
kazuya
kazuya Tekken 8 Season 3 Guide


Introduction
Kazuya Mishima is a simple but HIGHLY effective execution 50/50 vortex oki high damage character that excels in mixups with his wavedash ability that teaches you Mishima-style gameplay
Kazuya's space control, movement, timing, and punishment are what set him apart from the cast, since any correct defensive read you get will end up in a knockdown into mix or high damage into mix situation to streamroll
Kazuya can be difficult to be really consistent with; however, he can be really threatening and rewarding with his pressure and vortex if you like the rush-down mix with some execution playstyle
Strengths
- Highly consistent for all levels of play (the most consistent version of kazuya)
- Strong 50/50 OKI VORTEX character, you always have a chance of winning and always a big reward if you guess correctly
- So many mids to fit any situation (DB1,2, F4, f,n,d,df+1+2, DF4, WS3, B2, FC df+3+4, 1+2, FF2, FF3, WS1+2). Like honestly, character has so many mids to choose from lol
- Contender for the best punishment in the game (Twin pistons, EWGF, db1,2,)
- Stature Kick (DB4), we don't need to explain this one lol
- Average movement with a small hitbox
Weaknesses
- Lacks an easier launcher to punish -15 or more, so you need the execution to use EWGF( f,n,d,df:2)
- Unorthodox style of poking to challenge close-range interactions (his jab range isn't good, and his df1 isn't a 13f)
- Kazuya doesn't really have big flaws in this current version of the game
Heat System
- Kazuya's Heat Mode gives him access to stronger versions of his already existing moves. Extensions such as DVK 1,1,2,F sideswitch and does33 dmg. DVK 1,1,2,D is also 33 dmg but stays on the same side. DVK FF2 extension (when it lands) and new moves in general, such as DVK F,N,D,DF3 (Plus 6 on block high that has a lot of active frames). Devil stomp (DVK DB3+4), if it lands, you are granted a mix-up when you input DF after it, and you can pick from hellsweep, f,n,d,df+1+2, DF3, WS4, WS3, and UF3. And best of all is his low heat smash that triggers stage hazards (minus 14), so it can be used as a safer hellsweep
Top 10 Moves
Punishers
Standing
Kazuya's best vortex starter move
An alternative, if you want to leave the opponent left standing and be plus 4 in their face
A wallsplatting hit confirmable high mid that does 30 damage
25 damage mid mid that knocks down and can possibly lead into a FF2 follow-up if the opponent gets up wrong
If you don't wanna use "db1,2", this move is hit-confirmable. 0 on hit (the first hit is plus 2)
Heat engaging mid mid that's 30 damage that wallsplats
Plus 5 homing mid that leaves the opponent standing
Even though you can launch at i13, it's pretty unrealistic. However, at i14, with enough practice,,you can launch moves at -14 pretty consistently
Duh
If you don't have the execution to perform EWGF, this is a safer alternative since it grants two follow-ups ("F,F+4" for oki or "D3+4" for damage
Crouching
Crouch jab that's plus 6 on hit
Not hit confirmable, but the first hit is plus 8 on hit, so you play off frames, and if you finish it, it's 0 on hit, so there's possible mind games
Fast WS launcher. However, Kazuya has short range, so beware of spaced-out lows. Also really good to use to punish strings that have fast recovery
Mostly used for stagger lows but can be used to punish strings
Whiff punishers
Best reward to whiff punish anything that doesn't recover in crouch
Not the best choice, but something solid for far-range punishes
Risky since it's -19 and not hit confirmable, but if you're confident, you can use this to whiff punish.
Safer option since it's -9. It's also a heat engager if it lands
If you can't ewgf(lol), this is another solid option to use since it's i17 and also a homing heat engager