Tekken 5
Kazuya FAQ
Version 1.00 completed 6/09/05

By MHamlim
e-mail: cmhamlin@mchsi.com

Table of Contents
=================

1. Copyright Info
2. Version History
3. Button Conventions
4. Move List
5. Move Analysis
6. Credits

=================

1. Copyright Info

This document is protected by copyright, Mike Hamlin 2005. There is no illegal 
reproduction or distribution of this document at any time or place in this or 
any other universe. So there.

=================

2. Version History

v1.00 - First version. 6/09/05

=================

3. Button Conventions

Following are the common conventions that are used to refer to buttons and 
button motions. Most Tekken players are familiar with them; if you are not, 
check them out now or you will not understand how to do any of the moves.

f- tap forward
b- tap backward
u- tap up
d- tap down
F- hold forward
B- hold backward
U- hold up
D- hold down
N- pad in neutral position
/- press between arrows
1- left punch
2- right punch
3- left kick
4- right kick
+- press buttons simultaneously
~- press buttons quickly
*- hold the button down
:- just frame, requires precise timing
>- button press can be delayed
_- moves are interchangeable
=- move is an add-on to the move above with lesser indent
QCF- Quarter Circle Forward (d,d/f,f)
QCB- Quarter Circle Backward (d,d/b,b)
HCF- Half Circle Forward (b,d/b,d,d/f,f)
HCB- Half Circle Backward (f,d/f,d,d/b,b)
SS- during sidestep
SSR- during right sidestep
SSL- during left sidestep
WR- while rising from crouch
WC- while fully crouched
BT- back is turned
CH- counter hit
CL- clean hit

Hit levels
h- High level. Blocked by standing or avoided by ducking.
m- Mid level. Blocked by standing. Can hit ducking opponent.
l- Low level. Blocked by crouching.
sm- Special mid level. Hits mid but can be blocked by ducking.
!- Unblockable.

==============================================================================

4. Move List

This list shows all of Kazuya's moves, how to do them, their damage, and any 
special properties. A star in the property column indicates a special property 
that move has; check for the move name in the property list to see that move's 
property.

Name                        Command       Damage           Property

Flash Punch Combo           1,1>2         hhm/5,6,11
Demon Slayer                1>2,2         hhh/5,8,12
Twin Fang Stature Smash     1>2>4         hhl/5,8,10
Demon Backhand Spin         2,2           hh/10,12
Front Kick to Jab           3,1           hh/18,5
Demon Scissors              4~3           m/25             *
Soul Thrust                 f+2           m/30
Right Splits Kick           f+4           m/27             *
Glorious Demon God Fist     f+1+2         m/25
Soul Annihilator            f+1+2,f+2     mm/25,18
Entrails Smash              d/f+1         m/15
 =Slaughter Hook            2             m/17
 =Slaughter High Kick       4             h/15
 =Devastator                f+2           m/18
Abolishing Fist             d/f+2         m/21             *
Impaling Knee               d/f+3         m/17             *
Tsunami Kick                d/f+4,4       mm/10,18
Lion Slayer                 d/b+2         m/23
Sliding Low Kick            d/b+3         l/12
Stature Smash               d/b+4         l/19
Skull Splitter              b+1           m/18             *
Rampaging Demon             b+2,4>1       mhm/12,12,22
Demon's Wrath               b+3,1,4,1     hhlm/17,10,12,17
Roundhouse                  b+4           h/18             *
Lightning Uppercut          b+1+4         !/40
Lightning Screw Uppercut    B+1+4         !/80
Searing Edge                u/f+3         m/25
Rising Sun                  u_u/f+4,4,4,4 mllm/25,15,12,25
Demon Cutter                f,f+2         m/23
Left Splits Kick            f,f+3         m/25
Spinning Backfist           b,b+2         h/25             *
Mist Step                   f,N           -                *
Rising Uppercut             f,N,d,d/f+2   h/23
Electric Wind God Fist      f,N~d~d/f+2   h/25             *
Dragon Uppercut             f,N,d,d/f+1   m/29             *
 =Middle Kick               3             m/20
 =Spinning Demon            4             l/12
Hell Lancer                 f,N,d,d/f+3   h/35
Spinning Demon              f,N,d,d/f+4,4 ll/12,12         *
JF Spinning Demon           f,N,d,d/f+4:4 ll/12,12
Spinning Demon to Left Hook f,N,d,d/f+4,1 lm/12,25
Leaping Sidekick            f,f,f+3       m/30
Demon God Fist              WR,2          m/25             *
Twin Pistons                WR,1,2        mm/10,15
Tsunami Kick                WR,4,4        mm/13,18         *
Tombstone Crusher           WC,d/f+3+4    sm/23
Jaw Breaker                 SS,1+2        h/18
Oni Stomp                   d+4           l/21             *
====

