GiantDojoALPHAv0.01
Kazuya

Kazuya

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

mishimadamage
17 / 17 combos

Combos

Starter

Most Important

  • EWGF (fthennthendthendf+2)EWGF(short dash) b+2,2df+1,df+2 T!b+2,2,1+2
  • fthenf+3f,n,d,df+1+2 T!(1,2),4,3(short dash) b+2,2,1+2
  • CH fthenf+4df+3,2,1 (hold) T!b+2,2,1+2
  • WSthen1then2ws+1+2b+2,2b+2,2,1+2

More Combos

  • CH d+1+2ws+1+2b+2,2df+1,df+2 T!b+2,2,1+2
  • CH (1then2then4)then3f,n,d,df+1+2 T!(1,2),4,3(short dash) b+2,2,1+2
  • CH (df+1)thendf+2EWGF(short dash) b+2,2df+1,df+2 T!b+2,2,1+2
  • CH (2)then2(dash) df+3,2,1 T!b+2,2,1+2
  • heat on b+4~FEWGFEWGFb+2,2df+1,2 T!b+2,2,1+2
  • heat on sidestep 2u+1+2(dash) df+3,2,1 T!b+2,2,1+2

Wall Combos

  • df+3+4,1,2
  • b+2,4df+2

Wall Carry

  • It's worth learning the 3,1,DF cancel into df+1,4 for wall carry when close to the wall, you can use df+1,4 or b+3,1

With Tornado

  • df+1,df+2 T!df+3+4,1,2
  • f,n,d,df+1+2 T!b+2,4df+2

Heat Burst Ender

  • After 1,2,4,3 you can activate Heat for more wall carry ending the combo with heat dash will allow for a f,n,d,df+1+2

Wall / Floor Break

  • End with f,f,f+3 to break walls and db+2 or f+4 for floor break

Key Moves

  • 1Fast attack to start offense and check situations. 1,1 can be used for poking and hit confirm into 1,1,2.
  • df+2Homing counterhit launcher. Slightly unsafe on block so use it alongside a proper read on your opponent.
  • f+4Good 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+4A low poke that leads to pressure similar to f+4.
  • d+1+2Useful low against opponents that try to stop your offense with high attacks or power crushes.
  • fthenf+3Strong mid launcher to compliment Kazuya's mixups. Very useful after Heat Engager or in okizeme.
  • fthenf+4Counterhit launcher that hits grounded opponents.
  • fthennthendthendf+4then1Risky low that knocks down into a strong okizeme. It's the cornerstone of Kazuya's mixup game.
  • fthennthendthendf+1+2Pressure tool with great range.
  • EWGFA 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.

Heat Engagers

  • fthenf+2Long range attack you can use for approach and control the midrange space.
  • db+1then2Mostly useful for punishment and okizeme. The heat dash situation allows you to safely block confirm this move.
  • df+1then2Useful for punishing and extending combos.
  • b+1+2Safe mid heat engager that is slightly evasive.
  • b+4High heat engager with Homing properties.

Command Grabs

  • fthenf+1+21+2 escape
  • FC db+1+21+2 escape

Block Punishers

StartupStandingCrouching
101then1then2 1then2then2FC d+1
11b+1then2WSthen4then4
121+2
13db+1then2 (heat)WSthen1then2
14df+2 (range)
15EWGF df+1then4
16WSthen2

Suggested Whiff Punishers

  • 1then1then2
  • fthenf+2
  • EWGF

Guaranteed Follow-ups

  • df+1then4fthenf+4 ― [ 4~3 ]
  • FC df+3+4fthenf+4
  • sidestep 1+2fthenf+4
  • CH 4fthenf+4
  • CH f+4fthenf+4
  • CH db+2fthenf+4
  • CH ws+1+2fthenf+4
  • CH (3then1)then4fthenf+4
  • heat on db+1then2~Fuf+4then4then4then4 NEW

Defensive Options

  • f+1+2Has punch parry properties
  • f+2Power crush
  • heat on 1+4Power crush

Matchup Punishment

  • SlideWSthen1+2 float
  • Asuka's b+3f+3
  • Kazuya db+1,2f+3 ― fthenf+2
  • Ling RDS f+3+4,3+41then2then4then3
  • Ling AOP 3+4WSthen1+2 float
  • evade Leo's b+1,4...
  • Paul's Deathfistf+3
  • Demoman (3rd hit)f+3 ― b+4
  • Alisa's b+3+4,(3+4)b+2then4 before 2nd hit
  • Claudio's f+2,2fthenf+2 (long dash)
  • Kuma's f,f+2f+3
  • Heihachi's f,f+2df+2
  • Jack's d+1+2...
  • Jack's df+1,2,1,2f+3 ― b+4
  • King's JGS 4WSthen4 float