery of
a blocked SS+4 is quite horrible, so you know what to do. Third, they
have a VERY good Hop Kick which is exactly like King/Armor King's, so
beware of that - one Hop Kick and it's a 1, f,N,d,d/f+1 for you and 50+
points gone with minimal effort. In a fight with Alex/Roger, you're
most likely going to see the Frankensteiner (d/f+3+4) come out a lot.
Since it does so much damage, can't be escaped once grabbed, and can be
Tagged out of for a free hit (if they tried to block it), this is
arguably Alex/Roger's most useful attack. However, there's a big flaw
of this move - you can simply block low and recieve no damage, and
Alex/Roger will be grounded and open to a quick Okizeme hit. Block
their Stagger Kicks and respond with a DGP or Wind Godfist, and SS their
Konvict Kick and go into your Crouch Dash attacks. If they throw out
the f,N,1 (which is telegraphed by their "Popeye" wind-up), duck and
slam them with a Twin Pistons juggle or DGP. Past that, you should have
no trouble smashing their cuddly asses.
Anna Williams
Difficulty: Hard
Ouch. Ever since Nina has been toned-down SOOOOO much since Tekken 3,
Anna has become the Queen of the Williams sisters. She is by far the
most improved character from Tekken 3 (well, the PSX version anyways),
and in the right hands is one of hardest characters in the game to
fight. She has the QCF+1, which juggles on CH, comes out in 13 frames,
inflicts block stun, and ducks under High attacks. She also has her new
u/f+1<3 which can combo-in a guaranteed f+1+2 on a normal hit (if the 3
hits on CH it's a stun AND combo!). She retains the same old Williams
poking tools to use, like d+1,N+4, d+3,2, and d+4,1 as well as a near-
perfect defensive game with her Attack Reversal and Mid Parry from her
FC,f+2. She has a few of Law's Somersault Kicks, as well as a nasty
Okizeme game like Nina's. However, she isn't quite as good in the
Multi's department as Nina is (not that it matters anyways). She also
doesn't really have much she can do about Kazuya's WGF, as it cannot be
reversed or parried, and comes out a good deal faster than her own power
hits. She WILL pose a problem to the Hell Sweep/Twin Piston game though
since she has a Low Parry AND one of the best Attack Reversals in the
game, but once you can Chicken reliably, it won't be too big of a
problem.
The main thing you need to do is stay away from her. If you try to
fight in-close, you'll get a sorry ass-whooping. Her main poking
attacks are her d+1,N+4, d+4,1, and u/f+1,3, which all set up her
u/f+1+2 throw pretty easily. Be careful about that throw - u/f+1+2
executes in 11 frames, requires a 1+2 escape, and can be Tagged out of
for guaranteed damage (Tag Slide). They can Tech Roll the throw, but if
they do, a Tag Flying Cross Chop is almost guaranteed - the only way it
can be escaped is by Tagging out as fast as possible. And don't forget
about that QCF+1, which comes out at a DAMN fast 13 frames, ducks under
High attacks, and juggles on CH. The main problem with that is that it
hits High, and therefore is NOT the best choice for experts - however,
good Anna players like to mix it up with the U/F+4 Somersault Kick.
Regardless, if either of those hit (well, CH for the QCF+1), you're
going to get a VERY painful juggle up your butt. Not many people know
that Anna can deal out some AMAZING damage from one simple combo - a
simple CH QCF+1, QCF+1, u/f+1,3, f+1+2 does 74 points of damage!
All in all though, most will agree that u/f+1,3 is her best move, since
it guarantees a free f+1+2 on normal hit, the second hit stuns on CH,
has insane speed and priority, and can be mixed up with the u/f+1+2 and
QCF+1. Like Nina, Anna MUST be in-close to win, as her attacks have
pathetic range, and her pressure games are only going to work if you're
in close. Keep her out with WGFs, d+1, and your 1,1/1,2,4_d/f+2 mixups,
then when you're far enough away to see her stuff coming, send a WGF up
her nose.
Armor King
Difficulty: Hard
Armor King, when played correctly, is one of the best characters in the
game, a top Tier 2 character and a DEADLY adversary for anyone. He has
the Palm Upper, which hits Special Mid, executes almost as fast as your
WGF, juggles, and has only 8 frames of disadvantage when blocked. He
has a powerful Crouch Dash game, as his attacks from the CD are pretty
fast, have a lot of priority, and hurt like a bitch. He has a whole
bunch of throws that hurt quite a bit, and his poking game is also very
good with his FAST d+1,N+2 and 2,1. He also has the d/b+4, which is a
semi-quick Low hit that can floor you for his powerful Okizeme game with
d/b+4, f,N,d,d/f+4, f,N,d,d/f+2, and his quick People's Elbow (borrowed
from The Rock, of course). AK also has the WS+1 Elbow Knife, which
inflicts Fall-Over Stun on a normal hit, allowing Armor King to do a
quick float combo, and on CH turns them into the BK position, where AK
gets a free Palm Upper and MAD damage (I believe f,f+4 and b+3 are also
guaranteed). AK has also been given a ground throw in TTT, and while
not as useful as King's due to his various setups (Kick Reversal), it is
still useful and can lead into an extremely dirty trick that only works
in the arcades: the Armor King Handcuffs, with which AK repeats an
inescapeable d/b+1+3_2+4 (without the punches) on an SLD/FCD opponent
(doing no damage), which leaves them stunned enough to repeat the throw
forever until the time runs out. And the worst part is that AK's Shadow
Lariat (f,N,d,d/f+1) sets this trick up perfectly. Oh, and if they
actually do this dishonorable move on you in the arcade, you have my
permission to kill them with whichever hand gun you prefer ^_^.
However, his Crouch Dash game is not quite as good as yours or any of
the Mishimas, simply because he lacks a low attack from the Crouch Dash
to stick in there (come on, does D+3 really count?). The only constant
danger from his Crouch Dash is the Palm Upper and Shadow Rising Knee, as
his new Multi (which comes out of the Crouch Dash) executes at a very
slow 30 frames, and his Shadow Lariat hits High, meaning it can be
ducked and punished by a Twin Piston or DGP. You should never take that
move head-on, because the priority is nuts and will smash you in the
mouth HARD. It's also a risk to block it, as he'll recover a whole lot
faster than you and can choose to follow up with another Lariat, Shadow
Rising Knee if you duck, or Palm Upper/Hop Kick if you attack (and we
all know how good AK's Hop Kick is). His juggles also aren't the most
damaging ones, although that is made up for by his extremely powerful
jugglestarters, like the Palm Upper and his excellent Hop Kick. Also
beware of his b+3, which has HUGE range, decent speed, and loads of
priority: it will probably be AK's most used counterattack outside of
the Palm Upper. What you want to do is get in and pressure Armor King,
but also be able to fall back into a defensive mode when needed. AK
fights well on offense AND he's great on defense because his d+1,N+2 and
standing jabs are all 8-frame attacks and have insane priority (2,1 is
10 frames), so it'll be a bitch getting in. If you block the Palm
Upper, low jab and start your Twin Pistons setups. If he decides to
attack, it should be easier because many of his main attacks leave AK
with a disadvantage when blocked. He can't do much about your WGF, and
his power attacks come out slow enough for you to interrupt with WGF or
Gut Punch. A hard match indeed.
Baek Doo San
Difficulty: Medium/Hard
This fight TOTALLY depends on the type of player. Although most Baek
players are mashing fools or Tenstring-happy idiots (which are easy to
beat), I've seen (and fought) some extremely good Baek players - the
ones that mix up his kick strings, abuse Albatross, Wavedash like crazy,
Sidestep like maniacs, and use his deadly Flamingo Cancels to their
extent. If you're playing that type of opponent, you will be in a lot
of trouble. Luckily, Baek is my favorite character outside of Lee and
Kazuya, so I fortunately have a decent knowledge of playing him.
When used correctly, Baek can be a VERY tough opponent. Although it's
really slow, he possesses the Wing Blade (f,N,d,d/f+3) from his Crouch
Dash, which IS a Class 1 Launcher (even fatties when Tagged), so if you
fuck up and get hit with it, you'll be sorry. Baek's got a whole bunch
of new punch attacks to help round him out as well: b+1, which hits Mid,
comes out VERY fast, does sizable damage, and best of all, auto-SSRs and
cancels out of a SS or Flamingo. He has the b+2, which knocks down on
CH and auto-SSLs (but it also has pathetic range). In my experience,
Baek's basic d/f+2 Uppercut is one of his deadliest weapons, bar none -
it hits Mid, doesn't require CH to launch, leaves him safe if blocked,
comes out pretty fast (I believe it's 14 frames), is guaranteed off of
his Punch Parry, and can easily flow into his 1,2,3~f combos (we've all
seen how long those can go, right?). Due to those properties, it is
definitely Baek's most useful jugglestarter.
Baek also has a much better defensive game now since he's recieved an
EXTREMELY useful Punch Parry, which leaves him with a staggering 16-
frame advantage. I must say I agree with ILuvMomo on this one in that
it's probably the best Punch Parry in the game, since it gives such a
large advantage, can be cancelled out of Flamingo, has a mere 11-frame
disadvantage when it whiffs (although it shouldn't), reverses a few non-
punch attacks, can recover in Flamingo by tapping b or f regardless of a
successful Parry, and can guarantee a 2,2, 1,1, a 4,4, or even a d/f+2.
What's NOT good about it? Another attack to watch out for is his
extremely fast Flashing Halbred (3+4_u/f+3+4), which hits twice at 16
frames (on occasion the second hit whiffs), does 24 points of damage,
connects easily in combos, and sends the opponent across the floor if it
hits, allowing a guaranteed f,f+4 if they don't kippup (F on blast hit)
immediately. Although both hits are High, good Baeks will use it to
interrupt and/or use it in combos.
And did I mention his Sidestep game is just insane? Most Baek players
will do his Triple Sidestep (b+3, SSR, b+1 or SSR, b+3, b+1), which will
wrap around any opponent in no time flat and hit them in the back.
After doing the Triple SS, many Baeks go into his d+4,3,3 links, which
can also lead into the Flamingo Stance and more craziness. Instead of
the Triple SS, a staple Baek tactic is to do the Cannonball throw
(f+2~3), which comes out faster than the normal version, requires a 1+2
break, and can Tag into a painful Tag Throw with Hwoarang (if he's the
partner). The main danger is that the range on that throw is already
quite good, and it's longer in Flamingo and the escape window is (I
think) shorter than the normal version. If he SSLs, he can cancel to
b+2, which has a mini-SSL built-in to it. Also be careful of his
Flaming Stance. Baek has _countless_ methods of going in and out of it
at any time (Baek's 1,2,3~f is the fastest way to cancel into it), and
once he does, his SSing game will simply blow you away unless you can
get out a FAST attack. If you mess up, you'll get a f+2~3 for your
troubles or even a Flashing Halbred. Baek can also cancel his Flamingo
into ANY attack with practice - his Right Kick and Punch attacks can be
cancelled at will, and Left Kick attacks and throws (including the Punch
Parry) require more complex methods, so once a good Baek gets into that
stance, he will be the DEFINITION of unpredictable unless you stop it.
Remember that Baek can _NOT_ block and is totally vulnerable during the
stance - which means that you can go crazy with WGF if you have space
since he can't do anything about it (no Parries, remember?). Be aware
that Baek can Wavedash, as well, and his CD is the most Mishima-like
(i.e., buffer friendly) when it comes. Good Baeks can and will abuse
WS+4,4,3 and WS+3,3,4 from it, and of course, the f,f+2 throw can be
buffered-in from the CD, giving it INSANE range.
However, the one attack to really watch out for is his Albatross
(d/f+4,4,3_WS+4,4,3). This is Baek's best move by FAR. It leaves him
safe if blocked (and even safer if he cans it after the second hit), the
hits can be delayed for a huge amount of time, can be executed from a
Crouch Dash, executes in 13 frames, takes a nice chunk of life (almost
40), is totally guaranteed for all three hits from WS/CD... it's
practically screaming "Abuse me!". Baek's WS+3,3,4 is also a threat,
since it combos on CH, and if the last hit connects at all, it leaves
Baek with 16 frames to hit you with the u/f+3+4 guaranteed (I'm pretty
sure WS+3+4 is too, but I may be wrong). Since this attack flows
seamlessly from his Crouch Dash, you need to be ready at all times to
block when Baek has a chance to execute it. It shouldn't be too hard
since Baek lacks a Low Crouch Dash attack, so even if he decides to use
the FC+3, you can eat it and Low Parry the second - the whole FC+3,3,N+3
is only guaranteed if the second hit was a CH. His Okizeme game is also
excellent as well since he has so many ways to float you easily
(d+3,3,N+3, d+4,3,3, d/b+4, f,f+4, WS+4,4, etc.).
Baek is not perfect, however. He STILL lacks a truly well-rounded
punching game, and most of his kick strings hit High, which is prime
time to unleash a Demon Gut Punch or Twin Pistons on them, or you can
back up and WGF him in the middle of his strings to show him the error
of his ways. However, that will only be a solution against
intermediates/beginners - good Baeks also only use a few of his kick
strings and don't bother with the lot of them, since a few of them are
nearly un-counterable (the WS+4,4,3 for example) and very much abusable.
Since Baek's jab is 10 frames just like you, you can afford to USUALLY
play jab games with him. Baek's WS+4,4,3 WILL shut you down unless you
can work around it, so play extremely carefully and WGF or d/f+2 without
error when you have an opening.
Bruce Irvin
Difficulty: Hard
What can I say? Bruce is simply one of the top characters in the game.
His arsenal is kinda limited, he can't really beat down the Mishimas and
Changs whenever he wants, and he may have trouble with the Ogres, but he
just about reigns over everyone else right after those guys. Why?
Because he has an extremely powerful jugglestarting string (3,2,1) that
comes out fast, has high priority, it totally safe on block, does an
assload of damage itself, and combos if the first hit is a CH (or if the
second hit connects at all)... can we say "ABUSE ABUSE ABUSE!"? He's
also one of the fastest pokers in the game, with his ultra-annoying
mixups from his 1,2 combos and 2,4_2,d+4. You'll also see f+2,f+4 a lot
since it hits in 10 frames and does VERY good damage from two hits.
Bruce is also a top-notch juggler; he has extremely-easy and damaging
juggles that can be done from his excellent Hop Kick, d/f+2, and his
Double Facebreaker (d/f+1,2) which is like your Twin Pistons but only
combos on CH, has only -2 disadvantage on block, and sets up a free
U/F+4 to that dreaded three-hitter (explained below). He's also got the
b+1, which comes out pretty fast, stuns on CH for all sorts of nastiness
to ensue, ducks under a few attacks if done right, and hurts. And
Bruce's d/f+2 easily competes with Yoshi's... this launches EVERYONE.
Yep, Gun Jack, Ganryu, TOgre, EVERYONE gets launched by that d/f+2. Not
to mention it hits Mid and has little to no disadvantage if it's
blocked! Bruce's jab game is also nasty... comes out in 8 frames, and a
CH 1,2 gives him a ridiculous +12 advantage - that equals a a throw, or
better yet, a guaranteed f+2,f+4, and 65 easy points of ridiculous
damage (as a side note about the f+2,f+4, it is also guaranteed if Bruce
blocks Kazuya's WGF close, so be smart and don't go crazy with it!).