Throws

Name               Command        Damage Position Escape Property

Double Face Kick   1+3            35     Front    1
Hip Throw          2+4            35     Front    2
Steel Pedal Drop   1+3_2+4        40     Left     1
Skull Smash        1+3_2+4        40     Right    2
Reverse Neck Throw 1+3_2+4        50     Back     None
Stone Head         f,f+1+2        35     Front    1+2    *
Ultimate Tackle    d/b+1+2        5      Any      2      *
 =Ultimate Punch   1,2,1,2,1      5 each -        1_2    *
Gates of Hell      WC,d/f,D/F+1+2 40     Front    1+2
====

10 hit combos

f,f,N,2,1,2,2,3,4,4,1,2,1- 93 damage
f,f,N,2,1,2,2,3,4,4,3,2,1- 110 damage
f,f,N,2,1,4,4,2,4,3,2,1- 104 damage

Move Properties

Demon Scissors: Use u/f+3~4 for the slightly faster version.
Right Splits Kick: Floors opponent on CH.
Abolishing Fist: 27 damage on CL. Stuns on CH.
Impaling Knee: Stuns on CH.
Skull Splitter: Floors opponent on CH.
Roundhouse: Stuns on CH.
Spinning Backfist: Stuns on CH.
Mist Step: d/f to cancel into crouch dash. Moves coming out of a crouch dash 
can be executed with f,N,d/f.
Electric Wind God Fist: Compared to Rising Uppercut, the EWGF comes out 
faster, recovers faster, and pushes back on a block.
Dragon Uppercut: 43 damage on CL.
Spinning Demon: First sweep is 18 damage on CL and floors opponent. If second 
sweep is used, first sweep always floors and causes 15 damage.
Demon God Fist: Stuns on close impact.
Tsunami Kick: Can also be executed with f,N,d,d/f,F+4,4.
Oni Stomp: Only when opponent is grounded.
Stone Head: Tech roll possible.
Ultimate Tackle: Reversal possible with 1+2 right when your back touches the 
ground.
Ultimate punch: 1 to escape right punch, 2 to escape left punch. Punches can 
flow in several possibilities: 1,2,1,2,1 or 2,1,2,1,2 or 1,2,1,1,2 or 
2,1,2,2,1.

==============================================================================

5. Move Analysis

Flash Punch Combo
=================

Command: 1,1>2

What's nice about this move is that it has no guard point and it causes a 
power wall stun when your opponent is next to a wall. As long as you don't 
delay anything, all three hits will strike the opponent. If you throw it out 
and start connecting, don't delay. If the enemy is blocking, don't add the 2, 
otherwise you'll be in trouble. The 1,1 alone is a nice poking move.

Twin Fang Stature Smash
=======================

Command: 1>2>4

Two highs followed by a quick low. Throw this out and the low will almost 
always hit the enemy. Of course, if you abuse this, they will block it every 
time. What's better is that it has no guard point, so you can tack on more 
damage if the 1,2 connects also.

Twin Pistons
============

Command: WR,1,2

No guard point and it juggles. Kazuya is the master of WR because if the 
opponent throws or uses a high attack, you can duck and retaliate with some 
killer moves. One of them is this nice juggle starter which causes decent 
damage in its own right. Follow up with a f+2 for big damage.

Abolishing Fist
===============

Command: d/f+2

This is a quick mid attack that's great to start off a match with. It has 
slightly lagging recovery so it is punishable by faster attacks. However, it 
causes a lot of damage and stuns the enemy on CH. One tactic is to throw out 
the d/f+2 and have the enemy block it and then immediately use it again when 
they try to retaliate. After you stun the enemy, follow up with 3,1, and then 
d/f+1,f+2 to take off about half of your opponent's life.

Glorious Demon God Fist
=======================

Command: f+1+2

It's slow but is has nice range and it will always stun your enemy on a hit. 
If the enemy blocks it, throw in the f+2 to push them back. I can guarantee 
that you won't land hits with this often but it's great for a sidestep-happy 
enemy. If you do connect, follow up with u+4,4,4,4 for a VERY damaging combo.

Spinning Demon
==============

Command: f,N,d,d/f+4,4
         f,N,d/f+4,4

Using the Mist Step, this low attack can come out very quickly, meaning most 
human players will get it by it. Notice that as long as you use the second 4, 
the first sweep will connect and floor the opponent, regardless of the range. 
The JF version prevents block stun for the first sweep and allows you to 
juggle after the second hits. This is also a great move to use for an opponent 
trying to get up. Use f,N,d/f+4,1 for some nice damage while your opponent 
tries to roll away. Of course, abusing this move allows your opponent to block 
it. 

