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    Kazuya by Reverend C.

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    VERY Advanced Guide to Playing Kazuya
    version 1
    By Reverend C. (K.C. Ma)
    e-mail me at: reverend_c@yahoo.com
    * Legal Things: *
    Tekken and all the characters in Tekken are copyrighted by Namco.  This
    guide is written by me, but if you want to distribute it or print it or
    whatever, feel free to do so as long as you don't alter the content. If
    you have to alter the content, to be included in your web site, or pub-
    lication, or whatever because my grammar sucks and I can't spell, just
    e-mail me.  If you want to make a profit out of this FAQ...  e-mail me
    for my written consent, but if you don't, I probably will not find out
    about it, but if I find out, I don't know, we'll find out when that hap-
    pens.  But if I see a crappy version of my guide being passed around
    web (because you have some lame comments or technique, and you want to
    add it to my work) I will not be very happy about it.
    * Table of Content: *
    Why Kazuya?
    Movelist In-Depth
    	-Kicking Ass
    		-Custom Strings
                    -Countering (Juggle & Stun)
    		-Blocking or Sidestep
    		-Reversal & Parry
    VS. Human Strategy -coming in the next revision
    Having Fun
    * Why Kazuya *
    Why play Kazuya?  There is no question about this one, I'm sure all
    Kazuya players out there will agree on this one.  You play Kazuya be-
    cause you want to see his WS+2, Demon Gut Punch to counter.  He has
    the same Wind God Fist Heihachi has.  Although Kazuya doesn't have as
    many options as far as juggles are concerned, his Wind God Fist is as
    powerful as Heihachi's.  It his mid, it's lightening fast, and it can
    be delayed.  His Hell Sweeps are also awesome, and both hits hit low,
    and grounded opponent, not to mention they are more discrete than his
    old man's Hell Sweep (meaning harder to block).  But those are just a
    bunch of nice little things (if you can call Wind God Fist that) when
    compared to WS+2 Demon Gut Punch.  Jin can do this too, but Jin's Gut
    Punch doesn't come out of nowhere like Kazuya's.  Since it is a while
    standing move, it'll almost always counter after you duck a high att-
    act, and it's easy to set this up.  Kazuya's Demon Gut Punch or Wind
    God Fist are some what toned down among many of his other moves, but
    this is true about all of the characters, so even toned down, Kazuya
    is still one of the most powerful characters in Tekken.  
    * Introduction *
    Like my Heihachi and Nina FAQs, this FAQ is written for experienced
    Tekken players.  I will not write about how to get up, how to block,
    or how to side step, etc.  This FAQ is about how to setup up stuns,
    juggles, throws, how to string jabs and kicks to setup Kazuya's stuns
    and juggles.  The FAQ writers have been writing a lot of FAQ teaching
    people how to do the basic stuff, and most of the FAQs don't go very
    far.  For example, someone might say Paul's Deathfist will do about 
    70% of damage on counter hit, but it's slow so use it carefully.  It
    is true, but anyone who plays Tekken can figure that out.  I'm not a
    teacher, and teaching isn't exactly my forte.  So, I figure, why not
    just reflect on the way I play and put it in a FAQ.  I'm doing this
    because good Tekken players are too few to find unless you go to a 
    big metro, and it's a hassle to do that.  If someone around where I
    live read my FAQ and got better, I'm happy, and that'll make playing
    Tekken more fun!  Am I holding any tricks back?  No!  Every trick or
    secret I've learned will be in here.  I'm not afraid of people becom-
    ing better than I am, because even if you know everything I know, you
    will still have to use the right thing at the right time, and execute
    it to perfection to beat me (even than you still might not be able to
    beat me).  With that cleared up, I will introduce myself a little bit
    for those who care.  I'm 20, and I go to UCI (University of Califor-
    nia, Irvine).  If you're looking for me, I usually play in either one
    of the Nickel Nickel in Orange County, or Palace Park (when I want to
    stop by for a quick game).  It's really easy to identify me because I
    always wear white (white t-shirt and jeans), or black and red FILA 
    shirt with shorts or jeans, and I have a really big scar on left arm,
    you can't miss me.  I am not THE BEST Tekken player, but give me ten
    rounds I'll beat the best Tekken player couple of times.  I can't 
    beat everyone else out there, but I'm qualified enough to teach 99.5%
    of the people how to play Tekken.  Anyway, this FAQ isn't about THE
    right way to play Kazuya, but how I play Kazuya.  I may play him dif-
    ferently from someone else, and that doesn't neccessary mean that one
    of us is playing the wrong way, we just play differently.  But I am
    good enough to beat 99.5% of you guys out there so I'll say I'm not
    too bad.  If you've been playing someone else, and you already kick
    ass in Tekken, then this is the FAQ to read if you want to learn Ka-
    zuya but don't know where to start.  If you don't like my way, feel
    free to e-mail me and discuss it, I reply to all the e-mails I re-
    ceived.  Anyway, I'm getting carried away as usual, I'll stop my in-
    troduction here (it's not even an intro anymore, I don't know what
    this is...)...  For those of you never played Kazuya before, here's 
    a good news.  If you are really good at Tekken (can block everything, 
    break everythrow, interrupt every ten-hit combo, can beat other Tek-
    ken experts, knowing all the ten-hit combos doesn't count), it'll be
    very easy to learn Kazuya.  How good you can be with Kazuya is a re-
    flection of how good you are in Tekken.  Kazuya doesn't have stance 
    changing or tricky strings.  If you know when is the right time to 
    block and when to interrupt or counter, all you need now is to learn 
    which Kazuya move you use to get the job done (and there aren't many 
    moves).  I never played Tekken 2 before until Kazuya is in the ran-
    dom select box.  I rented Tekken 2 and mastered this character in a-
    bout half an hour (of course knowing how to play Heihachi and Jin 
    helps).  I always hear people saying how much better Kazuya is com-
    pared to Jin, and they're right!  Think of Kazuya as the combination
    of the best qualities between Jin and Heihachi, none of that though
    to use joystick motion.  
    * Move List *
    Refer to Tekken Zaibatsu http://www.tekken.net for convention.
