kazuyakazuya Tekken 8 Season 3 Guide


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Last updated Aug 05, 2026, Game version 3.01.01
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
hi10+1 oB+8 oH
hi11~12+5 oB+39a (+29) oH
Li20-12 oB+4 oH+17g oCH
Li19~20-12c oB-1 oH+7c oCH
mi13~14-9 oB+2 oH
mi11~12-3 oB+8 oH
Li16-23 oB-3c oH+20a oCH
mi20-3c oB+46a oH
mi24+5 oB+25a (+15) oH
mi13-9 oB+8 oH+24a oCH
Punishers
Standing
i10f 1,1,2 (Kazuya's best vortex starter move)
i10f 1,2,2 (An alternative, if you want to leave the opponent left standing and be plus 4 in their face)
i11f B+1,2 (A wallsplatting hit confirmable high mid that does 30 damage)
i12f 1+2 (25 damage mid mid that knocks down and can possibly lead into a FF2 follow-up if the opponent gets up wrong)
i13f DF4,4 (If you don't wanna use "db1,2", this move is hit-confirmable. 0 on hit (the first hit is plus 2))
i13f Db1,2 (Heat engaging mid mid that's 30 damage that wallsplats)
I14f DF+2 (Plus 5 homing mid that leaves the opponent standing)
i14f EWGF (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)
I15f EWGF ( Duh)
i15f DF+1,4 (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
i10f FC D+1 (Crouch jab that's plus 6 on hit)
i11f WS 4,4 (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)
i13f WS1,2 (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)
i16f WS+2 (Mostly used for stagger lows but can be used to punish strings )
Whiff punishers
EWGF (Best reward to whiff punish anything that doesn't recover in crouch )
f+3 (Not the best choice, but something solid for far-range punishes )
db1,2 (Risky since it's -19 and not hit confirmable, but if you're confident, you can use this to whiff punish.)
FF2 (Safer option since it's -9. It's also a heat engager if it lands)
B+4 (If you can't ewgf(lol), this is another solid option to use since it's i17 and also a homing heat engager)
Combos
EWGF→ EWGF → microdash → 3,1,DF1+2 → SS4,1 → dash → B2,2,1+2 (damage ender) (replace the ender with electric for oki)
WS1+2 (delay timing to this) → B2,2 → DF1,DF2 → T! → SS4,1 → DASH → B2,2,1+2
WS1+2 → B2,2 → DF1, DF2 T! → DASH → SS4,1 → DF1,DF2
(1,2), 4,3 →microdash → DF1,DF2 → T! → SS4,1 → microdash → B2,2,1+2
Dash → EWGF → b2,2 → DF1,DF2 → T! → SS4,1 → EWGF
WS1+2 → B2,2 → DF1,DF2 → T! → SS4,1 → microdash → B2,2,1+2
PEWGF → EWGF → microdash → 3,1,DF1+2 → SS4,1 → B2,2,1+2
Beginner Combos
3,1,4 → DF1,DF2 → T! → 3,1 DF(hold) 3
Cd 1+2 → T! → (1,2),4,3 → shortdash → b+2,2,1+2
DF3,2,1 → T! → SS4,1→ B2,2,1+2
WS1+2 → B2,2 → DF1,DF2 → 3,1,DF(hold) → 3
Combo Enders
Wall Combos
Normal
b+2,4 → df+2
With tornado
df+1,df+2 → T! → df+3+4, 1,2
f,n,d,df+1+2 → b2,4 → df+2
Small Combos
FF+4(oki)
4~3
d3+4(dmg)
FF+4
FF+4, however, you can get hellsweep if you got it like that, be careful of the spacing tho
UF4,4,4,4, even though this heatdash follow-up has gotten nerfed, it's still possible to do if you're near the wall
If the "1" hits on counter hit, you get "DB1,2"
Notable Moves
mi14-8 oB+4 oH
mi19~20+4c oB+7c oH+31d oCH
mi21-5 oB+20a(+11) oH
mi23-11c oB+11a oH
mi16-9 oB+13c oH
mi15~16-7 oB+9 oH
Li23-14c oB+3c oH+27a oCH
mi19-9 oB+17(+9) oH
Mi17~18-9 oB+5 oH+29a(+23) oCH
Panic Moves
mi14-12 oB+5 oH+59a oCH
Mi21~31-9 oB+3a oH
Li23-14c oB+3c oH+27a oCH
Frame Traps
Knowledge Checks
h, h, L, mi10-2 oB+24a (+15) oH+69a oCH
m, hi18~19-7 oB+15g oH+13c oCH
m, m, mi18~19-14 oB+8a (-1) oH+25 oCH
m, mi15~16-8 oB+18cg oH+32a (+22) oCH
Defensive tips
key moves to step/walk
Electric: SSL or SSL duck. Hellsweep: SWL. FF3: SSL. FF2: It’s possible to go SSL, but I find going SSR/SWR is much easier. However, his other key moves can hit you 1,1: SWR CD1+2: SWL Db1,2: -SWLDon't be scared to stay on the ground
If Kazuya is always trying to go for a mix on your wake-up from the floor, it's not a bad option to stay on the floor and possibly wake up and punish right after, cause this forces a layer from the Kazuya player to think when he uses his oki.Take the space
Kazuya lacks tools to fight at range 0, so if you consistently put him in those situations to play small poke interactions to control him, it would force him to move a lot more, allowing you to place homing buttons or bigger moves. However, be careful to throw jabs sometimes, cause EWGF can high-crushTiming (EWGF)
This is more of an experience skill that gets developed over time, but knowing when Mishimas use electric can help you win a lot more, cause not only are you punishing them for it, it will also make them feel scared to keep doing it, so you won't always have a fear of a launcher coming outDefensive Move Handling
EWGF
mi20-3c oB+46a oH
mi16-9 oB+13c oH
Hellsweep
mi24+5 oB+25a (+15) oH
Li20-12 oB+4 oH+17g oCH