Entrails Smash
==============

Command: d/f+1

This move is mostly noted for its follow-ups because if the d/f+1 hits, 
anything after that is guaranteed. The 2 Slaughter Hook slams the enemy on the 
ground. If they try to roll backwards, use the f,N,d/f+4,1. The f+2 Devastator 
knocks the enemy to the other side of the screen, setting you up for a running 
attack. And finally, the 4 high kick pops the enemy upwards, allowing you to 
follow up with d/f+4,4.

Demon God Fist
==============

Command: WR,2

Ah yes, the big punisher. The WR,2 is the other reason Kazuya is a master at 
punishing whiffed high attacks, as some obscenely damaging stuff can come out 
of this move. It causes a stun if you hit on a close impact; no CH needed. 
Once the enemy is stunned, they can break out of it by tapping f,f but most 
human players won't react that quickly (naturally, this move will never work 
that well on the CPU). Here are some good follow-ups:

d/f+2- Knocks the enemy into ANOTHER stun. Follow up with 3,1 and then 
d/f+1,f+2 to cause a ton of damage.

EWGF or f,N,d/f+2- Knocks the enemy straight up into the air. At this point, 
just anything will cause a lot of damage.

f,N,d/f+1,3- Stun the enemy with WR,2, throw out a 1,2 double punch, then 
finish with the f,N,d/f+1,3. MASSIVE damage.

Impaling Knee
=============

Command: d/f+3

Nothing really glamorous about this move except for the fact that a CH will 
stun the enemy. When this happens, QUICKLY use a f,N,d/f+1,3 for a ton of 
damage. You can get the same thing by using a b+4 on CH.

Electric Wind God Fist
======================

Command: f,N,d~d/f+2

This is a better version of the Rising Uppercut because it cause more damage, 
comes out faster, recovers faster, and knocks the enemy back on a block. Since 
it's so fast, it's great for juggling. However, it's difficult to do so 
practice this move a lot. Also, a lot of human players will learn to duck this 
move, so don't over use it.

Tsunami Kick
============

Command: d/f+4>4 or WR,4,4

This is an excellent move to use on the attack. It is not punishable at all on 
a block, it has no guard point, hits mid, and cause a lot of damage. By all 
means, just throw it out if the enemy's getting on your nerves; there's not 
much they can do about it. One nice trick that usually works is to delay the 
second 4 for as long as possible. The enemy blocks the first, tries to 
retaliate, and then BAM. Second 4 comes down on CH. This is also a great move 
to end juggles with; it cause a lot of damage and slams the enemy on the 
ground, making a f,N,d/f+4,1 follow up possible.

Left Splits Kick
================

Command: f,f+3

Another nice mid attack. It's surprisingly fast, so it is good for retaliating 
after blocking an attack. When it hits, you can usually follow up with a 
f,N,d/f+4,1.
====

As far as general strategy goes, you'll want to keep in mind that most of the 
damage you'll be doing is from heavy stuns. Kazuya has many ways to do this 
but most of it comes from CH, so anticipation is utmost when using Kazuya. You 
need to read opponent and anticipate their attack. If you can catch them on CH 
with a power stun, your follow ups will be so powerful that the match is 
practically won. Sometimes, you will have to risk it and throw out a powerful 
stunning move just to clip the other player and keep him on his toes. You 
might take a few hits doing this but once you do land a CH, the damage will 
more than make up for it.

Also, learn to duck high attacks and throws. Kazuya's most devastating attacks 
come from his WR moves and a clean WR,2 combo can mean the difference between 
winning and losing. Also remember that the d/f+4,4 is your trump card; it hits 
mid and can't be punished if it's blocked so don't be afraid to throw it out. 
It's also a great move to use in juggles.

Don't forget about your lows either. Your Spinning Demon is VERY fast and most 
players will not block it. If you need to get a hit, move up a little and then 
throw it out; they won't know what hit them. As their life gets dangerously 
low, human players tend to be more on guard for low attacks, so be careful if 
you think you can end the match by using the Spinning Demon.

==============================================================================

6. Credits

The only people I can really thank right now are the folks at gamefaqs.com for 
hosting this FAQ. Hats off to them.

Questions? Comments? Suggestions? Corrections? Feel like contacting a random 
person on the internet? Send anything you want, except for viruses and spam, 
to cmhamlin@mchsi.com and I might read your message if I'm not too lazy at the 
moment.

==EOF==