    Command          Name                         Escape    Property
    1+3              Bitch Kicks                  1
    2+4              Hip Toss                     2
    f,f+1+2          Stone Head                   1+2       #1#2
    FC_d_db+1+2      Ultimate Tackle                        #3
    1+3_2+4_2+5      Steel Pedal Drop             1         #4
    1+3_2+4_2+5      Skull Mash                   2         #5
    1+3_2+4_2+5      Reverse Neck Throw           n/a       #6
    #1 Opponent can quick recover after this throw.
    #2 Jun can tag in after this throw can finish with Reverse Arm Bar.
    #3 Same as general tackle everyone has, except Kazuya can only con-
       tinue with ultimate punches.
    #4 Left side-throw
    #5 Right side-throw
    #6 Back-throw
    Special Techniques:
    Command                 Name                    Range        Property
    1,2                     Double Punch            h,h           
      =<2                   Demon Slayer            h            #1
      =4                    Stature Kick            l
    1,1<2                   Shining Fist            m,m,m        #1
    WS+1,2                  Twin Piston             m,m          JG
    d/f+1                   Entrials Smash          m            HS
    f,N,d,df+1              Thunder God Fist        m
      =3                    Mid Kick                m
      =4                    Hell Sweep              L
    f+1+2                   Glorious Demon Fist     m            CFS
    f,N                     Kazuya Mist Step        n/a
      =df+2 [~5]            Wind God Fist [tag]     sm           JG
      =df+1                 Thunder God Fist        m
      =df+4,4               Hell Sweeps             L,L
    WS+2                    Demon Gut Punch         m            DSc JG
    df+2                    Gut Punch               m            JG CFSc
    2,2                     Demon Back Hand         h,h          
    f+2                     Soul Thrust             m            GB GS KNDc
    f,n,d,df+2 [~5]         Wind God Fist [tag]     sm           JG
    f,f+3                   Split Axe Kick          m            
    f,f,f_WR+3              Leaping Slash Kick      m            GB
    f+4                     Axe Kick                m            GB KS
    WS_df_f,n,d,df+4        Rising Kick             m            
      =4                    Tsunami Kick            m            #2
    f,n,d,DF+4,4            Hell Sweep              L,L          BS
    uf+4,4,4,4              Spinning Demon          h,L,L,h      BS
    4~3                     Demon Scissors          M            #3
    db+4                    Stature Kick            l
    Command            Name
    b+1+4              Lightening God Fist
    B+1+4              Lightening Screw God Fist
    Kazuya has two unblockable, if you tap back and do 1+4, it will do
    one of fastest unblockable that does decent damage.  The other one,
    on the other hand is very slow, anyone with half a brain will coun-
    ter you with Deathfist, or Demon Gut Punch, or Wind God Fist, or De-
    vine Cannon, or...  You get the picture.  But they are not totally
    useless, so learn when to use them.
    * Movelist In-Depth *
    Before I actually start, there are two things you must be able to do:
    while standing moves, and crouch dashing.  Why?  Because this is the
    source of Kazuya's power.  Unlike some other characters, Kazuya does
    not have strings of short combos.  While stand will initiate Tsunami
    Kicks and Demon Gut Punch and crouch dashing will initiate Hell Sweep
    and Wind God Fist (Tsunami Kicks too, but there are better ways to do
    Tsunami Kicks).  I'm assuming that you can do WS and crouch dashing
    moves, if not, you have to practice that first.  Kazuya does not have
    all that many moves, but almost all of Kazuya's moves are useful.  It
    sucks to have to memorize a long movelist, like Hwoarang and Lei.  It
    is just too damn hard to remember what move change into what stance,
    and if you are one of those people who hates to remember things, you
    will love Kazuya!  By the way, I'm too lazy to tell people to buffer
    chicken on every move analysis like I did in Nina
    1,2                     Double Punch            h,h           
    Two very fast punches.  That's where all the good thing about Double
    Punch stops.  The problem with this?  It hits high and recovers slow.
    This move really isn't that bad, just that when ever you want to do
    this, 1,1 is always a better choice.
    1,2<2                   Demon Slayer            h,h,h
    This move takes too long to recover, and that alone almost make this
    useless.  Not to mention that it hits high three times!  If you try
    this on me, I'll duck and Demon Gut Punch you until you're sorry that
    you tried this.  stay away from this move if you can.
    1,2<4                   Stature Kick            h,h,l
    This is the best moves Kazuya has starting 1,2 Double Punch.  Unlike
    the other two, this is actually very good!  It recovers very fast and
    the last hit hits low.  If someone ducks the first two punches, which
    happens all the time, the last kick will hit them and make it safe
    for you to recover.  If the first two punches are blockec, chance is
    the Stature Kick will hit them for good damage.  Stature Kick isn't
    going to kill your opponent for you, but the tick damages add up, not
    to mention if your opponent is almost dead, this will be just enough
    to finish them off.
    1,1<2                   Shining Fist            h,h,m
    Another one of the Mishima trademark.  The 1,1 are fast, and it will
    leave Kazuya safe from retaliation.  If you see someone trying to
    counter you, the last punch can be delayed, meaning all you do is hit
    2, and the last one will come out, making this almost impossible to
    counter.  The first two punches should be included in your poke just
    because they are almost impossible to counter.  If you do all three
    punches though, the recovery is slower and some characters can punish
    you for doing all three hits.