But nooooo, that's not the half of it! Once he hits you with a 3,2,1
(or pretty much anything that launches), he's gonna go into that three-
hit motherless bastard of a combo that everyone knows and hates - Triple
Knee Combo! They're called the Cheese Knees for a reason, you know.
When fighting Bruce, those three words are your DEATH. Yep, one b+4,3,4
after anything resembling a jugglestarter and 60% of your life is GONE
with oh-so-minimal effort. Ok, so maybe I'm blowing it out of
proportion, but seriously, is there anyone in the game that can equal
that kind of unreal combo damage with such ease? Nope (well except that
little whore Julia, of course). No one I've ever played that I connect
a CH 3,2,1, b+3, b+4,3,4 on has ever won easily against me (and it's
just sad if Bruce is Netsued!). And let's not even get STARTED on
landing two combos with that THING in it! This one move is why you'll
rip your hair out fighting Bruce. He's the BFG 9000 of TTT (Doom
reference). And he can always do that illogical b+4,3,4 in a Tag combo,
and knock off lots of the red life! AND the range is HUGE! I swear,
you can pick them off the ground from what seems to be four feet away
and juggle their asses to oblivion! Fuck the Haha Step, _THIS_ is a
goddamned game imbalance!
All is not lost, however. First, Bruce's arsenal is pretty limited, as
most of his power hits come out really slow, and they all track poorly,
so a picking a good Sidestepper like Bob, Baek, Ling, or Michelle as
your partner will give you a big advantage. Second, some of his
attacks, such as the f,f+3, b,F+4, f,f+2, b,B+4, and d/f+3 have poor lag
and recovery time, so punish any blocked attacks with your WGF and Twin
Pistons. Also watch out for the 3,2,1. You don't really have anything
that can go head-to-head with that since it has insane range, damage,
speed, and priority, so wait it out until you block the third hit, then
go offensive so he can't go into it again. If he's stupid enough to go
for the 4 ender of the 3,2,1, block/Low Parry and kindly punish him. He
also has VERY few Low attacks, (like Bryan) so much of the time you can
block his strings high and/or duck them (the Low-hitting b,B+4
guarantees a b+4,3,4, d/f+3,1, or d/f+3, b+4,3,4 on CH, but it's REAL
slow, so don't worry). The SS+1 is also dangerous - while it has
limited range, it comes out VERY fast and guarantees a d/f+3,1 or d/f+3,
b+4,3,4 on CH. Just beware of getting launched, although avoiding
Bruce's sick jugglestarters is the bitchy part...
Bryan Fury
Difficulty: Hard
Bryan is another character from Tekken 3 that hasn't recieved many new
attacks, but the ones has has recieved have made him one of the best
characters in TTT when played right. First off, he has a new Punch
Parry, which guarantees a free Mach Breaker off of a Left Punch Parry,
or a Stomach Hook off a Right Punch Parry, which guarantees a f,f+4,
d/f+3 combo for insane damage. Second, his WS game is by far the best
in TTT, as he's got the WS+1 Snake Uppercut, which is a Mid-hitting
jugglestarter that comes out fast and tosses them extremely high (the
tip of Class 2 jugglestarters), the WS+2, which leads into the
Fisherman's Slam and a 50-60% juggle, and finally, the dreaded WS+3,
which stuns on CH, has a TINY escape window, executes in 13 frames, has
_INSANE_ priority, and can lead into a WS+1 combo. Not to mention that
ALL of those can be executed from his QCF Rolling Dash, which ducks
under all High attacks and lots of Mids. His Sidestepping game is also
top-notch, with his fast SS+2 (loads of priority too) and his nasty
SS+1_1~2 guessing game. He also has his nasty Chains Of Misery
(FC,d/f,d,D/F+1+2), which does big damage, intimidates like no other
throw, and can be mixed up with his WS game with his d+1 and is
guaranteed after a CH WS+3 and after he Low Parries a kick (gotta be
FAST!). He's also got the annoying 3,2,1,2_4 mixups, his slow-but-
powerful d/f+3 Snake Edge which can start some powerful floats, and of
course, the phat, fast, and dreaded Mach Breaker (f,f+2). Thankfully,
he doesn't have Bruce's Cheese Knees or Gatling Combo, because if he
did, he'd be a top five character hands-down.
However, the main reason Bryan is not a top-level Tier 1 contender is
that he lacks BIGTIME in Low hits. He's only got the d/f+3, which comes
out SLOW and has a nasty block stagger recovery, and his little shin
kick enders from his strings, which do pathetic damage. His Strings are
also the worst in the whole game, as they can all be blocked High as
there are no Low hits (doesn't mean too much as Strings are worthless at
high-level play, but some Strings' first few hits are good for poking...
which does not hold true for Bryan), and his Mach Breaker hits High, so
you can either duck that and punish him with your WS+1,2, or you can
Crouch Dash under it and WGF him out of his boots for a nasty combo.
And as for his WS game, if he throws out the low jab, stand up and
block. Sure, that may leave you open for the Chains Of Misery, but if
that happens, tap 1+2 to escape, as its the only truly safe follow-up
after the d+1 setup and if you're facing the typically-skilled Bryan,
that's exactly what he's gonna go for. If not, you'll block any of the
WS moves with no disadvantage to you, and 1/2 of the time you'll get a
free hit after blocking them. If he continues to crouch and throws out
a low hit like FC+3 or FC+4, just eat it. The small damage you will
take is nothing in comparison to a Fisherman's Slam or Snake Uppercut
combo. Also beware of Bryan's Hands Of Doom/Wolf Bite mixups
(b+2,1,2_4). If that first punch hits on CH or if the second hits at
all, he can drop another Wolf Bite on you or something even worse (CH
b+2,1, b+3,2,1, f,f+2 = OUCH OUCH OUCH!) and send 60% of your life down
the toilet. However, remember that they hit High, and the last Mid kick
ender is slow enough for you to stand and block, or jab/d+1 out of.
Just don't try to take them head on - the priority is HIGH. He can also
cancel the second punch with a Sidestep, or just fake the first hit with
b+2,f+1 (doing it like b+2,f+1~u_d will fake out BOTH hits!), so make
sure you don't counterattack until his punch has come out and is
recovering.
Devil/Angel
Difficulty: Medium/Hard
Devil is by far the most underrated Mishima in Tekken, but a good Devil
is a very frightening entity. Many don't consider him in the Tier 1 of
characters... but then again, what the fuck do they know? Devil is no
doubt right up there with the other Mishimas (and he IS better than the
Changs). Everyone thinks he is nothing but a beginner's Kazuya and has
nothing exclusive to him to make him stand out. Sure, the scrubs always
throw out his lame laser Unblockables, hoping to God they'll connect,
but any good player sees juggle practice for those that do. Sure, he's
kinda juggle-challenged compared to Jin and Heihachi (and probably not
Kazuya), but he can hold his own with the power juggles that he has, and
when you factor in the SS+2, I'd say he's better than Kazuya at
juggling. However, most would be surprised if they knew that the Korean
masters call him cheap and ban him from tournaments (word is he's now
being called the best in the game by the Koreans). Why? Well, he's got
the same Wind Godfist as Kazuya - which, suffice to say, is excellent
and almost unstoppable. Also unknown to many players is that Devil CAN
actually do the Wind Godfist with f,N,d/f+2 even if he does not have the
Mist Step (this was 100% PROVEN by Namco in case you want to bitch about
it), making it just as fast as Kazuya's Mist Step Cancel WGF, and added
to the fact is that Devil's WGF has the largest horizontal hitting range
of all the Mishimas, which means that in the long run his WGF edges
yours out.
He also has an excellent Sidestepping game all because of his new move,
the Devil Twister (SS+2). This is one of the best Class 1 Launchers in
the whole game - it does HUGE damage, is simple to do, ducks High
attacks during the wind-up, launches them HIGH HIGH HIGH into the air,
can NOT be Tech Rolled upon landing, which guarantees a juggle, and
finally, you can of course Tag out of it, and certain partners can Tag
on their Unblockables guaranteed due to the flight trajectory! AND
that's not even counting Devil's excellent Sidestepping range and speed.
HOWEVER, to be honest, the move is pretty slow coming out, has horrible
recovery, and is easily reversed, so the good Devil player will only
throw it out when you've whiffed a slow move, or if he's dodged around
you. But that's what makes the move deadly - it's a disgustingly-
powerful mistake punisher. Even if his partner isn't the greatest at
Tag juggles, Devil can do a simple TGF,3 or u+1+2 (flip), 1, WGF, 4~3
for SICK damage. He's also got the old Tekken 3-style d/f+2, which
staggers them on normal hit, leaving Devil with SICK frame advantage to
mix up with Twin Pistons, Hell Sweeps, and Wind Godfist.
That's not it, however. He also has the horrific weapon that everyone
knows and hates in Tekken - the dreaded, cheesy, overpowered Twin
Pistons. And ironically, Devil, the most basic Mishima, has the best
Twin Pistons in the whole game. It's basically a friggin' POKE that
juggles. It comes out (without any need for setups) from a standing
position (d/f+1,2), executes in 13 frames, has more forward movement
than Jin or Kazuya's, no recovery time on either hit (as opposed to
Heihachi's), combos guaranteed from the d/f+1, starts juggles that can
remove 25% or more health, has INSANE priority... in other words, it has
'ABUSE' written all over it. And a good Devil will do just that. This
one move is why IMHO I think that an expert Devil is probably the
hardest Mishima to fight against. A simple d/f+1,2, 4 combo does almost
50 points of disgusting damage. This one move will literally stop
everything you can throw at him, unless you can get a WGF out at god-
like speeds to override him (I don't recommend it), get that d+1 out
REAL early, or if you're partnered with Yoshi and use that b+1+4 or
f,f+4 ^_^. My suggestion is to pick a partner with a Punch Parry or Mid
Parry (Law, Bryan, Ganryu, Baek) and bring him out against Devil.
Reverse his Twin Pistons attempts, and he will be crippled, pure and
simple. However, chances are if you're fighting a Devil that uses Twin
Pistons, you're fighting a good player (come on, when do you ever see a
scrub or beginnner use Twin Pistons unless it's an accident? He
probably fucked up doing his laser or something...), so hold back on
using partners with normal Attack Reversals unless you know he cannot
Chicken them. To get back to reality, though, Devil is pretty
predictable. He has the least moves of anyone in the game and only
really has the basic Mishima attacks with which to attack you - but
that's also why he's so powerful. The few, yet crippling, ways around
the Twin Pistons are probably the biggest reason I think that in the
long run Devil will lose against a competent defense, so again, your
best bet is to pick a partner with a Mid Parry or Attack Reversal (Law
is a good choice) and use your Mid Parry/Reversal to take away his Twin
Pistons. Of course, that only leaves the WGF... ^_^
Eddy Gordo/Tiger Jackson
Difficulty: Easy
Well, this is where your work is cut out for you. 99.9% of Eddy players
are button-mashing idiot scrubs that know little about Tekken itself and
only like the funny-looking animals and pretty pictures =^), so
basically you can do the Roundhouse to Triple Spin Kick all day long and
watch as they totally lose their composure. The Wind Godfist also
snuffs pretty much everything Eddy can throw out. Eddy has huge delays
inbetween his links, so you can use that normally-useless Demon Scissors
to cut through his BS and smack him around. Your only real problem is
if you're actually playing a <gasp> GOOD Eddy player who uses his
arsenal instead of just his 3~4. In that case, you had better watch out
- these guys are some of the deadliest players you'll face in Tekken.
Don't go head-to-head with Eddy too much, because b+3 will snuff
literally anything you throw out. However, Eddy still lacks a good
arsenal of punch attacks (although the new b+2 is pretty good, and b+1+2
is a good poke), and he STILL has quite a bit of recovery and lag time
after his attacks, so you can pretty much throw out WGF after WGF and
demolish him with no sweat.
Forest Law
Difficulty: Hard
Forest was by far the best character in Tekken 3. When played
correctly, he was unstoppable. However, he's been toned down quite a
bit in TTT, but he's still deadly. His Fake Step no longer has as many
combo options afterwards due to the changed properties of his 3,4 (the
3,4 will only combo on Counter-Hit now), his Dragon Storm (b+1,2,1) is
weaker now in that the b+1 hits High, his b+2,3,4 is pretty useless by
itself since it no longer combos even on CH, but since he's recieved so
many new moves, it's almost made up for. His new WS+2 hurts like hell,
launches very high and is easy to set-up, his Poison Arrow (f+2~1) does
huge damage and more importantly can set up EXTREMELY DAMAGING Tag
combos with certain partners (WATCH OUT FOR PAUL!), and his F+1+2 comes
out quick, hurts a lot, gives him a +1 frame advantage on block, and
causes a Master Counter-Hit (i.e., Bounce Juggle) on CH. And not to
mention his combos are still very easy and extremely damaging, and you
still have one of the best characters in the game in the right hands.
However, once you recognize his patterns of Somersault Kicks, are
careful in defending his b+1,2,1, always remember to Tag out of the stun
from his Poison Arrow to avoid the nasty Tag combos, use the Low Parry
after blocking his d/f+1 and b+2, Law doesn't have much he can use
against you... on offense. On defense he's probably the best character
in the game, due to his insane arsenal of Parries... hell, he's got an
un-Chickenable Punch Reversal (and it even reverses some of Yoshi's
sword attacks!), Mid Parry, Low Parry, universal Low Parry, so he can
deal with pretty much anyone's attacks. What you have to do is outsmart
him and attack him where he isn't defending. Bait him by throwing out
lots of High/Mid attacks (Gut Punch, Glorious Demon Fist), then when
he's gotten into parrying your High/Mids, cut low and hit him with Hell
Sweeps. Law's big problem is also that he's quite predictable. Most
players have seen his BS a hundred million times before, and he doesn't
really have any truly advanced tactics to use (i.e., Wavedash, Haha
Step, Crazy Legs, etc.). Beware of his Low Dash (FC,d/f,d,d/f), because
a good Law will mixup the Dragon Slide with his WS+2 to punish the
foolhardy, but since the new WS+2 is slower than the old WS+2, it
shouldn't be a big threat. However, he also can't do anything about
your Wind Godfist, so if he's one of those players that is Fake
Step/Parry-happy, give him a WGF and watch him drop his jaw as you
juggle away 40% of his energy. =^?
Ganryu
Difficulty: Medium
Ganryu is a big surprise in Tekken Tag Tournament. He was probably the
worst character outside of Kuma in Tekken 1 and 2. You think he's like
as fast as a snail, but nothing could be farther than the truth. For a
tub of lard, Ganryu is pretty damn quick, and has a lot of moves to
handle just about any opponent. He has the Twin Walls (b+1+3_b+2+4), a
Punch Parry that guarantees a 1+2 back throw and sizable damage, which
could spell trouble for your Twin Pistons and 1,1,2 attempts. His
1+2_d+1+2 inflict guard stun, come out fast, do huge damage, and have
little to no recovery, which translates to an abusable move from a
distance. His crouching game is also top-notch due to his Sit stance
and the mixup he can pull from it (i.e., d+3+4, 1 hits Mid, d+3+4, 2
hits Low). Also beware of his b+1+2 Unblockable, which has no warning
charge-up, ducks under LOTS of attacks, can be cancelled into the Splits
(b+1+2, D), which avoids ALL High and Mid attacks, or can be cancelled
into the Fake Tackle Upper, which stuns on any hit, allowing some really
sick combos. His WS+1+2,1+2 is truly awesome - if the second hit
connects, Ganny has a 23-frame advantage! And you've always got to
beware of that f+1 - one CH, and the WHOLE annoying f+1,2,1,2,1,2,1
chain hits guaranteed. He possesses a solid Okizeme game due to his
insanely-fast d/f+3, f+1+2, 1+2, and his deceptive-looking d/f+2+3.
