ALPHAv0.04
Kazuya

Kazuya

Waits for the smallest mistake, then EWGF and hellsweep turn it into a round ending 50/50.

PunishmentMishimaMix-upOki i

Key Moves

df+2

Homing counterhit launcher; slightly unsafe on block, so use it with a proper read.

f+4

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.

db+4

Low poke that leads to pressure similar to f+4.

d+1+2

Low against opponents trying to interrupt offense with high attacks or power crushes.

fthenf+3

Strong mid launcher that complements Kazuya's mixups. Very useful after a Heat Engager or in okizeme.

fthenf+4

Counterhit launcher that hits grounded opponents.

fthennthendthendf+4then1

Risky low that knocks down into strong okizeme; cornerstone of Kazuya's mixup game.

fthennthendthendf+1+2

Pressure tool with great range.

EWGF

High launching attack with deep neutral applications. Important for punishment, but also great for approach and as a keepout button; don't neglect it.

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Defense

TBD

Punish guide

TBD