    WS+1,2                  Twin Piston             m,m          JG
    It juggles, and it's not a bad juggle starter...  But I don't like it
    not because the move isn't good, but because everytime I use the Twin
    Piston, I could've used the Demon Gut Punch instead.  With that said,
    Twin Piston is a very good move.  I has forward momentum, and as long
    as you don't wiff, Kazuya'll be fairly safe from retaliation.  If you
    use good custom strings, it's not very hard to juggle with Twin Pis-
    ton.  Then again, with good strings, it's not hard to counter with
    Demon God Fist, but do use this though.
    d/f+1                   Entrials Smash          m            HS
    It stuns, but don't use this move alone because it's not too fast and
    it doesn't recover too fast either.  It does stun, and it comes out
    quite unexpectedly, as long as you use it in a good string.  Kazuya
    has better options, but this isn't a bad move to use every so often.
    f,N,d,df+1              Thunder God Fist        m
      =3                    Mid Kick                m
      =4                    Hell Sweep              L
    Pretty useless, except when you anticipate a tag or use it in juggles
    because this move isn't meant to be used alone.  If used in a juggle,
    however, this must be the best juggle ender in Tekken!  Why?  Because
    Thunder God Fist and either a mid kick or Hell Sweep alone does more
    damage than a lot of unblockables in Tekken.  Did I mention that this
    punch looks totally awesome?  The Timing takes practice, and I rather
    use the other method sometimes, but still.  Thunder God Fist should
    never be used alone, and if you do, you'll be punished (and you fully
    deserve to be punished).  There are exceptions that you can bend that
    rule, if you been doing a lot of Hell Sweep, and you know that your
    opponent cannot tell what's coming out and WILL block low, then you
    still shouldn't do this, but you can try if you want.  The Mid Kick
    and Hell Sweep should never be used outside of combo!  Why?  Isn't it
    good guessing tactic to confuse your opponent with?  Well, no!  Yes,
    it's good to mix up mid and low attacks, but not in this case because
    if Kazuya does that to me, it's not a guessing situation.  I'll jab,
    or kick Kazuya before the Mid Kick/Hell Sweep comes out.  Not that it
    would be hard to see which one is coming and block it, I just rather
    jab them out of it.  Since I can do this to other Kazuya players, why
    would I set myself up for a jab and lose initiative to someone else?
    Thunder God Fist is one of the most powerful move, rivals that of the
    Death Fist.  Learn to do this in stun combos, and your Kazuya will be
    very intimidating!
    f+1+2                   Glorious Demon Fist     m            CFS
    Well, it hit mid, and stuns.  The problem is that it comes out a bit
    on the slow side, and doesn't recover all that fast.  The good side
    to this move, it hits mid, stuns, looks cool, great way to finish a
    combo!  One great way to set it up is to train your opponent to block
    low, by doing a lot of 1,2 jab and Stature Kick.  After doing that a
    few times, throw out Glorious Demon Fist, and chance is you will stun
    them long enough for a least a couple Hell Sweeps, Tsunami Kicks, or
    Demon Gut Punch.  I don't know about Thunder God Fist.  I did it cou-
    ple of times, but I don't know if it'll always work.  By the way, how
    can you not like a punch called Glorious Demon Fist?  I must say that
    it's very temptiong to give this move an extra star just because it's
    called Glorious Demon Fist.  Anyway, this is a fairly good move just
    for the purpose of stunning, but Kazuya has better choiced.  However,
    it's good to use it once in a while because it does more damage than,
    df+2 Demon Gut Punch for example (really this thing is quite damaging
    and on counter you can kill people fairly fast with this).  But where
    this move really shines is in finishing juggles and stun combos.  The
    thing about doing Thunder God Fist is that it's hard, and if I am in
    a very close match...  I'd rather finish a stun with Glorious Demon
    Fist instead just because it's better settle for a lot of damage as
    oppose to risk for a GREAT DEAL of damage and wiff.  It'll work in
    tag juggles, but it doesn't work too well with either Twin Piston or
    Wind God Fist.  Not the best move, but like most of Kazuya, Glorious
    Demon Fist is still very useful.
    f,N                     Kazuya Mist Step        n/a
      =df+2 [~5]            Wind God Fist [tag]     sm           JG
      =df+1                 Thunder God Fist        m
      =df+4,4               Hell Sweeps             L,L
    Mist Step:
    This is one thing that makes Kazuya's crouch dash better than every-
    one else.  It comes out a bit faster, and it can be buffered.  What
    does that mean?  Well, after Kazuya takes a step forward with f, he
    doesn't have to crouch dash right away.  Kazuya can do any of the Mi-
    shima 1,1 and 1,2 combos.  Or he can do good old fashioned f,n,d,df
    crouch dashing.  Or you can tap df after f to go into Mist Step, or
    just for the sake of being very confusing, wait a little bit after f,
    and tap df for Mist Step.  The Mist Step expanded Kazuya's arsenal a
    little bit beyond that of Heihachi and Jin's because if Mist Step is
    used, it come out of nowhere, and it's very hard to see what Kazuya's
    doing.  And unlike Heihachi and Jin, Kazuya doesn't have to commit to
    one of the crouch dashing moves or while standing moves once crouch
    dashing it initiated because after the f, Kazuya doesn't have to do
    n,d,df like Heihachi and Jin.
    Wind God Fist:
    My favorite juggle starter in Tekken!  Too bad it is not as good as
    Heihachi's.  It might actually be a little bit faster and recovers a
    little bit quicker, but it's not as good because after Wind God Fist,
    Kazuya doesn't have as many options as Heihachi (Kazuya can't do the
    same kind of damage Hehachi can do after Wind God Fist).  Well, it is
    only fair I guess because Kazuya has all those awesome stuns!  Here's
    an idea, why not have Jin bear a kid with either Anna or Nina, and
    give that kid all the moves Heihachi, Kazuya, Jin, Nina and Anna have
    in Tekken?  You know, Heihachi's juggle, Kazuya's stun, Jin's hybrid
    moves from Kazuya and Jun, Nina and Anna's multi-throws and awesome
    custom strings!  Anyways, I'm getting too carried away.  After Nina
    and Heihachi FAQ I wrote, I discovered that Wind God Fist can now be
    blocked high or low, well, that sucks.  Well, it's not too bad for me
    because I mostly use Wind God Fist to counter so I have no intention
    to get my Wind God Fist blocked, but this means for many Heihachi and
    Kazuya players out there, they can no longer use crouch dash and Hell
    Sweeps to confuse people into blocking low and eat the Wind God Fist.