He's also got the Sumo Pop (b,d/b,d,D/F+1), a Class 1 that sneaks under
LOTS of High and Mid attacks AND pushes them back if blocked. Even his
slow Salt Upper (b+2) has its uses - huge block stun and guard break,
starts juggles, and ducks under a lot of High attacks (and even a few
Mids)!
To be brutally honest, Ganryu does not truly lack in many areas. He
possesses excellent stamina (meaning he takes less damage than most),
yet also deals a lot of damage in his strikes. He is also pretty hard
to juggle consistently due to his weight, yet the simplest of his combos
can decimate 1/3 of their life bar (i.e., b+1+2,2, d+4). He has a solid
SS game with his SS+1+2 (identical to the d+1+2), and SS+1, which hits
High, but does huge damage and comes out insanely fast. Most of his
best attacks are fast and cause block stun and guard break, and use of
his Twin Walls can shut down MANY opponents who rely on their punches.
However, all is not peachy with Ganny. He does have a weakness here and
there to exploit. Foremost is his speed. He may be darn quick for a
big guy, but he's no Ling Xiaoyu, so you can still outspeed several of
his key attacks with the Wind Godfist, WS+1,2, d+1, and even d/f+2 when
timed right. As many Gan experts also point out, he also relies way too
much on WS+1+2,1+2 and d/f+2+3. Even if they are great moves, anyone
who uses two moves to win a battle will lose in the long run. He can't
play a jab game with your 1,1,2 since his basic jab (2) is 14 frames -
the slowest jab in the game. Ganryu's primary set-up is his 2,1, since
it gives him a 12 frame advantage with which to set-up WS+1+2,1+2,
d/f+2+3, or even b+2. Ganryu's attacks also don't track too well, so
use that Mist Step to SS frequently when you have room to manuever to
get around his attacks and juggle the big guy. While it may be
difficult to juggle him with conventional juggles, a quick WGF, 1, TGF,3
can do the trick quite nicely. He also can't really do jack against the
WGF due to its irreversibility. Just don't let him get into super
turtle mode, and you'll do ok.
Gun Jack
Difficuly: Easy
Even though Gun Jack is most likely the best Jack in the game and a
powerful opponent when mastered, against Mishimas, the Jacks just suck.
Everything he does can be countered/interrupted by the Wind Godfist and
1,1,2, and he's a huge target for Okizeme. Even landing one f+1+2 will
spell the end of his game if you follow up with B+1+4. And since he's
so damned slow, you can pretty much SS circles around him. But be
careful and stay outside of throw range - Gun Jack has a LOT of throws,
and one d/b,F+1+2 can REALLY fuck you up. You must also be aware that
Gun Jack's standing 2 is 10 frames AND can net a guaranteed d/b,F+1+2 on
CH, so make sure you have the advantage when trying to play jab games.
In all honesty, you shouldn't have much trouble here though.
Heihachi Mishima
Difficulty: Medium/Hard
Heh... Old Man Hei is by far my best character in every Tekken, and no
doubts about it, he's one of the most feared and respected characters in
Tekken Tag. When played correctly, he's just as good as Kazuya. While
he isn't as brainless as he used to be in previous Tekkens with the
cheap WGF/Hell Sweep mixups, a good Heihachi can slap down Kazuya in a
heartbeat, although his horrible stamina, bad recovery, and poor Netsu
capabilities hold him back. Hei's CD mixups are not very good anymore
because he has no Mid attacks from the CD (unless they cancel into WS+2,
u+4, or even d/f+1,2), and his Hell Sweeps suck ass. However, his
juggles are the most varied, easiest and most powerful in the whole game
for such little effort (due mainly to his huge array of jugglestarters),
his WS+2 does a lot of damage, stuns them for a nice Deathfist or TGF
(AND the stun is inescapeable), has a built-in mini-SSL, a 0-frame
disadvantage if blocked... AND he possesses the deadliest weapon in the
whole game - a Special Mid, irreversible Electric Wind Godfist that just
kills your WGF (and Jin's EWGF!). This one move alone can almost
cripple Kazuya by itself if Hei gets a chance to unload. Worse though
is a Heihachi that has Wavedash down pat. These nightmares will haunt
you even when you're awake. Fortunately, there are about 20 people in
the world that can do that consistently, and more importantly, with
skill. First off, Hei's EWGF is so damn hard to pull off in the first
place, you'll be lucky to find a player that can pull off more than
three in match play (Hei must do his EWGF like f~N~d~D/F~2 and press D/F
and 2 within 2 frames, as opposed to Jin's, which can be done like
f,N,d,D/F~2 and press D/F and 2 within 3 frames), although his regular
WGF is still incredibly deadly. Second, a Wavedashing Hei that actually
knows what he's doing is even harder to find. As for the Hell Sweeps,
my GOD are they pathetic now... Hei needs a CH to actually sweep them
off of their feet! AND that's not even counting the -26 frame
disadvantage Hei gets if its blocked! And as noted before, Hei takes
damage VERY poorly... one big Tag combo and it's "pEaCe OuT!", plain and
simple. And since Hei is a nasty bastard, he has a Netsu of 7 on
average, and most characters could care less about him. You must be
careful with using WGFs, though, because Hei is the only Mishima that
can get a guaranteed 1,1,2 after blocking Kaz's WGF close (Hei's arms
are quite long).
However, a good Heihachi will not fall upon his Hell Sweeps, and more
importantly, will be CONSTANTLY attacking, so there won't be too many
chances to smack him in the interim of his attacks. His new b+1 is a
premier setup for his attacks since it hits Mid AND gives him a crazy
15-frame advantage on CH (but nothing is truly guaranteed). Beware of
his Twin Pistons... while they recover like shit if blocked (28 fucking
frames of disadvantage!), it pushes you far back, and if it hits (which
WILL happen since it's only a 13 frame attack), YOU ARE GOING TO BE HURT
BADLY. You never want to trade or interrupt the Demon's Breath (1+2),
which is kind of like Heihachi's panic button - it comes out like
lightning at 12 frames, guarantees an u/f+4~3 on CH (unless they quick
recover by hitting f the moment they land), and has priority out the
ass. Luckily, a lot of Hei's attacks have poor recovery (TGF,
f,N,d,D/F+4, f,f+2, d/f+1,2, 1,1,2, Hell Sweeps) and poor lag time (b+2,
f,f+2, TGF, f,N,d,d/f_D/F+3), so you will have ample time to counter
after he misses his main attacks. Above all, you must be CAREFUL when
counter-attacking - one miss and he'll make you SOOOOOO sorry for it!
Hwoarang (a.k.a. Bob)
Difficulty: Medium/Hard
Definitely one of the most improved characters aside from Anna in Tekken
Tag, our man Bob can be extremely deadly in the right hands, but it
seems these days that it's all about the scrubs picking him and doing
d+4,4 and 3,3,3,3 the whole damn day. If you are fighting one of those
types, remember to ALWAYS duck under the last hit of both attacks and
punish them with extreme prejudice with a CH Demon Gut Punch. However,
if you're fighting a good player (i.e., one that uses Bob's punches to
full effect, Wavedash, Crazy Legs, Triple Flamingo SS), you're going to
have a nice (i.e., PAIN IN THE ASS) match on your hands. Bob's kicks
are INSANELY fast in-close, where he fights his best game. Beware his
standing 4, because it will stagger on CH and leave Kaz open for a NASTY
f,f+4, d/f+2, 1,2,4 combo - the good Bob players will use this
FREQUENTLY. There are three ways to escape it, however. If you get hit
with the CH 4, hold Down to fall to the ground and Bob will fly over
your head, leaving him wide open. If he already gets the f,f+4 on you
(which leaves you with your back turned and gives Bob a free d/f+2 pop-
up), IMMEDIATELY attempt a throw. You'll turn around and eat the d/f+2,
but instead of launching you you'll stagger, which you can escape. And
you can also simply Tag out once you're hit with the f,f+4.
The main attack to be aware of is Bob's WS+4~4. This is unquestionably
his best attack, much like Baek's WS+4,4,3. Not only is it insanely
fast (11 frames), it hits twice, hits grounded opponents, does decent
damage, can be cancelled out of the Crouch Dash, leaves him with a 7-
frame advantage on hit, is perfectly safe if blocked, has VERY good
range, and best of all, leaves Bob in the RFF stance, where he can
dominate with his standing 4, d/f+2, huge-range d/f+4, and other
attacks. If you watch some of the Korean movies for Bob, you'll see
that almost everyone just ABUSES the hell out of this move to no end -
and the sad thing is, there's not much the opponent can do! NEVER
attack Hwoarang if he connects with this attack - you'll eat a CH 4, and
take a 2, 2, 2,4,3 juggle (or some equivalent), or worse, eat a f+4~4
and an even bigger juggle. Once he enters RFF, you MUST back off, or
you'll be eating CHes all day.
Also beware of the Crazy Legs... this is when Bob uses his 3+4 to
interrupt his special movements (walking, dashing, CD, Flamingo) by
switching Stances, at insane speeds, making his legs look spazzy to
confuse you and allowing Bob to attack with extreme confusion and speed.
If he goes into the Crazy Legs, pull out your WGF as soon as possible so
he can't get you confused and bait you into dumbass mistakes. Although
it's easily seen coming, yes, we all get hit with the d+4,4 sometimes.
Remember to ALWAYS duck the last hit if it's not a CH, but if it is,
you'll just have to grit your teeth and take his 40% juggle. After
knocking you a safe distance away, lots of Bob players like to
Supercharge (1+2+3+4) to set up their d+4,4... when they do, immediately
block low, dukc the second hit, then rise with DGP for a CH stun and
massive damage. And also watch out for that f,N,d,d/f+4... one mistake
and you'll have a Class 1 slammed up your ass.
Bob's biggest weaknesses are that he lacks in punching attacks, but the
punches he does have are pretty effective. His 1,1,3,3 is extremely
annoying, does excellent damage, is delayable inbetween hits, and is a
guaranteed combo if the first 1 hits on CH. His next weakness is that
he is lacking in Low hits - he only has a few, and none of them are
really effective when you compare it to your Hell Sweep. He's also
lacking a fast, mid power hit like a Deathfist or Demon's Paw... his
power hits (RFF 3~4, f,f+4, RFF 3,3, etc.) are pretty damn slow. None
of his attacks are faster than 10 frames, so interrupting shouldn't be
very hard here. As Kian Chong Lee brought across to me, Hwoarang is
very much a CH dependant character, even moreso than Julia since she
does have a few attacks that don't need a CH to do lots of damage (ding
ding, d/f+2~1 or u/f+4 sound good?). With Bob, you need to just throw
out the attack and hope to interrupt, basically.
Jack-2
Difficulty: Easy
Although Jack-2 is probably the best Jack in the game due to his speed,
Okizeme, and frame advantages... he's still a Jack, and you're still
Kazuya. You shouldn't have too much trouble here.
Jin Kazama
Difficulty: Very Hard
Wow. If anyone is truly advantaged in Tekken Tag, it is without a doubt
Jin Kazama. Jin was already a top five character in Tekken 3 where he
made his debut, but in Tekken Tag, he's been given just about
EVERYTHING, and nothing has been taken away. He has no apparent
weaknesses. Jin is BY FAR the best character in Tekken Tag Tournament.
He's got the Electric Wind Godfist, which comes out just as fast as
Heihachi's and is a lot easier to do (although some might debate whether
Kaz's WGF is better or not). Although it hits high, a good Jin player
lets his opponent attack, then throws out EWGF to hit them because he
knows damn well NOTHING can stop an Electric Wind Godfist. While it can
be reversed or parried, Jin can work around this by buffering in a Tag
(~5), which automatically makes his WGF/EWGF a Special Mid AND
irreversible (although the Special Mid property is notoriously
unreliable), and like stated above, a good Jin uses EWGF to counter, not
to attack. And if it's blocked, HE gets a +4 advantage! Let's not
forget he has the most elaborate Crouch Dash game of all the Mishimas,
with his WS+2 Uppercut (which is the best WS+2 in the game), his weaker-
though-still-semi-useful Twin Pistons (WS+1,2), and Tsunami Kicks, as
well as the f,f buffered moves like the f,f+2 Demon's Paw, Left Splits
Kick, and Stonehead - ALL of which can be incorporated into Jin's near-
invincible Wavedash. Oh yes, and we can't forget Jin's b+4, which comes
out in 16 frames, has ridiculous priority, stuns on CH, has almost no
recovery time, AND is a great juggle finisher, not to mention the
extremely-useful b,f+2,1,2_d+2 which do insane damage in Jin's juggles,
as well as Jin's powerful Hell Sweep (although slightly weakened), which
CAN be a guaranteed knockdown at any range if done at EWGF-speed... AND
it starts combos! Add all of those factors up, and you'll see why a
good Jin player is damn near IMPOSSIBLE to beat.
Fortunately for Kazuya, he is the originator of a lot of Jin's attacks
and many times over, his versions are much better. First off, Kazuya
has Twin Pistons, which does NOT need a CH to combo AND comes out in 11
frames, unlike Jin's which come out in 13 frames and requires CH for
both to hit guaranteed. Kazuya also has his regular WGF, which is
better than Jin's EWGF most of the time due to it's much longer range,
guaranteed Special Mid blocking, irreversibilty, and faster execution
(via Mist Step). Jin's EWGF is also still not as good as Hei's simply
because by even buffering a Tag, sometimes the thing will just whiff a
crouching opponent for no reason, unlike the other Mishima WGFs, which
makes the (E)WGF~5 trick for Jin not 100% reliable. Jin is also lacking
in Low hits and he still has trouble defending them (even with the
universal Low Parry), so using Hell Sweeps often will usually prove to
be effective against him. If you block his EWGF, wait a split-second,
then throw out d+1. If Jin tried EWGF, he'd get snuffed or you'll
simply duck the EWGF, leaving Jin open to Twin Pistons or Demon Gut
Punch. Also beware of Jin's b+1+4, because just like yours, it is an
effective surprise attack when used properly (watch out for that d/f+2+3
that he uses to set it up!). If he Wavedashes, you need to make sure to
snuff it EARLY, or you, to be frank, WILL FUCKING REGRET IT. Use d/f+4
and d+1 to WS+1,2, and once you've stopped his WD momentarily (don't
give him an opportunity to get into it again!), send him on a space trip
ala WGF, then go into your own to turn the tables on him and destroy him
with your better CD Cancel - WS game.
