Overview
TBD
Strengths
TBD
Weaknesses
TBD
Game Plan
TBD
Defense
TBD
Punish guide
TBD
Homing counterhit launcher; slightly unsafe on block, so use it with a proper read.
Pressure button up close and at the wall. The advantage isn't huge but feels generous, so opponents often eat overextensions; if they step or challenge, condition with df+2 to keep them still.
Low poke that leads to pressure similar to f+4.
Low against opponents trying to interrupt offense with high attacks or power crushes.
Strong mid launcher that complements Kazuya's mixups. Very useful after a Heat Engager or in okizeme.
Counterhit launcher that hits grounded opponents.
Risky low that knocks down into strong okizeme; cornerstone of Kazuya's mixup game.
Pressure tool with great range.
High launching attack with deep neutral applications. Important for punishment, but also great for approach and as a keepout button; don't neglect it.
TBD
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TBD