    I did not notice it until couple days ago.  I was playing this guy at
    UCI Zot Zone, and this guy keep doing the same moves over and over,
    and it just look really stupid, so I Hell Sweep him over and over and
    over with Heihachi (they just got the machine and don't have any time
    release characters yet :(  That sucks...).  Well, to my suprise, he
    actually started to block low after like 10 f,n,d,DF+4,4,4,N+4,4.  He
    started to block low every time I go into crouch dashing, well after
    refering to my own well written FAQ (laugh guys, damn it, don't be so
    damn serious all the time, loosen up will you?) in my head, I should
    throw in a Wind God Fist, and I did.  Well, what do you know, Tekken
    Zaibatsu wasn't kidding when they say that Wind God Fist is now spe-
    cail mid.  God Damn I almost passed out when I saw what happened.  It
    still beats Jin's high hitting Wind God Fist though.  Well, now I am
    going to have to go back and change my Heihachi FAQ.  Anyways, I was
    a little bit to dramatic I guess because even though it's special mid
    now, it's still the best juggle starter in Tekken by far.  I mean, I
    have been playing TTT all summer, and I didn't realize this until al-
    most all the time released characters are released.  Well, that most-
    ly has to do with the fact that I don't use Hell Sweep, Wind God Fist
    confusion tactic myself.  I only use Wind God Fist to counter, and it
    has not affected me much at all.  Use Wind God Fist to counter when-
    ever you can, or interrupt if you can time it correctly.  When I play
    Kazuya, I use Wind God Fist defensively because unlike Heihachi, Ka-
    zuya has Demon Gut Punch and very good strings to destroy whoever you
    play against.
    Thunder God Fist:
    Just like f,n,d,df+1,3_4 Thunder God Fist so you can just refer that
    other part of this FAQ to find out why I give this awesome God Fist
    five stars even though it has many limitations.  It can only be used
    in stun combos and juggles, it's slow, and it recovers slow.  There's
    one difference though.  I don't know if it's my imagination (someone
    please e-mail me about this one), but I can swear from experience the
    Mist Step, Thunder God Fist comes out faster than Thunder God Fist.
    Maybe it's because you don't have do d and that saves you a split se-
    cond, but I can swear it feels (and looks) like Thunder God Fist from
    Mist Step just come out of nowhere.  If I can find the diagnals, I'll
    use Thunder God Fist to finish my stun because I can do this fast en-
    ough connect Thunder God Fist most of the time.
    Hell Sweep(s):
    Kazuya's Hell Sweep is now as good as Heihahci's not because it got
    better, but because Heihachi's Hell Sweep is weakened.  Again, it may
    just be my imagination, but I can swear Kazuya's Hell Sweeps come out
    a lot faster!  Well, if you use Mist Step, it'll come out of no where
    and makes it hard to block.  If blocked, Kazuya will stagger a little
    bit, so if it gets blocked consistantly, do something else instead of
    Hell Sweep, but if it's not blocked, use it!  It does good damage not
    to mention you can okizeme after this.  Like Heihachi's Hell Sweeps,
    this move makes a great juggle ender, unlike Heihachi's Hell Sweeps,
    Kazuya's hits twice, low, and that's it...   No Thunder God Fist or
    Tsunami Kick or anything after the two Hell Sweeps.  The best way to
    use this, like everything else, is to include this in your strings.
    For example, d+1,WS+4,df+1,f,f,d+1,WS+4,f,f,d+1,f,n,df+4.  Well, that
    is not a very good string at all, but the idea is to do a long string,
    throw it a Hell Sweep (just one).  It'll usualy connect,  and you can
    do another one as soon as Kazuya recovers for a grounded hit.  
    WS+2                    Demon Gut Punch         m            DSc JG
    This is the reason why people are afraid of you when you pick Kazuya.
    It stuns, and it stuns for a very long time, not to mention Kazuya'll
    recover immediately to pull of BIG moves that inflicts a lot of dama-
    ge.  What can you do after Demon Gut Punch?  Well, Thunder God Fist
    is probably the most damaging way to finish this, not to mention the
    best looking way to finish it.  There's always Wind God Fist if you
    can't pull of Thunder God Fist fast enough.  Or if you just want to
    be different (you bad boy) Glorious Demon Fist is a great way to fi-
    nish this without compromising damage for the ease of joystick motion
    (f+1+2).  Many intermediate Tekken players say that WS moves sucks.
    They don't come out instantly, and you have to get into the crouching
    position first, not to mention its very hard to time it.  Well, I will
    have to say they are wrong, and that's one of the reason why they are
    intermediate.  The timing is just practice, it's one of those things
    that once you understand and learn to do, it is so easy you laugh at
    yourselft for not able to do it in the past.  They are slow, well, it
    is not the moves, fault (they're actually very fast), it's just that
    it takes a little bit of time to get into the crouching position, that
    brings me to their next point, it can only be done in crouching posi-
    tion.  Well, that's really to your advantange because once you are in
    the counching position (whick can be so easily done with d+1), you are
    basically forcing your opponent to guess what will come out next.  It
    doesn't come out instantly from standing position, and that's why many
    good Tekken players avoid using WS moves.  Well, you are suppose to be
    using some kind of custom string to set up Demon Gut Punch.  For exam-
    ple, d+1,d+3,f,f,d+1,d+3,f,f,d+1,WS+2.  This isn't a very fast, smooth
    flowing string, but most people will eat the first couple of low kicks
    because they want to block the WS move, and after couple of low kicks,
    they will try to block low, and eat the Demon Gut Punch.  What else?
    Well, the string isn't very fast, and that's actually good, because it
    is fast enough to leave you safe, but not quite fast enough that your
    opponent will try to counter and end up taking the full wrath of Demon
    Gut Punch.  This move has no flaws if you understand how to use a WS
    move, and there are other double overstun moves in Tekken, but none'll
    come out as fast or recover as fast.  I never played Tekken 2, but I
    read in a lot of FAQs and message boards about people saying how Kazu-
    ya's stun is so much better than Jin's.  When Kazuya shows up in ran-
    dom select box,  I rented Tekken 2, and oh my God!  This move alone
    makes me want to play Kazuya.  Everything you do while playing Kazuya
    revolves around getting the Demon Gut Punch to connect.  Kazuya does
    not have as many moves as other characters (probably has the fewest of
    all), but all his moves are good, and Demon Gut Punch alone is better
    than having ten somewhat useless moves.
    df+2                    Gut Punch               m            JG CFSc
    Same animation as Demon Gut Punch (looks that way), but has different
    properties.  It stuns on counter, but the crumble fall stun is not as
    good as double over stun Demon Gut Punch does.  The advantage is that
    Gut Punch can be done in standing position, and the motion is easier.