Julia Chang
Difficulty: Very Hard
Julia is extremely annoying, and in the right hands can be almost
impossible to defeat. However, there are quite a few things keeping her
from being as good as the Mishimas - a quick jugglestarter that is safe
to use (u/f+4 has shit recovery), no real power hits, too much
dependency on Counter-Hits, her massive recovery time after her attacks
and jugglestarters, and the fact that 90% of her moves are steaming
piles of monkey shit. The attack you want to watch out for is Julia's
standing 1. Easily the best jab in the game, it comes out 8 frames,
recovers with no disadvantage, and combos into the 1~1,1 and 1~2,1 on
CH, which can see 60% of your life away in one juggle (and will probably
drop about 5,740 elbows on ya). However, both attacks have a massive
recovery time and if they're blocked, Julia is screwed (especially if
they try to Tag from 1~1,1, which increases the frame disadvantage to 28
fucking frames!). Also beware of her mixups (like 1~1,4,3_1~1,1) -
after the second 1 or d/f+1, block or Low Parry. If you get the Low
Parry, Twin Pistons or WS+4,4. If she decides to go into the uppercut,
you have just enough time to stand and block that - if you blocked high,
chances are she'll get off the Bow & Arrow Kick and mess you up.
Julia's d/f+4 also deserves mention - it has a LOT of range and chains
directly into the Mountain Crusher, arguably her best new move. On CH,
the first two hits will connect, but it's much more deadly as a juggle
finisher since it does insane damage.
Also beware of the Mad Axes throw (qcb,f+2). No doubts about it, this
is the best throw in the game - the time to input the f+2 in the throw
has - and I say this with full meaning - INSANE slop time. She can do
qcb, SS, BACK DASH _OR_ DASH, then hit f+2 and pull off the throw.
That's how much slop time you have! To make matters worse, it's the
fastest throw in the game (10 frames), has ludicrous range, an almost-
nil 5-frame escape time, and does a respectable 42 points of damage.
Some Julia players like to set this up after a low jab, d~D/F+1 (which
comes out mad fast with no recovery time), or u/f+1 (I believe RedfooT
used this to fool Seok once in the World Finals). Be careful about the
d~D/F+1, as good players just love to delay the second hit so they can
CH stun you for a free u/f+4 or d/f+2,1 and a LOT of damage. If you
happen to get hit with it, Tag your ass out of that stun and cancel the
run-in (u/b~b). Again, be CAREFUL about the f,f+1 - it will stuff
EVERYTHING Kazuya throws out except for his d+1, and you need to throw
that out VERY early. Luckily, the Elbows do pathetic damage, have
little range, and knock Kazuya far away, so Tech Roll and defend against
her attacks until you see an opening.
This is one of those fights where Kazuya NEEDS to turtle up. Kazuya is
not as fast as Julia is, and if you eat a jab on CH you're going to be
quite sorry. I know it's much harder than it sounds to avoid an 8-frame
jab but you really need to have a competent defense to win against
Julia. Getting some distance on her is a primary goal here - if she
gets pushed back, Kazuya can go into the CD mixups, which Julia DOES
have problems dealing with. Julia players usually use d/f+4 to snuff
WD/CDers, but remember that Twin Pistons and WGF are faster, so if you
so much as see her twitch, it's juggle time. The good thing is that
Julia has hardly any frame advantages from her attacks, and in general
her attacks have very bad recovery and/or lag time. If you can d+1 her
out of her major attacks, rest assured that Julia will lose her cool and
be open for attacks like the WS+1,2. It's extremely unwise for Julia to
go head-to-head with that since it ducks under jabs and by the time she
notices it's out, she needs to block or get juggled. You NEVER, EVER
want to try to out-throw her because you will ALWAYS lose to the Mad
Axes and its insane cheesiness. Her SS game is to be feared, with SSR,
3+4, SSR being EXTREMELY effective at landing Julia 4,4,1's on your back
if you so much as whiff an attack. Her combo damage is unreal for a
skinny little Indian wannabe - one Wonder Combo (jugglestarter, d+2,
FC,d/f+4,3, d/f+4,2<b,f+1) will see 40% of your life gone with minimal
effort, and that's not even accounting for the million or so Party
Crasher elbows she'll drop on you in most combos. If you happen to have
a partner with a Mid Parry, or better yet a Punch Parry, employing that
against Julia will SIGNIFICANTLY weaken her since 90% of her effective
moves are punch attacks. Julia especially has trouble with Bryan due to
his 8-frame jab, deadly Punch Parry, awesome jugglestarters, huge damage
potential, and evil frame advantages. The main thing is NEVER
underestimate her. That's why she kills 90% of the of TTT's characters.
Jun Kazama
Difficulty: Easy
Jun is not QUITE as bad as I thought, but she still isn't good. She's
just like Wang - atrocious Frame Data, horrible stamina - except unlike
Wang, she has no power and can't juggle to save her life! However, one
thing that Jun actually is decent in is her Okizeme game. A lot of her
attacks leave the opponent grounded in extremely odd positions and allow
her to tack on some free hits here and there. And just about anyone
will love to rant on how good the SS+4 is - stun on CH allowing a
basically-free 3+4, quick speed, INSANE range. It hits High though, so
you know what to do. Her FC game is also decent, with her FC,d/f+2
allowing a free WS+3 on CH and crap like that. Also beware her standing
2, which launches EVERYONE, Jack or no, for a little juggle. This is
probably Jun's best move (it's sad, I know, but true). Good Jun players
also love using her standing 4 to CH attackers since it's an 11-frame
attack (I think), so be careful with going crazy on the WGFs or she'll
CH you out of it sooner or later. She also has an Attack Reversal, so
buffer those Chickens. But other than that, there's really nothing to
fear. Her mixups are pretty pathetic and her infinite strings that the
scrubs love are even crappier. You should be fine.
Kazuya Mishima
Difficulty: Hard
Hmmm... well, I think you can figure out how to beat this particular
character at this juncture... ^_^
King
Difficulty: Medium
While I don't agree with Exar Kun that King is the cheapest in TTT by
any means (Jin, Julia, and TOgre take that one), he is still quite
annoying to play against. His punching game with 2,1, while weaker in
TTT, is still quite effective and can pin an opponent down pretty
effectively due to its frame advantages and 10-frame speed. Since he
can't combo a guaranteed f,hcf+1 after a 2,1 anymore, he's not quite as
advantaged, but be aware that the f,hcf+1 still has ludicrous range,
_INSANE_ damage (TECH ROLL DAMMIT!), AND a 10-frame execution (which is
just as fast as Mad Axes). King is a throwing machine, remember - the
d/b,F+2 is going to come out a lot as well since it does a lot of damage
and leaves the opponent in PLD right at King's feet for a nasty OB trap.
Although slightly less common, the QCB+1+2 is VERY deadly, requiring a
1+2 escape and guaranteeing a BK 3, which needless to say does WAY too
much damage. The d+1,N+2 is his fastest poke, and unlike in T3, it
doesn't mysteriously whiff the 2nd hit anymore. King's new f+4 is also
an extremely useful weapon due to its speed, priority, range, and guard
break capability. King's Disgraceful Kick (b+4) is also more effective
since it still hits extremely fast, and now can net King a guaranteed BK
3 (the Mule Kick to the nuts, a personal favorite of mine ^_^) on a
close Clean Hit. And let's not forget those ultra-powerful and annoying
Multi-Throws of his, while kind of pointless at high-level play, are
extremely frustrating to be hit with when you're not a Multi-Throw
escape expert. The starters you'll see the most are his f,N,d,d/f+1+4,
SS+2+4, f,D/F+2+3, and f,D/F+1+3_2+4. If you see King Crouch Dash,
throw out a d+1 immediately - they all come out slow as hell and will be
snuffed. If he SSes, you can always bet he's going for the SS+2+4
starter - rise with a DGP and teach him to learn some new shit. The
other two f,D/F starters are telegraphed with a little Rolling Dash-type
movement, so you can usually hit him before he gets you.
Your best bet is to turtle here. King's pokes are just way too fast for
Kazuya to just blindly rush in for WGFs and Twin Pistons, but King is at
a BIG disadvantage if you can keep HIM out. Like the Williams, King
thrives on close-range tactics like his punching game and throwing, and
if he can't get those out he's going to lose, plain and simple.
Fortunately, King's jugglestarters (aside from the Hop Kick) are plain
crap, his juggles themselves are quite weak, and his Tag game is also
not very good (due to said jugglestarters). But the main thing to
remember - LEARN THOSE ESCAPES!
Kuma/Panda
Difficulty: Easy/Medium
Kuma/Panda was the worst character in Tekken 3. However, it's been
reversed in TTT. Kuma/Panda are MUCH better in TTT, which they can owe
to the Tag system, f+1~1,1, a better f,f+2, and their new Hunting
Stance. Kuma/Panda can be an actual threat in TTT if played correctly,
but if they're fighting Mishimas... well, it's not pretty. Kuma/Panda
may be better in TTT, but that doesn't mean shit when the Wind Godfist
is factored in. Although Kazuya's juggling will be a little impeded by
their low juggling height and crappy floating time, the WGF will go
under the f+1 if your timing is good, and even if Kuma/Panda falls
faster, you'll still be able to land more-than-average amounts of hits
because they're so damn big, so a WGF, 1, TGF,3 works quite nicely. And
if you land f+1+2 or CH d/f+2, the fight is over with a guaranteed
B+1+4. Another thing to definitely look out for is the f,f+2. This
could possibly be the best Class 1 Launcher in the game - it hits Mid,
does decent damage, hits grounded opponents, comes out pretty quick,
launches to an insane height, and ducks under many High attacks. And
better yet, it doesn't blindly whiff like it used to in Tekken 3.
However, it's still a little slow and is no match for a WGF thrown out
beforehand/at the same time. Twin Pistons aren't as useful here since
they won't juggle Kuma/Panda, but due to their insane priority and speed
it's still helpful. Just beware of that f+1, due to its huge range, 8-
frame speed, and huge combo possibilities on CH, the Hunting Stance
since it ducks a LOT of attacks (It doesn't duck WGF though), as well as
that f+1+2 with its speed and free 1+2 on hit, and you'll be ok.
Kunimitsu
Difficulty: Medium
I've played with Kuni a couple of time to get a handle on her, and I
think she's best classified as the thinking man's character. She's
unquestionably one of the weaker characters in the game. She has
nowhere near as many abusable moves that Yoshi does, but the ones she
possesses are still really deadly - d/f+2, standing jab, and better
D/B+3,3,3,3,3 since hers tracks REALLY well (unlike Yoshi's). She also
has a few launchers Yoshi lacks (f,f+2 is a prime example) that really
round out her juggling abilities. However, her big problem is that a
lot of her attacks are just slow as hell and recover as such, and the
fact the she has poor damage capabilities and even worse stamina means
that you won't have too much trouble here. Just make sure you stay a
good distance away, since she needs you in-close to win. Beware the
f+1+4 throw - the minute you are caught with it, hold D/F to escape and
leave her with her back turned to you. Prime time for a back-turned Hop
Kick (BK u/f+4) and combo. She has a decent Okizeme game, however, due
to her D/B+3 links, which track the opponent unlike Yoshi's, and her
various quick Unblockables (d/b+2, b+2, f,f,N+2). Many Kuni players
will set it up with their 2+4 throw because it leaves them so vulnerable
on hit, so have that 2 escape ready.
Lee Chaolan
Difficulty: Medium/Hard
Don't let Lee's stereotype as a weak character fool you. An expert Lee
is DANGEROUS. He has one of the top pressure games in Tekken Tag, the
fastest kicks in the game (his f+4 and standing 4 are 10 frames), a
solid juggler with practice, and his Hitman stance is one of the
trickiest stances to deal with as he has a whole arsenal of attacks and
mixups from it: the Mid-hitting 2 (Scatter Blow), which does GOOD
damage, has insane speed, and juggles to set up a free f+3+4 or
f,f,N+3,4<4, the Low-hitting 4 (Shin Slicer), which starts floats but
comes out slow, the High-hitting 3 (Scan Kick), which has _insane_ range
and starts an auto-throw if it hits on Clean Hit), and the High-hitting
Freaker Jabs (1,1,1...) which can continue infinitely in place. Be
aware that Lee can fake out his 1 into the Scan Kick with 1~3, which not
only looks cool but works quite well. And when you factor in that it
auto-blocks High/Mid attacks and has a very useful Sidestep (u,N or d,N)
with forward movement, it's quite tricky indeed. Lee also has the
effective Blazing Kick (d,d/b+4), a Class 1 Launcher that comes out with
decent speed, but ducks under High/Mid attacks, and pushes them far away
when it's blocked. Although it can be d+1'd, if employed from the
correct distance it can be a useful tool. Generally though the good Lee
players will use d/f+2 and u_u/f+4 for their jugglestarters. One thing
to be aware of is Lee's Triple Fang (b+1,1,2). If done like b+1<1,2 (so
the 2nd 1 is pressed just as the first hit connects), it is changed into
a more damaging version that knocks down AND has guard break a'la EWGF.
Most Lee players like to break off the string from the 2nd hit into the
Hitman stance (b+1,1,3+4) since they'll then be forced to deal with
Lee's confusing attacks and guard stuns off the Hitman.
Lee also possesses the ultra-annoying d+4 Laser Edge mixups, which can
chain into the whole Laser Edge Combo (d+4,4,4,4... all the hits can be
delayed, AND Lee can go into Hitman by tapping 3 after the last kick!),
go into the Machine Gun Kicks (d+4,N+4,4,4), go into the High Kick to
Somersault (d+4,N+4,u+3), or even go into a surprise Silver Cyclone
(d+4,N~4~3+4) for the stupid people that don't duck it (or unless it's a
big guy trying to Tech Roll after a combo, in which case it is
GUARANTEED!). Lee's b+3,3 combo is very annoying, does more damage than
you'd think, hits Mid-High, and comes out fast, but the deadliest thing
is that it can be chained into an auto-throw (b+3~3~4) if Lee hits the 4
on the exact frame of the High kick being blocked (if it's done right,
the Mid kick is cancelled into the High kick) for easy damage
(thankfully, it doesn't happen too often since the timing is insane).
Lee also has the tricky d/b+3 Bunt Kick, which hits Low very quickly,
stuns slightly on CH, and hits grounded opponents, as well as the
classic Low Dash (FC,d/f,d,D/F), which chains into the Dragon Slide, or
can mixup into a WS+2 uppercut for a nice juggle. When played right, he
can give you a tough match.
However, Lee also has his downfalls, and they are significant. He lacks
a fast, powerful Mid hit like a Deathfist or Demon's Paw, has mediocre
juggles (his powerful juggles are HARD to do!), takes a lot of damage
due to his Low stamina, has no real power in his attacks, and has a weak
defensive game. But that doesn't mean it's going to be easy for Kazuya.
You're going to see the Hop Kick a lot since it's arguably Lee's
best jugglestarter when employed correctly, but d/f+2 will come out just
as often since it's safer (but a little slower). If he does it with
u/f+4, you'll have just enough time after blocking to smack him a good
one. If he decides to use u+4, you won't be able to counterattack (most
of the better players use u+4). If he goes into the Laser Edge
bullshit, hold d/f to Parry the next kick, and rise with Twin Pistons.
If he goes for the Blazing Kick, WGF him out of it as quickly as
possible, because if you're hit with it, you're good as finished since
just about every Lee player picks a Tag partner like Hei, Bruce, or
Julia to kick your ass all over the place with one juggle, since Lee
cannot do many easy and damaging juggles. Also beware of his b+3 mixups
- if the Mid kick comes out first and not the High kick, you can duck
after the Mid kick and the High kick will whiff. It shouldn't be a
problem though because hardly anyone can reliably mixup with the b+3 and
the Mist Trap autothrow due to its absurd difficulty. Also be aware
that some Lee players (like myself) will use the Lee Knuckle (2,2) for
CHes since if the last hit connects, Lee has a whopping 9-frame
advantage, and anything they throw out afterwards will get clipped with
the f+4 or standing 4 (which can lead to a juggle)Your best bet is to
counter the b+3 with your d+1, and after it hits, go into your WS game.
