GiantDojoALPHAv0.01
Kazuya

Kazuya

Kazuya - mishima/damage. Tools include i16 launcher, CH-launch low.

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Key Moves

df+2

Homing counterhit launcher. Slightly unsafe on block so use it alongside a proper read on your opponent.

f+4

Good button for pressure up close and at the wall. While the advantage is not huge, it feels like and you can often overextend after it. If the opponent likes to step or challenge it, use df+2 to condition them to stand still.

db+4

A low poke that leads to pressure similar to f+4.

d+1+2

Useful low against opponents that try to stop your offense with high attacks or power crushes.

fthenf+3

Strong mid launcher to compliment Kazuya's mixups. Very useful after Heat Engager or in okizeme.

fthenf+4

Counterhit launcher that hits grounded opponents.

fthennthendthendf+4then1

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

fthennthendthendf+1+2

Pressure tool with great range.

EWGF

A high launching attack with many applications in the neutral It's important for punishment, but can be used for approach and as a keepout button. Don't neglect it.

Overview

TBD

Strengths

TBD

Weaknesses

TBD

Game Plan

TBD

Heat

TBD

Defense

TBD

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints; the sections below are pulled straight from this character’s frame data so you can drill specific punishes.

Punish on block

Launch on block (-15 or worse, use your i15 launcher):

  • f,n,d,DF+4 -23 on block (low)
  • DVK.db+3+4 -19 on block (low)
  • ws2 -18 on block
  • R.df+1+2 -18 on block
  • d+3 -17 on block (low)
  • hFC.3 -17 on block (low)

Standing string punish (-14 to -13, df+2 / i14 launcher):

  • H.2+3 -14 on block
  • d+1+2 -14c on block
  • 1+2 -13 on block
  • f+3 -13 on block
  • uf,n,4 -13 on block
  • DVK.OTG.db+1+2 -13~-8 on block

Jab punish (-12 to -10, fast string starter):

  • f+2 -12 on block
  • df+2 -12 on block
  • db+3 -12c on block
  • db+4 -12 on block
  • ub+1 -12 on block
  • uf+2 -12 on block

Duck these highs

Every high in Tekken loses to a crouch, but these are the ones worth committing to:

  • f,n,d,df+2 (i11, high, -10 on block, launcher)
  • f,n,d,df#2 (i11, high, +5 on block, launcher)

Step their linear strings

The data doesn’t flag specific step weaknesses for Kazuya. As a default, sidestep-left against right-hand attacks (2, df+2 style) and sidestep-right against left-hand attacks; their homing moves (if any) are listed under Key Moves.

General notes

  • Block low and wait. Lows in the data without a CH launch (above) give frames but no combo.

Stance handling

Kazuya threatens these named stances. Each block shows the launcher, mid, low, and any options that are negative enough to punish on block.

DVK (10 moves):

  • Launcher: DVK.SS.2 (i17, mid, -15 on block, launcher)
  • Mid threat: DVK.1+4 (i21, mid, -9 on block)
  • Low option: DVK.db+3+4 (i24, low, -19 on block)
  • Punishable on block: DVK.db+3+4 (i24, low, -19 on block); DVK.f,n,d,df+1 (i20, mid, -16 on block); DVK.SS.2 (i17, mid, -15 on block, launcher)