    This can be used as a better substitution for Glorious Demon Fist in a
    string because it comes out faster and recovers faster.  You can also
    use this as a juggle ender, and it's not bad at all as an ender.  It's
    a great compromise between speed and power, and it's one of the better
    moves from the standing position.
    2,2                     Demon Back Hand         h,h
    Much like Jin's Back Hand, it sucks, just don't use it.  They both hit
    high, slow, recovers slow, and let's just say if you do this to me, I
    will have a Demon Gut Punch waiting for you after I duck them.
    f+2                     Soul Thrust             m            GB GS KNDc
    Not the greatest move, but a very good one.  On counter, it will put
    your opponent in the face up head away knocked down position.  Use it
    every now and then, but be very careful when you do.  If I find out a
    good way to use it I'll add it to the next update.
    f,n,d,df+2 [~5]         Wind God Fist [tag]     sm           JG
    Same as the Wind God Fist from Mist Step,
    f,f+3                   Split Axe Kick          m
    One of the less useful moves in Kazuya's arsenal.  I never use it so
    I can't comment on it.  If anyone knows how to use it, PLEASE e-mail
    f,f,f_WR+3              Leaping Slash Kick      m            GB
    The same Leaping Slash Kick that everyone has.  Use it when you run at
    your opponent and they're moving, but it's not long enough for should-
    er ram.  If blocked, it'll stun them long enough to leave Kazuya safe.
    f+4                     Axe Kick                m            GB KS
    It stuns, and it staggers when blocked.  That makes this a pretty good
    move, but it comes out a little bit on the slow side, so use it with a
    lot of caution.  Like most of Kazuya's move, it's not the best choice,
    but it's not a bad one either.  Use it once in a while.
    WS_df_f,n,d,df+4        Rising Kick             m
      =4                    Tsunami Kick            m
    The same Tsunami Kick Jin has.  Unlike Heihachi, these can be done by
    tapping df, but cannot be done with QCT.  Well, why would you do this
    with QCT when you can tap df?  Very good move, use this in your string
    a lot.  Not to mention a great way to finish your juggle.  I'm pretty
    sure the second kick can be delayed like Heihachi's, but could be just
    my imagination.  Jin can use the rising kick after 1+3 front throw, I
    don't know if this is true with Kazuya.  Besides using this in strings
    and juggles, the Rising Kick is great for okizeme, it just puts your
    opponent right back at the floor where they belong.  I can't find any
    real flaws with this except that you have to find the right time to
    use it.
    f,n,d,DF+4,4            Hell Sweep              L,L          BS
    Same as the Hell Sweep in Mist Step section, but I think this Hell
    Sweep comes out a little bit slower.  Use this a lot.  It just comes
    out of nowhere, and it's very hard to see this coming.  Well, I guess
    this is Kazuya's advantage of being a lot younger than Heihachi.
    uf+4,4,4,4              Spinning Demon          h,L,L,h      BS
    This is the move that kills all the beginners.  After the jump at the
    beginning, none of them will block low, and last three hits will hit
    them and you can okizeme after you knock them down.  You don't really
    have to worry about getting the second and third hit parried or the
    last one reversed anymore like you do with Jin in Tekken 3 because a
    decent Tekken player will be able to block the second hit and Kazuya
    will stagger.  I guess my previous statement isn't totally true, the
    low kick can still be parried and there really isn't any good use for
    this except on begginners because no one will eat the low kick, not
    even if you only throw it out once a round to surprise them.  But it
    is not completely useless as it's very effective against people who
    won't block low.
    4~3                     Demon Scissors          M            
    It hits mid, and grounded opponents.  If Kazuya wiffs, he will hurt
    himself, just like Nina, Heihachi, and Jin (maybe not Jin, I can't
    remember now).  The only time I use this is when I end a juggle, and
    there is a little distance between us for okizeme, and Demon Scissors
    become an extended juggle ender.  After it's still possible to get up
    quickly and okizeme, but harder.  Watch out because some people will
    roll on the ground and Kazuya'll wiff, and then they'll get up with a
    low kick and Kazuya'll probably get hit.  Use it every now and then,
    it's a good move, but be careful when you do.  By the way, you can do
    a different Demon Scissors by tapping uf for a jump really fast right
    before the 4~3 to make Demon Scissors come out instantly.
    db+4                    Stature Kick            l
    It hits low, and as long as you don't do ten in a roll, it almost al-
    ways catch people by surprise.  It comes out extremely fast, and if it
    is used every now and then in strings, no one can see this coming and
    parry it (no one can block this on consistent basis).  It's also great
    for okizeme.  As soon as you think they'll move, Stature Kick, and you
    will have put them back right on the ground.  The thing I don't like
    about this move isn't in the move itself, it's in the motion.  I don't
    know about other people, but the only time I use db moves is to do big
    moves like Devine Cannon, not some little kick in the string.  But I
    think this is just a little problem that only I have (just like find-
    ing those damn diagnals!  No one have those problems except me...).
    A really good way to set this up is throw in a bunch of 1,1,2 and 1,2,
    4, then out of nowhere, do 1,db+4.  This is one of those things that
    allow Kazuya to do really good strings like Jin and Nina/Anna.
    * Custom String *
    Well, unlike Heihachi, Kazuya has really good strings.  Why?  First,
    Kazuya does not have the Tile Splitter (d+1), not that Tile Splitter
    is a bad move, just that d+1 low jab is much better!  Kazuya also has
    more moves that advances him forward and recovers very fast, and last
    but not least, Kazuya has the awesome Stature Kick and the best while
    standing moves of all Mishima characters.  The strings in here aren't
    neccessary the strings I use for two reasons.  One, everyone should
    come up with their own strings after some experimentation.  The ones
    that I put up here will be the basic idea behind the string, and give
    you a place to start.  The second reason is because I really don't
    use any one string over and over (DON'T DO THAT), I alter them, and
    try different strings with different people.  Instead of using a few
    good strings over and over, try to find out what link well, and what
    trap does your opponent fall for.  For example, maybe someone is very
    careful about the Stature Kick after 1,2 jab.  well instead of the low
    kick, go for one of Kazuya's mid-hitting stun, like the Glorious Demon
    Fist.  They will eat the stun unless they block low.  A good Tekken
    player figure out what they want to do while doing the string, and I
    encourage people to do that because that way you'll be much more un-
    predictable, which means you'll have much better chance with that De-
    mon God Fist or whatever you try to set up.