Make sure that once you see Lee go into the Hitman in-close, KNOCK HIM
OUT OF IT! If you get hit with the Scan Kick or the Scatter Blow,
you're going to have to deal with a.) an OB trap or Okizeme from the
Scan Kick, or b.) a ridiculously-easy-and-very-damaging
f+3+4_f,f,N+3,4<4 juggle off the Scatter Blow.
Lei Wulong
Difficulty: Medium/Very Hard
This fight all boils down on how good your opponent is. Most Lei
players love to charge in with the Razor Rush and try to enter an Animal
stance from it to confuse you. Most novices go for the whole
f,N+1,2,1,2,4~u_d and end in the Crane Stance, to go into the 3,4,2,3
combo (and the final hit never comboes and has short range). Stop their
efforts by throwing out a d+1, which will stop any of his dances and
give you the advantage to go into a Twin Pistons and a possible combo.
If he's the type that likes the Play Dead position, do not rush in - he
can go into the Spring Kick (PLD 3+4) to pop you up or he can go for a
quick float with the first hit of the Rave Spin (PLD 3) and juggle you
up. If he is playing dead, wait him out, or charge in with a d/f+4,4.
If he tries anything, he'll get kicked twice and you'll have the
advantage. And of course, your WGF will kill any of Lei's attacks
rather easily. The problem is if the Lei opponent knows how to do the
Haha Step. If he does, you're in for a real match. The Haha Step is
done by continously tapping b+3~4~b, which makes Lei do cancelled Back
Turns, flying backwards faster than anyone can run, Wavedash, etc. Even
the fastest WDer will NOT catch a Haha-Stepping Lei. The thing that
makes the Haha Step so dangerous is that at anytime, Lei can cut it
short, like a WD, and go into a Razor Rush or Rave Spin at the slightest
opportunity. Like ILuvMomo said in his respective FAQ, the Haha Step
alone can make Lei one of the hardest characters to fight in TTT. I'm
being quite serious in saying that there is NO proven method to beat a
Haha Step. Your best bet is to WD after him, and when he goes into the
Razor Rush, duck under it with your Thunder Godfist to pimp him good
(many thanks to bluu and Shauno for this tactic!).
Ling Xiaoyu
Difficulty: Medium/Hard
Ling is REALLY fucking annoying. She's the fastest character in the
game by far and her pokes have INSANE priority (1,2 comes out 8-frames
and stops everything). She's also one of the best SSers in the game,
with her tricky Rain Dance (b+3+4) and its auto-SSR (which she can use
for her Triple SS: SSR, b+3+4, SSR, and BAM, she's behind you), as well
as her BK SS which covers INSANE distance. And let's not forget about
that ultra-annoying d+1+2 Art Of Phoenix stance, which will evade pretty
much every High and Mid attack (WGF included) and has several
jugglestarters from it (such as 1+2, d+1+2~1+2, u/f+3, U/F,N+3, etc.).
And did I mention she's a great juggler? Yep. One CH FC+3,2,1,4, 1,2,
d/b+1 or f,F+1+2~1+2 = 1/2 your life gone with minimal effort. Her
d/f+2~1 is also kind of annoying since it juggles and also hits grounded
opponents, but if you block it you can mess her up pretty bad since the
recovery is 17 frames. However, she has a few apparent weaknesses.
One, she takes damage incredibly bad, so not only can she not give a
beating, she can't take one either. With one CH WGF or d/f+2, she's
going to have to play catch-up for half the round since she won't be
able to do much herself. Two, she has pathetic range with her attacks -
she needs to be close to you ALL the time to be effective. That means
you need to go into turtle mode and counter most of her attacks with
your Wind Godfist and Twin Pistons if she decides to follow. Just make
sure to throw out your attacks in advance so she doesn't have a 1,2 or
d/f+2~1 waiting for you when you attack. And as anyone will tell you,
one d/f+2~1 = juggle time. And finally, her last weakness is that in
order to do her damage, she usually needs her back turned to do so.
Capitalize on this by hitting her hard when she goes for the b+3+4, or
after she whiffs or has her attacks blocked - she suffers from huge
recovery. If you want to hit her out of the b+3+4, you could SS to the
left first to stay on axis with her (since b+3+4 has a built-in SSR), or
Mist Step if you're a frame-counting maniac.
Michelle Chang
Difficulty: Hard/Very Hard
Michelle plays very similar to her daughter, but in many opinions, an
expert Michelle is better at high-level play than an expert Julia (I
don't really agree with that). While she isn't as good as Julia in
juggles or stamina, Michelle's juggles are simpler and still do a lot of
damage, and she benefits from having better jugglestarters that don't
require a CH to connect (i.e., d/f+3+4, SS+3,4, etc.). Michelle also
has a lot of moves that are unique to her that Julia doesn't have, such
as her d/f+3+4, which sneaks under almost any High/Mid attack, has
little recovery (if both kicks are blocked) and pops them up for any
juggle, Tag or otherwise. She also has a better SS game due to her
myriad of options - the jugglestarting SS+3,4, her triple SS (SSR, 3+4,
SSR), which can open up a free 4,4,1 and crazy juggle if you're caught
unaware, the SS+1, which comes out very fast, does good damage, and hits
Mid (probably Mich's best power hit), and the SS+2, which executes in 19
frames, hits Low, has 0 disadvantage on block, recovers crouching for
the FC,d/f+4 mixups, and a WS+4 is guaranteed on hit. It's safe to say
that SS+2 is going to be her most abused attack. The only real
disadvantage is it's frame execution (ILuvMomo will tell you ALLLLLLL
about it, he hates the move!), but there's so much to gain if it hits or
even if it is blocked. However, the good thing is that since it's a 19-
frame attack, they'll only use it at a decent distance, as using it in
close will get her ass kicked. And let's not forget those cheap,
annoying jabs of hers, which on CH leads into 1~1,1 or 1~2,1 and a 50-
60% juggle. Don't let her get in a crouched position, because her FC
and WS game is also very effective. If the Bow and Arrow Kick is
blocked, WGF her into the sky for a sick juggle. Beware her annoying
f,f+1 elbows, as it does not knock down like Julia's, and instead
guarantees a f,f+1,4 combo and also allows her to throw on more elbows
for another cheesy, silly-looking juggle. Again, as said before,
Michelle has VERY poor stamina, so it shouldn't take too much effort on
your part to defeat her. Her throwing game is pathetic too, as she has
no double-button escaping moves, so I don't think that she's QUITE as
good as Julia in the long run.
P.S. - Go read Rev's new Michelle FAQ. Great stuff!
Mokujin/Tetsujin
Difficulty: Varies
Mokujin/Tetsujin are arguably the better of the two impersonators in
TTT. Mokujin/Tetsujin can be pathetic or deadly depending on who
they're impersonating. Like Unknown, Mokujin/Tetsujin cannot mimic the
Ogres and Devil/Angel. Unlike Unknown, Mokujin/Tetsujin can mimic the
heavy characters, and they also have good stamina and functions almost
universally with the Netsu system (which means if Mokujin/Tetsujin is
the legal man in and imitating Heihachi and you're teamed with Jin,
Mokujin/Tetsujin will take 4 hits before Jin gets angry). Gold Tetsujin
always has a Netsu of 5 for EVERY character, whether they're Ling or the
Ogres, whereas Unknown does not recieve or affect her and her partner's
Netsu. All I can say is make sure you know your fighting stances so you
can discern who you're fighting against.
Nina Williams
Difficulty: Medium/Hard
Nina has been THE most raped character ever in Tekken (excluding Wang
from T2, of course). She was awesome in Tekken 3 (behind Law, Paul,
Jin, and Heihachi though) and an expert Nina was pretty much
unstoppable. However, in TTT, just about ALL of her good moves have
been weakened. Her Divine Cannon comes out in 20 freaking frames, even
if it appears to come out no slower than it did in Tekken 3 (if Nina's
DC was also 20 frames in Tekken 3, would it be any less of a great
move?). The only chance of her connecting it is akin to Kazuya landing
a Demon Gut Punch on CH - as in, it's freaking impossible on a good
player. Her Geyser Cannon (d/b+4,3) is also very weakened now due to
the low block stagger and slower start... AND like before it STILL
requires a CH to combo! The d+4,1, arguably her best poke, hits Sm,h
instead of l,h in Tekken Tag, so you can now block it standing, AND it
no longer gives you a free d/f,d/f+1 on CH. And on that subject, the
d/f,d/f+1 has been raped to shit too. Back in Tekken 3, it was totally
guaranteed after a CH d+4,1, AND it did 50 points of damage... in TTT,
it's slower to come out and does 33 points! The same goes for the
u/f+1+2 - it's like 16 frames to execute now and can be Tech Rolled SO
easily (although that's not a good thing since a Tag Flying Chop is
almost guaranteed if they do).
However, beware that her EXTREMELY effective poking game is still mostly
unchanged - so Nina can STILL keep many opponents on their toes whenever
she wants. Ninas like to use d+4,1 for pressure (even though its now
Sm,h and slower), d+1,4 for mad-speed poking, d/f+3 mixups for
everything and in combos, and her standing jabs for poking and
Tenstrings (although any Nina using a Tenstring is pathetic). And don't
forget about her really nasty juggles - one miss, you get a Divine
Cannon and a 40% juggle for your troubles, and unlike what some people
say, the d/b+4,3 is a great interrupter as well as her highest lifter.
Also beware of her Attack Reversal and buffer those Chickens unless
you're going crazy on your Wind Godfists (provided you're smart and do
it from a decent distance). You shouldn't need to worry about the Bad
Habit (f,f+3_QCF+3), as it has poor tracking and is SSed easily, or her
Low Parry, because the DC (or pretty much anything else) is no longer
guaranteed after it. Thankfully, Nina's Multi-Throws are fairly useless
at even medium/higher-level play due to their huge lag time coming out.
Nina also needs to stay IN CLOSE to be effective... if she's not near
you, Nina will die, plain and simple.
Ogre
Difficulty: Medium/Hard
Ogre has both lost some things in TTT, and gained a lot more. He's
still one of the best characters due to his insane damage, range,
excellent Okizeme game, simpleness, and super-cheap standing 4, which
stops almost any attack and still does INSANE damage. It can STILL be
done out of Sidestep too with SS, b+4. He also has the fastest and
largest Sidestep in the game, and a great FC/WS game with his Infinity
Kicks and mixups with FC,d/f+2. Ogre also possesses one of the cheapest
Okizeme games in TTT with his u/f+3,4,3, b+2, f,f,N+2 (Kuni's
Unblockables!) and FC,d/f+2. He has gotten some changes from T3 though.
The WS game is not as powerful anymore for Ogre since the DGP is so much
weaker in TTT. The SS+4 is now the Low-hitting Azteca Shoot, which is a
hunk of ass compared to the old SS+4 (which like I said before CAN still
be done - look how bad JOP abused it!). Ogre remains a top-tier
character in TTT, although IMHO he's not as good as True Ogre and his
cheesiness.
His Okizeme game is still powerful as hell - arguably one of the top in
TTT - and if he lands one stun, you're getting a standing 4 for your
troubles and seeing 60% of your life gone. What you need to do is get
in and pester him with Twin Pistons and WGF, since his attacks are slow
and need room to come out. His 1,1,2 is particularly pathetic now,
requiring a CH to make the whole thing guaranteed, but if he blocks the
WGF in-close, you're getting the 2,2 in your face instead. Also to be
noted is Ogre's d/f+1. This is just like Bruce's d/f+1, which has
insane priority, comes out VERY fast (not sure about the frames... 12?
13?), and has an 8-frame advantage on hit, which means... free d+1! And
we all know how good Ogre's FC game is, don't we? What you need to
watch out for is his FC game with his d+1, FC,d/f+2, WS+3,3,3_d+3_f+3
links, and his WS+2. While his WS+2 isn't quite as powerful anymore
since it can be Tag escaped and has lost the block stun, it can still
decimate your life bar in a hurry if you flail away like a moron. His
main weapon is the d+1 to WS+3 Infinity Kick links, since it cannot be
interrupted on hit and they'll have to block. If that WS+3 connects on
Counter-Hit, there goes 40% of your life. However, if you block the
d+1, that's a different story. Interrupt the WS+3 with your own d+1,
and go into Twin Pistons, as Ogre's attacks aren't fast enough to
interrupt them. FC,d/f+2 can be Low Parried with practice.
Paul Phoenix
Difficulty: Easy/Hard
It all depends on the player. If he's a cheapo 10,000-Deathfist-a-match
moron, you can have lots of fun smashing his ass into the dirt :).
However, if he's the Paul that only Deathfists to counter whiffed moves,
uses his juggles to the extent, employs Paul's mad poking games and
killer Okizeme, knows when and where to use his Thruster (QCF+1), you
have a real fight on your hands. Paul's been really rounded-out in TTT,
but like always, at high-level play, he gets pretty predictable. Paul's
poking game is top-notch - he's got one of the best jabs in the game (8
frames, 9-frame advantage on hit!), his Deathfist is 13 frames, the
Falling Leaf Combo (d+4,2), while weakened horribly, still comes out
VERY fast and in close can be extremely hard to see coming. And
unbeknownst to many Tekken players, Paul also has one of the evilest
Okizeme games in the whole Tekken universe. The d+1 and d+4,2 will stop
any Forward/Back rolls, Flying Cross Arms, and Handspring Kicks. SS,
d+4,2 or f+1+4 will stop Tech Rolls. The f+1+4 will stuff Ankle Kicks
and Side Rolls. The f,f+3,4 will cut through any Low/Mid Kicks AND get
Paul a free f,f+3,4, 1, QCF+2 combo. Paul can even duck to fake the guy
into standing with a Mid Kick, and eat a FC,D/F+2,1 combo for lots of
damage, or if they're really stupid, stand and reverse the Mid Kick and
put them on the floor. His options are nearly limitless, so you NEED to
be careful and do NOT let him floor you. Paul also has a sick throwing
game because his good throws (d/f+1+2, f,F+1+2) come out faster than
your normal throw, do a lot of damage, combo from a standing 2 or CH
QCF+1, and require a double-button escape. The one you REALLY need to
escape at whim is the f,f+1+2 - easily Paul's best throw, it can be
Tagged out of for a LOT of extremely-damaging attacks (Bob/Baek
d/b+3+4!). Also beware of Paul's qcb crap... many players like to go
into the qcb+1 to counter attacks and set up combos, and the qcb+2
blasts them into a comfy range where Paul can see their attacks easy and
counter accordingly. The qcb+3,2,1_2 is best used in combos, but it is
also a decent tool for mixing up. Good Pauls also like to mixup from
the Rolling Dash (QCF) which can be cancelled into a FC position with
d/f (so it would go like d,D/F), which can allow Paul to set up the
WS+2, FC,d/f+,2,1, or even a close d+4,2.