    *         *         *         *         *         *         *
    Here are some strings that puts a lot of pressure on your opponent.
    If you are only putting pressure on your opponent, and not setting up
    some kind of juggle or stun, use a lot of FAST attacks and move very
    Really simple string, not the best, but very safe.  This string is not
    going to kill anyone, but strings like this will win you fights.  Why?
    Well, much like Nina, Anna, and Jin, Kazuya has good strings, and he's
    capable of putting a lot of pressure on your opponent.  A punch here,
    a kick there, a Stature Kick every now and then and the little damages
    will add up.  But more important, it'll throw your opponent off guard,
    they'll try very hard to guess the next one and forget to set up orga-
    nized attack.
    This string basically counts on your opponent to try to interrupt your
    string, and let you get a punch here and a kick there.  If one of your
    1 jab connect, finish it off with 1,1,2 Shining Fist for decent damage
    and if WS+4 Rising Kick connects, finish of the Tsunami Kicks for good
    damage.  If your opponent turtles, and block the whole thing, they'll
    end up getting hit but the Stature Kick.  But more importantly, all of
    these attacks come out and recover really fast meaning you're not in
    any danger of being attacked.  Watch the people with mid parry though.
    They can't do much after parry (except Bryan and Law and their counter
    after parry a punch), but they'll turn the tide around and start their
    own strings, or maybe they'll just go for a good old throw.
    *         *         *         *         *         *         *
    The next couple strings are strings that set up stuns, mainly Demon
    Gut Punch.  Unlike Stature Kicks, Demon Gut Punch hits mid, that means
    you will have to trick people into blocking low, or go for major dama-
    ge, try to trick them into countering.
    Not many people will fall for this one except slower characters or de-
    fensive Tekken players.  The low kick train them into blocking low and
    the Demon Gut Punch hits mid.  Demon Gut Punch aren't all that great
    without the counter, so you can subsitute it with any WS move of your
    choice.  The idea here is to train people to block low, if you can do
    that, which is hard because you have to choose the right attack that
    comes out and recovers fast, and you'll have to move very fast,  your
    mid level moves will connect easily.
    For some reason people like to counter after blocking or eating a low
    kick.  The kick put a little distance between Kazuya and the his oppo-
    nent, instead of rushing forward, just wait for an attempt to stop the
    string, and counter that with Demon Gut Punch.  In the juggle section,
    you'll find out what you can do after that (not like you don't already
    know, why else will you be reading this?).  Another good way to set up
    Demon Gut Punch is to do it after d+1 low jab.  It works, but not as
    well as low kick.  another thing about this string is to pause just a
    little bit after the low attack before you try the Demon Gut Punch. My
    reason being if you can see anything besides blocking, chance is Demon
    Gut Punch will connect.  Don't wait too long though.
    This string isn't too fast, but fast enough to leave you pretty safe.
    It also as a lot of mid hitting moves in it which makes ducking any of
    the moves harder.  The idea is if your string isn't too fast, and you
    put a little distance between you two.  Some people will try to count-
    er.  I mean if someone's doing all this to you, and you never counter,
    you'll never beat that person!  Well, Rising Kick recovers relatively
    fast, and that means if you do either Glorious Demon Fist or Gut Punch
    or Wind God Fist, it'll work!
    *         *         *         *         *         *         *
    These are other strings that setup other stuff.  It's pretty self ex-
    planatory (and I'm getting tired, it's 3:37AM and I have class at 10).
    Poking your opponent with a bunch of jabs and kicks isn't to glorious,
    but it's neccessary.  Juggle and stun will kill all begginner and most
    intermediate and some good players, but you won't get very far after
    that if you can't do good strings to set up your big move.  Really, I
    mean who would wait for you do crouch, and do a jab that wiff so your
    Demon Gut Punch can counter and stun?  Who would walk right into Wind
    God Fist now that it can be block high and low?  Learn to create your
    * Countering *
    Well, Kazuya can inflict A LOT of damage after countering with either
    Wind God Fist, or Demon Gut Punch.  How do you counter you ask?  Well,
    you will either have to anticipate, or Wind God Fist after your oppo-
    nent initiate a slow move, like Paul's Deathfist, or duck a high punch
    or kick and counter with Demon Gut Punch (my favorite).  I will talk
    about Wind God Fist and Demon Gut Punch seperately in two little sec-
    tions.  Countering sounds easy enough, but there's more to it, for ex-
    ample, Wind God Fist will crouch dashing right under some high attacks
    and counter!  I am going to devide this section into two subsections,
    one for Wind God Fist and One for Demon Gut Punch.  I'll try to cover
    most of the characters, and how to counter some of their most abused
    moves.  I can't cover everything in here, but this should give you a
    fairly good idea on how to counter with Kazuya.
    Wind God Fist: 
    Unlike previous Wind God Fist, this Wind God Fist hits special mid and
    that means it can now be blocked high and low.  That pretty much redu-
    ced the effectiveness of the crouch dashing guessing game.  Does that
    make Wind God Fist useless?  NO!  It is still, at least in my opinion 
    anyway, the best move in Tekken.  Why, because Wind God Fist comes out
    so fast, and the damage you can inflict after that is incredible (this
    is more true with Heihachi than Kazuya).  It's still the best move in
    Tekken even though it can be blocked high and low because I use it to
    counter (I didn't even know that it hits special mid until Mokujin is
    in the random select box).  I use a lot of Wind God Fist against Anna,
    because most Anna players are too offensive.  Everytime Anna is a lit-
    tle bit out side of throw range, Wind God Fist.  Chance is she'll be
    trying to start a string, and you might as well knock her out of it
    before she makes your life hell.  Another good time to use it is when
    she in her crouching position.  If she tries anything besides blocking
    or FC,f+2 trust, you'll juggle her, and depends on how good you are at
    reading your opponent, you might even be able to juggle her before she
    parries (This is hard and takes lots of experience).  Bryan is another
    sucker for Wind God Fist because a lot of his attack hits out high, I
    just time my Wind God Fist so Kazuya duck the initial attack frame to
    allow Wind God Fist to juggle before the high attack fully comes out.
    It sounds crazy because a lot of risk is involved in guessing your op-
    ponent, but with more experience, it becomes very easy.  Some of the
    more tricky characters to counter are Paul, King, Law, Hwoarang, and
    Eddy.  With Paul, it's not really tricky, just that timing is criti-
    cal.  With King, you can counter pretty much everything he has, but
    make sure the distance is right and you don't wiff!  With Law and Hwo-
    arang, it's actually much easier than you think, just time it right.
    Wind God Fist will pretty much go right through anything they have.  I
    think that's enough for how to counter with Wind God Fist.  Basically,
    it all comes down to practice and experience.  Don't be blocking all
    the time, counter!  That's how you learn new things, and make your own
    timing more precise (not saying you shouldn't block).
    Demon Gut Punch:
    This is the jackpot when you play Kazuya.  The most important object-
    ive when playing Kazuya is to counter with Demon Gut Punch!  Kind of
    like Nina's Devine Cannon, Jin's WS+2 uppercut, Julia's FC,df+2 elbow
    stun, and Heihachi's Wind God Fist.  If you counter on any character
    twice with Demon Gut Punch, they're gone.  No one can survive the pain
    Kazuya deal out after Demon Gut Punch.  How to do it?  Easy, well much
    easier than countering with Wind God Fist.  If you are a good Tekken
    player, meaning that you always duck high attacks instead of blocking
    them, it's easy to counter with this.  Duck the high attack, and Demon
    Gut Punch as you stand up.  Some stuff you can duck and retaliate with
    Demon Gut Punch:  Last kick of Hwoarang's 3,3,3,3 kick combo (when are
    people going to stop doing this stupid thing?).  A LOT of Baek's Kick.
    Kunimitsu and Yoshimitsu's roundhouse, especially if they do 4,4,4 or
    2,3.  Bruce and Bryan's high punches (especially Mach Punch, f,f+2) or
    kicks.  Jun's White Heron combo.  Hwoarang's d+4,4 kick combo (This is
    just stupid, you can duck the second high kick even if the first low
    kick connect).  After blocking any of the BIG character's low attact,
    your Demon Gut Punch will come out faster than they can recover.  I'm
    sure you get the point by now.  If it's a string of high attacks, you
    owe yourself to duck and Demon Gut Punch.  If it's a single high att-
    act, duck and counter while they're still recovering.  If your strings
    aren't working, this is what you should do.  Turtle, and block all day
    and the first chance you have duck and Demon Gut Punch.  One last note
    on Demon Gut Punch.  Do not under any circumstance (unless your oppo-
    nent sucks) use this as your primary method of attack.  A better play-
    er will know what you're trying to do, and you get you for it.  After
    playing in the regional tournament, and seeing all the Kazuyas, I am
    very convinced that Kazuya is probably THE most powerful character!
    I was very surprised that I was the only person to play Kazuya in the
    local tournament, but I'm very pleased to see the success Kazuya has
    in Regional Tournament.  Demon Gut Punch is Kazuya's best friend, use
    it well!
    Other Counters that Stun/Juggle:
    Stun               Juggle
    df+1               WS+1,2
    These are all quite useful, but not as good as Wind God Fist and Demon
    Gut Punch.  Like I said many times, all Kazuya's moves are good (well,
    most of them anyway), it's just that some moves are better than others
    like WS+2 Demon Gut Punch is better than WS+1,2 Twin Piston.  All this
    stuff fall in the 'Countering' section, but you don't always have to
    counter.  For example, Twin Piston juggles on clean hit, too, but un-
    less you are using good poke/strings, it's very hard to get things go-
    ing without a counter.  This is true with all other characters.  If it
    isn't properly setup in a string or counter, how are these moves supp-
    ose to connect?  Even if they just stand there, most machine are con-
    figured to block high/mid attacks automatically.  Instead of writing a
    seperate juggle and stun section, I think my little subsections of De-
    mon Gut Punch and Wind God Fist covers them pretty well.  What to do
    after you stun or juggle them?  Check out the Juggle and Stun Combos
    section later in this FAQ, each (most of them anyway) will be judged,
    and evaluated.
    * Okizeme *
    Outside of Nina, Heihachi, Anna, Ogre, and Ling, Kazuya has the best
    Okizeme game in Tekken.  Kazuya doesn't have too many choices when it
    comes to Okizeme, but the few choices he has, mainly Stature Kick and
    Hell Sweeps are extrememly effective.  It's very hard to keep someone
    grounded forever with Kazuya, but you can inflict a lot of damage to
    them before they can get back on their feet.  Stature Kick works best
    when you know they're about to move.  Hell Sweeps hit grounded people
    and people moving on the ground.  If this isn't enough, Kazuya's while
    standing moves work well too.  All you have to do is crouch, and when
    you see movement, Tsunami Kick or Demon Gut Punch, they both will put
    your opponent back on the ground.  Experiment a little bit with Kazuya
    and his few good moves.  The objective would be putting your opponent
    back on the ground and maybe get another couple of Hell Sweep out of
    it if you can.
    Moves That Work Well in Okizeme:
    db+4  Stature Kick
    f,n,DF+4,4  Hell Sweeps
    f,n,d,DF+4,4  Hell Sweeps
    f,n,d,df+4  Rising Kick
    f,n,d,df+4,4  Tsunami Kick
    WS_df+4,4  Tsunami Kick
    d+1  Low Jab
    d+3  Low Kick
    WS+2  Demon Gut Punch
    df+2  Gut Punch
    f,n,df_d,df+2  wind God Fist
    4~3  Demon Scissors
    Come to think of it, any quick mid or low hitting moves of Kazuya will
    work.  Just be careful which one you use.  Stature Kick hit rolling or
    people who tech rolled and block high.  Hell Sweeps will hit anyone in
    any action unless the quick recovered and block low.  Some times, Ka-
    zuya can put opponent in positions that cannot be quick recovered from
    and Hell Sweeps are garanteed.  Rising Kick and Tsunami Kicks are good
    for hitting people trying to get up or rolling on the ground.  Low jab
    and Low kick hit people rolling, or grounded and rolling respectively.