Like tragic said in his T3 book, an important thing to remember is to
NOT lose your cool when Paul hits you and takes away 1/3 to 1/2 of your
energy in one hit. Paul's main weapon is his Deathfist (as much as I
hate it, it's true), and if you take it away from him by poking him out
of it (with d+1 and 1,1,2) or by smacking him with a FAST Wind Godfist
every time you block it, he'll be a lot less scary. If you DO get hit
with it though, mash D/F+2 to stop your roll-back or he'll get a running
shoulder tackle if you try to Tag or stand up. Just beware of his jabs
and duck, and make use of your Twin Pistons to punish him. Block his
f,f+3,4 and d+1 him out of the follow-ups. Also watch out for that
WS+2... it starts juggles, comes out fast, hits Mid, and juggles very
funny (lol)... ^_^
Prototype Jack
Difficulty: Easy
P.Jack is a little different from the other two Jacks. He's more of a
juggler than Jack-2 or Gun Jack due to his better launchers, but overall
he doesn't have as many good attacks to use. However, he does have a
few attacks that can have him hold his own in a fight - Paul/Hei's
d+1,2, his excellent SS game (SS+1 induces block stun as long as you
don't attempt to Tag out), hits grounded opponents, and is a Class 1
Launcher, SS+2 hits Mid, has huge range, and goes into an auto-throw on
Clean Hit, and a decent Okizeme game with SS+1 and the f+1+2. The
b,d/b,d,D/F+1 is also noteworthy as it inflicts huge block stun, is a
Class 1, and hits grounded opponents. However, it doesn't do much to
solve the problem - Kazuya goes through the Jacks like crap through a
goose. Anything they do can be cut down with the 1,1,2, Twin Pistons,
and WGF. An easy fight for you. Just don't get hit if you can help it
- any time a Jack hits you, that means HUGE damage scored...
True Ogre
Difficulty: Easy/Very Hard
It depends on the player. If they're one of those guys that just picks
him and mashes 1+2 to do the Hell's Inferno, you can easily Sidestep
twice and kill him with some combos so freaking disgusting, they should
be illegal in 48 states. If they are the type that stays at a distance
and uses his insane punching range to get CH's with his WS+2, juggles
mistakes with his d/f+1+2, SSes your Wind Godfists into standing 4, uses
his nasty-as-hell Okizeme game, you are going to have a LOT trouble.
True Ogre masters are actually VERY dangerous because if you make the
simplest of mistakes, he can (and WILL) decimate 1/2 of your life with
little effort (i.e., d/f+1+2, f,f+4, d+1, FC,d/f+2). You're also going
to hurt a lot if he gets you on the ground - f,f+1+2, d/f+1+2, FC,d/f+2,
FC,f+2, and SS+4 all do insane damage, come out reasonably fast, and hit
grounded opponents! What you must do is make sure you TECH ROLL AT
EVERY POSSIBLE TIME! However, the same does not go for him - he's the
biggest target in the game, but is lighter than the other big guys,
which means attacks that may not launch/effect the big guys work
normally on him (for example - Armor King's Palm Upper and Kazuya's CH
WGF flip him over, launchers launch higher on him than with Jacks) and
allow HUGE, disgusting combos that would not work on Jacks or
Kuma/Panda. Be aware that he can escape juggles with 3+4 in the air,
but I find it gets him into more trouble than it's worth ESPECIALLY
since a Mishima can just Wave after him. A shitload of your attacks
will hit him on the ground (TGF, WGF, f+1+2, d/f+2, etc.) and damage
him. Just be careful and try to get in on him slowly and carefully - he
doesn't need to get in on you due to his insane range. Don't go crazy
on the Wind Godfists since he can SS them and standing 4 you, or if he
blocks, 2,2 you. ONLY use WGF to interrupt attacks - once you do, one
or two Wind Godfists, and he's finished. Can you say "Wavedash Hell"?
Unknown (playable on PS2 only)
Difficulty: Varies
Unknown is both more limited and and advantaged over Mokujin/Tetsujin.
When played by a human (PS2 only), she has the worst stamina in the
game, and regardless of CPU or human, she does not recieve Netsu (and
neither do her partners), and she cannot mimic the Jacks, the Ogres,
Kuma/Panda, Ganryu, or Devil/Angel. However, unlike them, she can
change mimics on the fly during a match by pressing the L3 button on the
Dual Shock controller (the left joystick), which allows for some
extremely confusing fights and some SICK SICK SICK-looking juggles.
Like I said before, your best bet is to memorize the fighting stances
and capitalize on her mistakes.
Wang Jinrey
Difficulty: Medium/Hard
Yes, you read correctly. Wang can be a tough opponent to beat in Tekken
Tag Tournament if you don't know what you're doing. While he may be the
overall worst character in Tekken Tag (which I don't really agree with)
take hits like a bitch, have the most atrocious Frame Data ever in a
Tekken game, and have only a handful of good moves, a good Wang CAN
contend with a good Kazuya when played right. First off, he's a great
anti-Mishima because their Left Punch (1) attacks, such as the Flash
Punch Combo, Glorious Demon Fist, Left Right Combo, Twin Pistons, etc.
can NOT be Chickened if Wang reverses with his Attack Reversal
(b+1+3_b+2+4). I don't know why this is true, but it is, and it's
abusable. Second, Wang has some EXTREMELY powerful juggles that he can
unload. Wang can set these up with his d/b+2, which is probably his
best jugglestarter since it has a passable recovery time of 10 frames
AND flips them into SLD position, allowing some inescapeable ground hits
if tailored correctly), his f+4, which hits Mid and gives frame
ADVANTAGE (!) on block, the d/b+4,2, which combos on CH (the last hit is
identical to the d/b+2, but with more recovery) and executes fast, but
you're still better off using d/b+2. The recovery is 10 frames long,
but it comes out pretty fast and is great for a mistake punisher and for
landing side juggles (since Wang's SS is fast and wide). All Wang needs
to do is d/b+2, 1, d/b+4,2, d/f+1+2 and 50% of their life is gone,
presto. They can't Tech Roll the d/f+1+2 either, since the d/b+4,2 hits
so low to the ground (preventing the Tech Roll). Third, Wang has the
always-cheap G-Clef Cannon (1~1,1) which is a Tag launcher, combos on
CH, executes in 8 frames, and does around 25% damage by itself, but
unlike the Changs, is not great for mixups since Wang is lacking a
1~1,4,3 or other equivalent.
Finally, and probably the most important, Wang has a sick SSing game,
all due to one move: the Horse Tamer (SS+1+2). This is most likely
Wang's best move. Although it takes 19 frames to come out, has slightly
limited range, and will most likely be blocked, that's a good thing -
the advantage is 27 frames! Yes, 27 frames. While there aren't any
actual guaranteed attacks, according to the Frame Data he DOES get a
Dragon Throw (d/f+1+3+4, but it's easily escaped) or guaranteed dash-in
throw. You know what that means, right? WANING MOON (d/f,D/F+2+4)!
This is Wang's most important throw BY FAR. 1+2 escape command, quicker
execution than a normal throw, sets up a free hit (since they are
knocked into a BK position), OR can be Tagged out of for some SICK stuff
(like Kuma u/f+1+2 (misses), which sets up a free back throw for Kuma,
or Yoshi's f,F+1+4, which can only be escaped by Tagging out). Wang can
also set this up with a QCF+1 (modified WS+1) and use the frame
advantage (even if blocked or hit) to get a free WM if they take the
bait and try to attack. He also retains the Paul/Hei Deathfist, which
we all know about, right? All of these factors combined can spell
trouble for even an adept Kazuya.
However, it's kind of moot since Wang has a disdvantage after almost
every one of his attacks is blocked. AND he takes hits like a bitch,
too... one time I killed him like so: I got a CH d/f+2, and let him
fall. Then I threw out a WS+2, which slammed him on CH as he tried to
do d/b+2, so I continue with TGF,3... and he's dead? Yes, four hits.
But I'm telling you now, above all, DO NOT UNDERESTIMATE HIM! If you
get hit with a CH 1~1,1, a Waning Moon, a d/b+2_d/b+4,2, a SS+1+2 (or
even if you block it), or a CH Deathfist, you're fucked...
Yoshimitsu
Difficulty: Hard
Yoshimitsu has always been one of the best characters in every Tekken
when in the right hands. In Tekken 2 he was totally unstoppable, as one
FC,d/f+3 or d/f+2 saw the end of the opponent (Yoshi had a little-known
infinite in Tekken 2) in only a few juggles. In T3, his d/f+4 and
b+1+2~ANY pretty much owned the game. In TTT, he's still got that d/f+4
Savior Boot (although it's nowhere as good as it used to be), those jabs
that are just like Paul's (which is bad for you), and lets not forget
the d/f+2 "Uppercut" (it's more like a freaking WGF to me... it's so
damned abusable!), which has ludicrous range, priority, juggles on any
hit, mad speed, inflicts freaking block stun if Tag is buffered, sets up
an easy 40-point combo... he's got it all. And he's also recieved a LOT
of new moves, a much better SSing game with his new SS+1 CH
jugglestarter (which also inflicts block stun), SS+4 CH stun move,
insane interrupting (and anti-Wavedashing) with that ridiculous _4
FRAME_ b+1+4 of his (which also sets up awesome Flea juggles like b+1+4,
1+2,1+2, f,f+4), and of course, the b+3+4 which evades literally any
move in the game.
Yoshi's still has the f,f+4 (Fubuki, Knee, whatever the hell you wanna
call it), which executes in 7 frames (faster than anything in the game
except his b+1+4), has extreme priority and range, is basically annoying
as hell, and can help add some nice hits onto his combos. He's also
retained the d+3+4 and other crazy healing moves. Yoshi is THE man in
Tekken Tag and when played correctly, a top Tier 2 character. However,
he does have a few weaknesses. First, he doesn't inflict all that much
damage with his attacks. Second, his juggles aren't the strongest, and
the powerful ones are damned hard to do. Third, his Fubuki, while fast,
has a significant recovery time which allows you to smack him with a WGF
(I think, not sure...) if he starts going crazy with it. Fourth, his
Poison Breath (b+1+2~ANY) now hits High and recovers slower than it did
in T3, so less juggles are possible. Finally, his throwing game is also
not that good... he only has one command throw and it's a pain to do in
the heat of battle without getting hit first, but be warned that it will
combo off of a standing 2 guaranteed (I think), so watch out and don't
rush in, or you'll get beaten up by his superior poking game. There
isn't much you can do about his d/f+2 and 1_d+1 pokes... just block them
and back off, let him whiff, and trash him when he does...
=======================================================================
15. My Best Partners For Kazuya #######################################
=======================================================================
It's a rule that some characters work well and complement their
respective partners better than others. I mean, who would win, a
Kazuya/Alex team or a Kazuya/Jin team? Of course, it would be Kaz/Jin
because they are both strong characters that compliment each other well
(Kazuya has a better WGF and WS game but less juggles and less moves,
while Jin has a better poking game, better juggles, better Okizeme, and
more variety), while Kazuya/Alex is kinda pointless (Alex has crappy
stamina, crappy juggles, crappy... everything). I'm not going to list
all of the characters and tell you how they are as partners - the fun of
Tekken Tag comes from making your own teams and customizing them to your
liking. These are my favorite personal teams with Kazuya.
1.) Kazuya/Baek
I love Baek. He's my favorite character in TTT along with Kaz and Lee,
so I placed him in a team with Kazuya and see if they go good together.
Baek has just about everything that Kazuya lacks (except juggles) - a
Class 1 jugglestarter that can set up those nasty TGF juggles (even if
it is kind of useless at high-level play), a nigh-unbeatable WS game
with the WS+4,4,3 (which is one of the Top 5 Most Abusable moves in the
game), WS+3,3,4 (since it combos on CH and an u/f+3+4 is guaranteed
afterwards), one of the top SSing games in Tekken Tag (with his b+3
Flamingo Stance, b+1, b+2, etc.), better poking, better throwing game
with his f+2+3 (or Flamingo f+2~3) and f,f+2, the ultra-effective d/f+2,
which launches almost everyone and can go into his annoying 1,2,3~f
juggles, and he also possesses a better Okizeme game. His only real
weaknesses is that he doesn't do the most damage, lacks in Low attacks,
has slightly weak juggles, lacks in punching attacks (although the ones
he has are very good), and recieves no Netsu with Kazuya (don't know
why, exactly... didn't he work for him in T2?). A good team for those
that love to attack away.
2.) Kazuya/Jin
I'd be stupid not to say it. Kazuya/Jin is probably the best team in
the game. They compliment each other in just about every area. What's
worse, they BOTH have extremely powerful WGFs (and Jin, of course, has
the EWGF), good poking games, an excellent WS game, the most dangerous
Wavedashes in Tekken Tag, powerful juggles, good stamina, powerful
attacks, excellent Okizeme (with Jin anyways)... master the Wavedash to
WGF/EWGF/Twin Pistons and you will be unstoppable, plain and simple.
3.) Kazuya/Lee
Kazuya and Lee together are actually an excellent team in their own
right. And don't even argue about this one: they are THE coolest-
looking team in Tekken Tag by a mile (come on, purple tux Kazuya with
Lee's black tux? It exudes pimpness). Lee is actually a good juggler,
but the only hitch is that his good juggles are damn hard to do.
However, his Class 1 Launcher (the d,d/b+4) is quite effective when
employed correctly, and allows Kazuya to come in with those crazy
Thunder Godfist combos. Lee also has one of the top poking/pressure
games in Tekken Tag with his d+4,4,4,4, d,d/f+4, b+1<1,2, and b+3,3.
He's also got those nasty and effective Infinity Kicks, which are
effective against anyone. A great team. The only hitch is that Lee
takes damage poorly and that he lacks in Mid attacks and power hits.
4.) Kazuya/Heihachi
Juggle heaven. Nothing beats getting Kazuya's WGF~5 out and having Hei
come in with a 50+ damage combo and leaving their mouth hanging stupidly
as their bar flies deep into the red ^_^. While their style is pretty
similar, Heihachi relies more on getting his EWGF/WGF to hit, while
Kazuya relies on his Hell Sweep/Twin Pistons a lot more. Nothing much
to say, they compliment each other very well, but the two have no Netsu
together and neither has a Class 1 Launcher, so be warned. Flail away
with those EWGFs ^_^.
5.) Kazuya/Bruce
This team should be banned. No, I'm joking. But seriously, no team can
do as much damage in Tag juggles as Kazuya and Bruce. One WGF~5, and
it's a 3, b+4,3,4 and 120+ points of their life gone. Not to mention
that Bruce's poking game is top-notch, and that his jugglestarters are
incredibly simple to use and employ, and you have one of the best teams
in the game.
6.) Kazuya/Angel
Be aware that this team is only available on the PS2, since trying to
select Angel with Kazuya in the Arcades will only result in Devil being
automatically chosen - and we all know how horrible Kazuya and Devil are
when teamed, right? The reason this team is so good is that Angel and
Kazuya Tag normally when paired together, and don't morph like Kazuya
and Devil. Need I say why Angel is so damned good? Ummm... Twin
Pistons? Insanely-powerful Wind Godfist? SS+2~5 to b+1+4 (AND
B+1+4~)/TGF combos? An actually effective Thunder Godfist? And did I
mention Twin Pistons? Hee hee.
=======================================================================
16. Submitted Strategies ##############################################
=======================================================================
========================
Kazuya VS. Anna Strategy
========================
-----------------
From: Reverend C.
-----------------
Well, Anna is a REALLY good CH character... and she has the BEST jab...
But a lot of her moves hit high... take some risks and duck, then
retaliate with WS+1,2. A good Anna will not risk losing frame advantage
and give up free hits... so don't expect free 1,1,2 and free WGFs. Anna
will mostly rely on her jabs, which gives Anna advantage, so don't
retaliate after blocking jabs - that's Anna's strength. You'll be
jabbed outta whatever you do; they're just jabs, but they REALLY add
up... watch out for Anna's u/f+1,3, that's her best move: a few of those
and you're dead, and it can also be mixed up with u/f+1+2. Anna can also
throw A LOT... everytime you get hit with a 1 jab, watch out for
d/f,d/f+1 and regular throws... read the pattern of your opponent... if
opponent does a lot of u/f+1,3 and get blocked, watch out for u/f+1+2.
Anna is faster than Kazuya, and most of her moves move her forward and
keep her on offense for a long time... but if you just block and turtle
ALL DAY, Anna can't do much... and optimize the fact that Anna rely on
high hits... duck it and do WS+1,2... good Anna players don't use
QCF+1... but if your opponent uses Anna's QCF+1, WS+1,2 and make them
pay...
---------
From: Cel
---------
Let me see...my sparring partner is Jwoarang who plays a very good
Anna... I hope this helps:
When you see Anna do the Rolling Dash (QCF), duck because most of the
time Anna players will do the QCF+1, which is high. Try to TP him or
DGP Anna once you duck the elbow near you. However when you block the
elbow don't react; she has a frame advantage when you block it, so just
wait and block whatever move he follows up for it. Just be careful when
you block the elbow and then she throws you with the u/f+1+2; it's
almost always hard to see it so always be ready to escape by tapping
1+2. This is why it's best to learn to anticipate to crouch the elbow.
In some cases Anna QCFs and instead of doing the elbow, he does the
U/F+4 Somersault Kick which is mid. It's so fast to see the change so
when you see something unusual while Anna QCFs (because when she QCFs
you should be ducking) stand up and block the Somersault Kick or risk
getting juggled.
When Anna does her custom strings and suddenly does the d+4,1~d
(Sidestep Cancel), she can follow it up with SS+2 (low) and SS+1+2 (mid,
mid). In this case after she does the d+4,1 Sidestep I'd try to
interrupt the Sidestep with 1,1 (I'm not sure with this). I think it is
useless do d+1 her because she is Sidestepping so be quick enough for
the 1,1. When you're not quick with the 1, block the whole thing
standing (it's ok to be hit with SS+2; just don't get juggled by
SS+1+2.). I think between these transitions there is a point when Kaz
will be able to interrupt. Just don't get hit with a CH u/f+1,3 because
a f+1+2 is guaranteed. Be careful when you tag. Most Anna players will
try to find a CH QCF+1. When you don't have any choice when you Tag
(and the Anna player you are fighting against is waiting for your next
character to come in, so Anna can QCF+1 you) just don't react or you
will get CH by the elbow and you'll eat a very damaging juggle which can
erase 50% of your lifebar. Also don't get CH with d+3,2. Be careful
with this. Anna players love to try to interrupt you with this so be
careful. If you can see her doing this block the first hit low and the
next hit high. Most Anna players are aggressive; so try to be more
aggressive and just don't get CH by her attacks; try to fight her with
d+1,FC+4; WGF, Hell Sweeps, etc. Well that's enough for now. I'll post
again when Jwoarang chooses Anna against me...
-----------------
From: Reverend C.
-----------------
A few corrections on Cel's post... f+1+2 is ALWAYS guaranteed after the
kick in u/f+1,3, CH or not - on CH, you get a free juggle (like d+4,1,
1,2, f+1+2, etc.). d+4,1~SS will beat 1,1, SS+1+2 will counter and
juggle, SS+2 will duck and juggle... your best bet is to just watch and
block. It's actually quite easy, because both SS+2 and SS+1+2 are
pretty slow. As for tagging in... just cancel the Tag run-in
(u/b~b)like you're supposed to and you wouldn't get any problems... you
won't get any problems against ANYONE if you just cancel the run. And
DON'T do d+1,FC+4... that's what Anna wants. The d+1 doesn't give you
advantage the way standing 1 does... so Anna'll ALWAYS beat you with her
d+1~N+4 and d+2~N+4... and on CH, it does pretty good damage on its
own...
--------------
From: MacJ_007
--------------
This was Ricky's strat against my Anna. Because before when I used an
elbow, I usually use d+1 then D+3,N+4 after that. After the elbow he
ducks it, and then does a DGP or TP. It juggled/stunned my Anna almost
all the time. Since then I changed my strat after the elbow - I do
u/f+1,3 now. They wont duck it or they will get hit with the 3. So I
mix it up with u/f+1,3 or u/f+1, u/f+1+2 or u/f+1, d/f+2. One of these
will hit for sure so watch for it. I usually do d/f+2 after Anna throws
a u/f+1,3. Be ready to break throws. The u/f+1+2~5, f,f,N,1+2 is very
damaging, so watch out for it. The d+4,1~SS+2_1+2 can be stopped by a
d+1. Someone did a Mist Step when I threw a QCF+1 and Wavedashed my
elbow somehow. I've only seen it once, so I don't know if you could
exactly do that. Maybe I just did it too slow. I just wish Kaz got a
Punch Parry, that would be easier. Just Punch Parry her QCF+1 all day,
hehehehe...
============================
Kazuya VS. Michelle Strategy
============================
-----------------
From: Reverend C.
-----------------
Two things to watch out for: SS+2 and f,f+1. Both are extremely safe
and extremely fast. When SS+2 is blocked, it has no lag, and puts
Michelle in FC. On hit, a WS+4 is guaranteed (sick). The f,f+1 is 10
frames, and unfortunately for Kazuya, f,f+1 CAN beat out everything
Kazuya has... and on CH, Michelle gets guaranteed juggle. As always,
1~1,1/1~2,1 CH does MAD damage... 1~1,1 is a great tag juggle starter
(it actually juggles higher when tag is buffered). Other than that,
always watch out for 1, 4, f,f+1, etc. Michelle is a GREAT CH character
(not as dependant on CH like Julia, but equally capable, since Michelle
has just about EVERYTHING Julia has)... so when playing against
Michelle, never do more than 1 or 2 moves, and watch your frame
situation... if the frame advantage does not favor you, stop and
regroup. Kazuya's WGF, d/f+2, and d/f+4 are great moves, but not as fast
as Michelle's fastest moves...
--------------
From: MacJ_007
--------------
Now about Michelle strats, they're a bit similar to Julia. Just watch
out for 4,4,d+4_4,4,1. Low Parry the second if you can. Her elbows are
a killer as well. Sometimes they do f,f+1, 1, f,f+1, 1, SS+3,4, pokes
like that. Her d/f+3+4 is slow. If you block it, then you could juggle
her, and d/f+2 will surely hit for a nice chunk of damage. Watch out
for FC+1, D/F+4,3_FC+1, D/F+2_WS+4_WS+2,2_WS+2,1,1 mixups. People like
Ricky and Redfoot do a SS+2, which is an automatic crouch, then D/F+4,3.
And also watch out for CH 4. Usually they Sidestep then 4. Ricky does
SS~f,SS~f - a front dash, which is harder than backdash, and front dash
tracks backdashers.
--------------
From: ILuvMomo
--------------
Well, the thing about Michelle is that she has a severe lack of throws,
so at least you don't like have to worry about Mad "Asses" (D_J: LOL)...
---------
From: jjt
---------
After you block Michelle's f,f+1, remember that the _only_ move that a
Mishima has that has priority over her is the d+1 (8 frames). If you
try anything else, you'll probably eat a CH 1~1,1. Also, f,f+1 doesn't
track at all, so even a little baby SS cancelled will make f,f+1 whiff.
As a result, Kazuya's Mist Step works really well versus Michelle. Don't
bother ducking when up close vs. Michelle. She has only single button-
escape throws, so you at least have a 50/50 chance there, and that's
much better than ducking and eating an u/f+4 juggle.
---------
From: Cel
---------
Michelle is a very difficult opponent to beat (like Julia). If you
block a f,f+1, you do d+1. That would give you the initiative and make
a Michelle player think twice in making a WS guessing game. When A
Chang player whiffs a string like FC,D/F+4,3 or a d+4,1, you should
1,1,2 or WGF (this WGF has got to be a fast one). Be careful when you
poke, because you might get CHed by a d/f+3+4 or a 1~1,1. Low Parry if
you can - Parry the second hit on strings like 4,4,d+4_4_1 or d+4,D+4.
Blocking a f,f+2 will give Michelle a 19-frame disadvantage, so take
advantage of the situation (only problem is, who does a f,f+2?). Watch
out for his SS games - SS+2 makes her recover crouching, so after
blocking it, do a d+1 to gain initiative and make her think again of her
WS games (I'm not sure of this, though). Blocking the SS+3~4 will give
you a 10-frame advantage. Don't tag recklessly or you may eat a d/f+3+4
on CH.
---------
From: Cel
---------
Oh yeah, a Michelle player might try to keep on Sidestepping while you
are grounded. Michelle will wait you to make a mistake in getting up so
she can unleash a SS+3,4. So be cautious while standing up, and don't
try to kick her out of her Sidesteps or you'll get it.
=========================
Kazuya VS. Julia Strategy
=========================
----------------------------
From: new_blood (a.k.a. Cel)
----------------------------
I myslf have a hard time figthing Julia when I use Kaz. I hope this
helps:
After a blocked 1~1,1, try using Mist Step Cancel WGF as fast as you
can. I'm not sure about this one if this is guaranteed, but I've done it
for a couple of times.
A Kaz player should know the difference between 1~1,1 and 1~1,4. Good
Julia players will alternate 1~1,1 (or even just use the first two hits
of this string) and 1~1,4. Low Parry the 4 in 1~1,4, followed by a
d/f+4,4. If she thinks he can get aways with 1~1,4 and finishes it with
the 3, you have a lot of advantage and punish her with a WGF, a Hell
Sweep or a throw. Also know the difference between: 1~1,1; d/f+1,1;
1~1,4; d/f+1,4. After a WS+2 it is for sure that it will be followed by
a 4, which makes 1 guaranteed. I've seen Julia players set this up when
they jump towards you, making them recover from crouching position, thus
a WS+2 can be done. Parry the 4, or even block the whole string when
they become hesitant. Punish them if you block the whole string.
Be careful after a Julia player sidesteps; she can buffer the QCB (for
the QCB,f+2 mad axe), and as she sidesteps, finish with the f+2. This
throw is arguably the fastest and best throw in the game, so you should
have quick reflexes to escape with 1+2 or duck it and try Kaz's TP.
Julia can also buffer it after her bread and butter more, d~D/F+1.
This move is advantageous for her, and AFAIK even if you block this she
still has the advantage (I'm not so sure with this, that's because of
the -8 block disadvantage to her, yet if I make a mistake interrupting
this I fly high to the sky). After the d~D/F+1 portion she can buffer
the Mad Axes, so duck and TP her. Or after blocking it, try a d+1 to
interrupt the 2 (I'm sorry I'm not also so sure with this). She can
delay the 2, and YOU REALLY HAVE TO BE CAREFUL NOT TO GET HIT IN ANY WAY
BY THE 2 because it will cause a double-over stun, making her u/f+4 sure
and her d/f+2,1 guaranteed. If you get hit in any way by the 2, then say
goodbye to your lifebar (pray she makes a mistake!). One
weakness I've seen is this can easily be SS, so if you are quick enough
you can SS this. About the d~D/F+1, she can trick you by whiffing it,
and if you attack her while she whiffs it, she will follow it up with
the 2. Don't get to backdash happy against her or you will get knocked
down with her f,f+1. After blocking this move I believe she can also
buffer the Mad Axes. Also she can follow this move up with a d+1 (the
follow the d+1 with her FC and WS guessing games). Also she can follow
this up with the fearsome 1~1,1. The best way to interrupt her after
blocking the f,f+1 is to d+1 her to stop her momentum. I forgot, she can
also follow this up with a f+1, if you attack with a high move after
blocking it, so really be careful.
Her 4,4 strings is one of the most irritating part while fighting
against her. After the second 4 she can follow this up with a d+4 (l), a
4 (high), a 1 (mid). But most of the time Julia will just stop
at the second for, giving her access to her FC and WS games. But the
real problem is the 4,4 string, so LEARN TO LOW PARRY the second 4.
AFAIK even though you've been hit by the first 4 you can still Parry the
second. I've done it a few times, yet I'm having a hard time parrying it
because she sometimes goes off axis with a SS and 4,4 me. This is when I
really hate Julia when she sidesteps and do 4,4.
Mediocre Julia players will use b+3 a lot. Her b+3 can be easily
detected, so block it and finish up with a Hell Sweep or maybe a WGF (I
think TP has less range to make it guaranteed after you've blocked b+3,
unless you've blocked it at a very close range). The b+3 makes her
access her WS and FC moves. I've experienced that when I become to
hesitant to CD I get interrupted with a 1~1,1, so plan out your CD/WD
games very carefully. Tag cancel while tagging in because she can wait
you for an u/f+4 or a d/f+2 or even a d~D/F+1. Don't try to outpoke her
because Kaz will lose to her in poke wars. Be on the defensive side when
fighting against her. Oh yeah, I forgot you got to watch out for her
3xSS, which will make her face your back, thus guaranteeing a 4,4,1.
Watch out for this and be careful while being on the offensive. My
suggestion is to try to stop whatever you are doing/trying to do when
you notice her triple Sidestep and jump forward before she unleashes the
4,4,1.
-----------
From: Night
-----------
A few notes -
b+3... there's a big-ass debate about how good this move is, both on
standing and as Okizeme... TZ Frame Data says it gives +2, but this
could be wrong. f,f+1 - d+1 might work on SOME Julia players after
this, but a good technique that expert Julias use after f,f+1 is blocked
is to tap d/f, this Low Parries an enemy d+1 and ducks a high jab.
Anyway, what I can suggest vs her 3xSS is to abuse the d/f+2... this
tracks SS like a bitch, and can be of great use against Michelle (as I
find out to my misery) even though Julia won't rely as much on a SS game
as michelle, d/f+2 is still useful..
--------------
From: ILuvMomo
--------------
Duh, what's so hard? WD WD WD WD WD. Its Julia which has a hard time
beating Kaz... not the other way round. LOL.
------------
From: DayFul
------------
LOL, Wavedash in to an elbow, Wavedash in to d/f+4 (as we know Mishimas
need distance to get in to their WD game... d/f+4 has the range to piss
all over it). If I'm feeling really lucky, I'll throw you out of your
WGF with Mad Axes. And Julia has a major speed advantage I think your
overating WD a bit (you made Hei sound god-like in the VS. strats). Hey
do any of you guys WD in to d/f+2, as i've started using that quite a
bit... pretty handy IMO.
----------
From: bluu
----------
Quick tip:
When you succesfully Low Parry her annoying low string (bow, arrow)don't
do d/f+4,4, go for Mist Step WGF. Do it FAST!!!
There will be a best scenario, and a not too bad scenario. The best
scenario is that you get a guaranteed WGF juggle! Any Mishima has a
guaranteed (E)WGF after a succesfull Low Parry (D_J: on kick, that is).
But due to the Mist Step Kazuya should be easier.
The not so bad scenario happened when you push it too fast. What will
happen is that you won't get a WGF but a d/f+2 instead. This is actually
better then d/f4+4 because the d/f+2 WILL CLEAN HIT and does higher
damage than d/f4+4. Not to mention that you have more frame adv. after
connecting d/f+2 then d/f+4,4.
So general rule after Low Parry with Kaz is too do a FAST Mist Step WGF.
You do it fast enough you'll get WGF, you do it too fast you'll get
d/f+2. Either way is better than d/f+4,4.
Oh yeah, watch spacing. Make yourself out of 1 and elbow range. Her
movement is slow, you got WD. I dunno what Cel (New_Blood) meant with
don't backdash but IMO backdashing away from the elbow is a good strat.
Oh yeah I have saved "Tactic to beat Mishima Julia Bruce SVGL worker"
threads. I'll search for it and copy some Julia stuff by the elites. I
dunno if you already saved it.
--------------
From: ILuvMomo
--------------
For the most part, Julia has a hard time keeping her opponent away.
Maybe Wavedash is an understatement... how about Lightdash. Trying
d/f+4, 4, or even d+1 when the opponent Wavedash (also Lightdash)
towards you is very dangerous. The d/f+4 hits you gain d/f+4,2 and thats
all. Its not worth the pay off versus WGF on CH and juggle. WGF CH
juggle is WAYYYYYYYYYY more damaging for Kazuya, remember? Also WD to TP
is much much safer than WD to Gut Punch. Gut Punch gives -14 when
blocked, but does guard stun a bit if it is in close, but TP is
completely safe. Besides both of them have about the same range (though
d/f+2 edges TP here). And I'm not overrating WD. If you thought I made
Hei sound like God, you should just read the vs. Jin section. Trust me,
a good Wavedasher is almost impossible to beat, let alone beat
consistently.
And waddya mean fake Low Parry (D_J: d+1+3_2+4) can't be used in your
opponents face? LOL. Just look at Hameko's Bryan. He fake Low Parries
right in front of his opponent 2-3 times in a row. Well here is a tip
from Shafi, try using 1 or d+1 to buffer the Low Parry. Hence 1,d+1+3,
and D+1, FC+1+3. Most of the time when your opponent will be too afraid
to counter you after seeing the first Low Parry. Heck, I just throw out
fake Low Parries at times for the heck of it. Actually I'm seriosuly
considering but then after finishing the whole load of crap of VS
strats, I guess I wil just stick it in. Not that they are very good
anyways since the last few are quite half assed.
------------
From: DayFul
------------
Night, d/f+2 to punish SS sucks... Julia can cancel her SS with 1~2~1 so
it's a no go. Also she can cancel the recovery of her spin too it's
3+4~F then whatever you want to put in there, great Mad Axes buffer too.
I'll stop there or else i'm just going to write out my move description
of Julia's spin (Both descriptions have a lot of different stuff in
suprisingly).
----------
From: bluu
----------
Although 1~2,1/1~1,1 is 8 frames, and d/f+2 is 14, you're SSing before
the 1~2,1/1~1,1. Your 1~2,1/1~1,1 won't be 8 frames if you include the
SS animation.
--------------
From: ILuvMomo
--------------
You can't just stand there and have them LD at you all day - if you do
that, you're screaming "You own me!". You should check out the thread on
avoiding EWGF... some good stuff in there (shame about Analquin's
posts). If EWGF was that avoidable, and LD can be defeated that easily,
you'd figure everyone wouldn't be rating Mishima's Top Tier anymore.
Fact of the matter is, that LD OWNS you. The minute you let your
opponent LD, you are always on the defensive, no matter what. The d/f+4
is 14 frames and EWGF will eat it. The 4 is 10 frames, but it is high...
LD will go under it. I suppose I just suck at WD... cancel in to WS
moves is an alternative. Use WD cancel to d/f+4,4. Safer. Ok, not
overrated, but not invincible. Not invincible but very close to it.
Once you get into LD its almost impossible to beat him out of it. Best
is again to stay in defensive mode and guess.
------------
From: DayFul
------------
Well, I've lost count of the amount of times Rev has said a turtling
Chang is the most difficult to beat. You can beat out EWGF with a 4,
bitch timing, but it can be done. BTW should be able to get the FAQ to
you tonight it's best to look through my stuff first before sorting out
the format.
bluu, Julia can cancel her SS at any time with 1~2,1, 1~1,1 etc. That's
one MAJOR advantage she has over Michelle she is far less vunerable when
she SS, Michelle has to cancel her SS then use 1.
----------
From: bluu
----------
I've found out that with Kaz the clean hit d/f+2 does 31 pts damage,
better than d/f+4,4 which does 28 pts damage.
----------------------------
From: new_blood (a.k.a. Cel)
----------------------------
Night:
As for the b+3, when used while Julia is standing, I see it as too slow
and a good opponent will be able to Low Parry/block it immediately. IMO
can be good for Okizeme purposes, as it also brings you to FC position
(just makes sure your opponent won't Tech Roll and block the b+3). Yeah,
that is the problem using d+1 after a blocked f,f+1. Julia could Parry
your d+1, leaving you open. I guess this is where the real mind
games begin; I think when you expect her to input a d/f or d+1+3_d+2+4,
do a fast mid attack like a d/f+1 to stop any intitiative.
bluu:
Yeah, backdashing is good to make those elbows whiff, as long as you got
the proper distance (I think you should be one jump away as you backdash
in order to make f,f+1 whiff. The problem is just me (I have a bad habit
of backdashing too often, so when this habit starts I eat a lot of f,f+1
and WGFs) so I said in my previous post not to be backdash happy. Thanks
for the tip about mist step WGF after a manual Low Parry. I thought that
would never work.
--------------
From: Analquin
--------------
Note from author (orignally):
Devil_Jin here. I decided to post Analquin's "strat" because put
bluntly, he's a fucking idiot and has little clue as to what he's
talking about, and I just wanted you to see his laughable excuse for
"strategy". I'm sure anyone who knows him wholeheartdely agrees with my
decision.
So for your amusement, here's his "strategy", in its unedited, unaltered
format. His dialect is totally baffling. Now, I am telling you now:
DO NOT TAKE HIS ADVICE. He really is an idiot.
8/3/01 - D_J here again. I can't stop laughing at how badly Annaquin
had us fooled with his "strategy". Goddamn, what a masterpiece
*****
Dayfull: you think that you can beat a WDer just like a turling mode.
Let me explain you why Kazuya is 1000 more dangerous than Jin when he
WD. First a way to wd is really safe with Kaz is jsut f,f,N ( which is
finnaly not a WD but a dash forward cancel into standing guard ). After
that smatarss motion the N will be counted as neutral so the guard is
active BUT Kazuya is a Killer too way powerfull because If everybody
attack on this neutral guard d/f+2 will generate a WGF in pure 12 frame.
Guess what happen, Kaz can just turle in front of you with ff,N all the
day and Julia can't even side step without to fly. That why Michelle is
better than Julia in compet I think. Second thing: If the guy WD with a
correct motion f,qcf,b,f... Kaz will include a fucking Sidestep randomly
and when double it with a normal side step you are fucked. And now the
WGF and hell come out from any WD motion as TP.
Third thing: The fucking side step is something to focus on, if Kazu do
f,n,f,n,f the smartass will turnaroud out on your right and receive any
moves from you by WGF+juggle. If he does f,N,f,N,f,N he will turn around
on your left and now WGF,WGF,u/f+4,(4),4,4 become a joke to do.
So the best advise I can give you is side step right block as fast as
you can and abuse 2+3 and d,d/f+1,DB+1,u/b,b. But may be dayfull you can
use the Kick game of Julia to piss of Kazuya :-). MGAHAHAHAHAHAHA
*****
------------
From: DayFul
------------
Analquin, you can SS a WGF, also did you know that a 10 frame standing 4
can interupt a WGF or EWGF when timed correctly even a 1 can as well
(the timing is MUCH harder though becuase of the hit area). BTW,
Analquin you are crap LOL shame I can't go to Euro 3, SS+3... LOL
considering the Laser Cannon crap you fell for (D_J: I CAN'T FUCKING
BELIEVE WE FELL FOR THIS SHIT! HAHAHAHAA!). I think you need to
realize you have been humiliated. And as we have established Julia can
use d/f+4 with the correct distance. O I LOVE abusing d/f+4 against
Michelle players who try to abuse elbows they go fucking nuts.
-------------------------------------------
From: bluu (in response to Analquin's post)
-------------------------------------------
OH MY FUCKING GOD!!!!! JUST KILL ME!!!! KILL MEEEE!!! JUST K.I.L.L
ME!!!! (D_J: OMFG... HAHAHHAHAHAAHAHAAHAAAAHAH)
------------
From: DayFul
------------
Jesus, I know bluu. WTF is f,f,n? Does Julia have a D/B+1 move? Julia
has a backflip... damn I've got so much to learn about Julia I suck. Sod
it he's gayed up another thread with his twisted logic. I can't take him
seriously anymore I thought he would at least be decent i'd piss all
over him and his Michelle/Anna team, d/f+3+4,d+4,1 isn't that the
pinacle of skill?
=======================================================================1
7. Upcoming FAQs #####################################################
=======================================================================
Tekken Tag Tournament Baek Doo San FAQ - To Be Announced
Tekken Tag Tournament Lee Chaolan FAQ - To Be Announced
That's all for now...
=======================================================================
17. Review Of Versus Book's TTT Perfect Guide #########################
=======================================================================
Being a big fan of the Tekken 3 Ultimate Guide (and Versus Books
products in general), as well as being one of the more rabid fans that's
been waiting for this for like months, I went over to my local
Electronics Boutique and picked up the TTT Perfect Guide for a bargain
of 12.72$ (they were on sale I assume). I was already well-aware of the
cut text that was in the original version, but I picked it up anyways.
There were about four of 'em there, all stacked up next to the Prima TTT
book, which I read as well (and laughed pretty hard doing so). Giving
my opinion, I'll tell you about some of it...
Presentation - 8/10
Very nice job on the front cover. The poster is also kick ass, and just
happens to be of my favorite part in the intro ^_^. I was a little
dismayed at the back cover... no text to describe the guide, just a few
pics and their two-word description. But overall, very good.
Strategy - 5/10
What the fuck happened? True to tragic's words, this thing was the
incarnation of "rush job". TWO, yes, two, pages of strategy per
character, when the original promise was a whopping 14. Due to time
constraints and lackluster work ethic, 90% of the strat was cut. The
guide runs at 140 pages, out of what was supposed to be 400. But as it
is, the strategy that is there is very good, and focuses on the
character's best moves and such. A few omissions simply baffled me...
there was NO strat for several of the character's key moves (i.e.,
Yoshi's f,f+4, Kazuya's WS+1,2, Hei's EWGF, Lee's Infinity Kick links,
etc.) and there were several mentions of the Wavedash... yet NO
explanation as to what it was or how to do it. I hate publishers. Yes
I do. I am most certainly mailing
[email protected] and bitching my fool
head off. They even had a disclaimer on the inside cover explaining how
Empire 21 (the publisher) was IN NO WAY RESPONSIBLE for the cut text!
Well, that was noble of them (fucking pricks).
Combos - 3/10
My God. I am telling you now, you will find about 20 combos in this
entire guide, compared to the 20+ PER CHARACTER in the Tekken 3 guide.
Most per character is three to four, least per char... NONE (Kuni, I
feel for ya). Ouchies. That Bob/Jin Tag combo is sick, though. How
did this happen? Even with Castel as Combo Editor too... Jesus H!
Screenshots - 9/10
Excellent quality guys, good job.
Basics Section - 10/10
IMHO the best part about the guide. The basics are explained so in-
depth, it makes you wonder what the hell happened to the rest of the
book...
Secrets Section - 0/10
WHAT IN THE FUCK IS _THIS_? It tells you on the back "EVERY SECRET" in
big-ass, bold lettering. Yet, you will not find a secret mentioned
ANYWHERE in here. What in the hell? I mean, I do know them all
anyways, but how about throwing those non-Internet players a fucking
bone, right?
OVERALL - 6.5/10
Ok, ok, it wasn't THAT bad. It definitely reads like a more
sophisticated book with REAL strategy as opposed to the VS Book Tekken 3
guide's whack strat ("Hwoarang's Sky Rocket is a no-risk attack."...
HAHHAHAHAHA), but at the same time, you can FEEL the rush-job vibes
pouring off of the damn thing. It truly is tragic (no pun intended)
about the outcome of what was touted as the biggest, baddest, best
strategy guide for a game in existence. But it is at least a good book
for those just starting or are at the intermediate/beginner stage of
learning. But for us experienced players, this is a big letdown.
Please though... PLEASE do not slack off next time guys... PLEASE!!!
=======================================================================
19. All About Me ######################################################
=======================================================================
Well, you've read through these 100+ pages of my FAQ, so it's only fair
I tell you about myself, of course.
My real name is Mark Campbell. I'm 17 and a senior in High School. I
live in Brewster, NY, about an hour north from New York City. My
favorite music is mostly punk rock, and my favorite bands are blink-182,
NOFX (the greatest punk band ever!), Nirvana, Green Day, The Ataris,
Lagwagon, and Sum 41 (notice most of them are California bands... jeez,
they got everthing there!), although I like anything that's got a sick
beat. I'm in a punk rock band called Alien-8 with three of my friends.
I play guitar (with a sweet Fender Stratocaster, and a Seymour Duncan
pickup). I think I'm not too bad so far (I can play all of my favorite
songs and a few others) for only playing a year or so. I have like
three younger brothers (Chris, Connor, Steve) and a little sister too
(Sarah). Every now and then I have a girlfriend... but at the moment,
I'm blissfully single, which means I can stare at any sexy beeyatch I
want, thank God (lol). I started playing video games when I was 6
(Super Mario Bros., of course), and first played Tekken 1 when it came
out for Sony PlayStation in 1994 (I'm pretty sure it was 1994...) and
was hooked. I bought Tekken 2 and 3 the day they came out, and just
recently picked up Tekken 1 for the nostalgia factor. I didn't get
really serious about Tekken play until about 5-6 months ago, when I
became one of the earlier members of the Tekken Zaibatsu (started
January 17, only about two weeks after the forum was set up). On
November 10, 2000, I recieved my PS2 and TTT, which has become my
favorite game for a while. Ever since then, I've been sharing my info
and strategy to other Tekken players (and flaming the scrubs that
populate 80% of the Tekken Zaibatsu Forums these days...), and here you
are, at the pinnacle of my Kazuya skills. For the time being, at least.
=======================================================================
20. In Conclusion... ##################################################
=======================================================================
Well, it's been a while, hasn't it? The first version of my FAQ came
out in about February 2000, where I was a smart-ass little scrub that
got flamed like a hundred times a day from my mentor, Reverend C., with
his 30-inch male organ and general bad attitude that everyone knows and
loves these days. Thank God I've seen the light. And here it is, the
end of August 2001, and it's fucking finally FINISHED! Totally, no more
updates. I don't give a shit anymore, I want my fuckin' life back!
Woo-hoo. I hope this FAQ helped you out and guided you into becoming a
good Kazuya player. Keep on the look out for more FAQs from me
sometime. Until then, pEaCe OuT.
~fini~