    The thing about low kick is that they hit low, but pushes opponent too
    far sometimes, and doesn't recover quick enough.  Demon Gut Punch is
    great to punish people who like to get up with 4, standing kick.  You
    will stun them and then punish them more.  Or if they are getting up
    or rolling on the ground, this will put them back on the ground.  Wind
    God Fist and to a lesser extend Thunder God Fist will catch anyone not
    grounded and not blocking, not to mention does good damage.  The last
    move on the list, Demon Scissors will hit anyone not blocking high, so
    when your opponent learn to block low after quick recover, throw this
    out.  Another good way to use Demon Scissors is after juggle, and the
    distance is a bit far for okizeme, throw this out, chance is they will
    get hit by it.  Unlike Nina, Anna, and Ling, Kazuya probably will not
    keep opponent grounded forever, but he will do good damage to opponent
    before that person can get back up.
    * Throw *
    Kazuya is not made to throw.  He has no multi-part, and he doesn't po-
    sess many command throws.  But like other Mishima characters, Kazuya
    has a big, fast side-steps (feels like that to me), and the good throw
    range Kazuya possess doesn't hurt either.  Every now and then, just do
    a throw here and there in the middle of your string when you're close
    enough.  This is not a tactic that works specifically for Kazuya, but
    a general tactic that everyone uses.  I kind of miss out on emphasiz-
    ing how important it is to throw every once in a while in my other two
    FAQs (Nina & Heihachi), but thanks to kind e-mail reminder from Proge-
    ny (progeny@acadian.net), I'll do that now.  I don't throw a lot, may-
    be three or four times around, that's probably more than a lot of peo-
    ple, but that's really not that many so I didn't really emphasize it
    that much.  But how often I throw is my preference, as a competitive
    Tekken player, you should throw whenever you have a chance to.  Many
    throws will put your opponent in positions where follow ups or Okize-
    me is garanteed for extra damage.  And unlike Street Fighter series or
    Vs. games, throwing in Tekken is not cheap!  Throws can be easily bro-
    ken, and ducked, and good Tekken players will do that.  Another thing
    is that if you are close enough, your opponent might try to throw you,
    and your throw will end up breaking it and save your life.  The most
    important thing is that much like the purpose of poking, you try to
    pile up little damages and let it all add up.  A throw here and an-
    other one there sometimes will be the difference between winning your
    match or losing your last two quarters.  With all that said, just re-
    member that Kazuya is NOT a grappler, but that doesn't mean you don't
    throw at all.  Whenever you have a chance to throw, throw!
    * Chicken *
    Well, this works well with reverse happy people.  If after observing a
    player for a while and you noticed that person reverse a lot, why not
    beat that person with chicken?  You'll insult that person and beat him
    too!  Kazuya has an arsenal of fast moves that's great for inducing a
    reverse.  There's the good old 1,1,2 Shinig Fist and 1,2,2 Demon Slay-
    er.  Wind God Fist can be done over and over and over again because it
    cannot be ducked, and it's not likely to be interrupted or countered.
    Then there are df+1, df+2, f+2, f+1+2 (f+2+4 I think).  These are all
    relatively fast moves that you can use to induce reverse.  Be careful
    on people who can resist the urge to reverse though, because as fast
    as these moves are, they can be interrupted by jabs and low jabs.
    * Interrupting *
    Unlike Heihachi, Kazuya has d+1 low jab.  That means Kazuya can do ev-
    erything Heihachi can do and much more.  Kazuya has the same special
    mid hitting Wind God Fist, and same 1,1 and 1,2 double punch.  But if
    you're about to lose, and not willing to take the risk with those slow
    hitting moves.  Low jab and duck!  After the low jab, you can choose
    if you want to Demon Gut Punch that person, or Tsunami Kick that per-
    son, or just to be different, Twin Piston that person.  Well, they can
    avoid being hit by any of those by blocking, but you really don't have
    much to lose.  And if your Demon Gut Punch or Twin Piston connected,
    juggle!  If there's a small distance between you two, and you want to
    take a risk, df+1, f+2, and df+2 Gut Punch from standing position work
    very well, and most people don't expect to see stun moves initiated in
    the standing position to have much speed like these moves.  Be careful
    if you try to interrupt quick strings with these though because most
    jabs and low jabs will still beat you out if done at the same time.
    * Blocking or Side-Step *
    This is a tough one for Kazuya.  He has good side-step, meaning it is
    rather fast and big, but he does not have any special side-step moves.
    By special, I mean like Nina's SS+4 that hit low, Julia's SS+2 that
    recovers crouching, Jin and Devil's SS+2 that juggles.  Since Wind God
    Fist no longer juggle low blocking opponent, the only fast attack that
    Kazuya can do after side-step is df+4,4 Tsunami kick to hit those peo-
    ple ducking throws.  If they block high, of course you want to go for
    side-throw.  Or you can go for 1,2,4, and chance is Stature Kick will
    connect for decent damage.  Another thing you can do after side-stepp-
    ing to your opponent's left is Tag Throw instead of side-throw.  Why?
    Well, to break left side-throw you press 1, and that's what good Tek-
    ken players will do.  But Tag Throw is broken with 2 not one, meaning
    you'll do decent damage with the throw, tag in your second character
    safely, and a chance to start okizeme.  Kazuya's side-step option is
    very limited, so unless you can go for a side-throw, it's really not
    worth taking the risk getting hit.  Depends on how good you are, and
    how the character you're playing against decide whether you want to go
    for a side-step or you'd rather block it.
    * Reversal & Parry *
    Another weakness of Kazuya.  Well, not really considering that Kazuya
    has so many options to choose from to be aggressive, powerful counters
    and quick jabs for interrupting, Kazuya doesn't really have to rely on
    Reversal or Parry to save his ass.  He has the generic low parry that
    allows him to break strings and ten-hit combos, but that's all Kazuya
    has.  Not punch parry, no high parry, no reversal, not even Heihachi's
    kick reversal (Kazuya's probably better off without it anyway).  Well,
    how do you reverse or parry then?  I hate to say this, but you don't.
    You'll just have to block the whole string if all the hits hit mid.
    If there are high hits in the string, you can duck it of course, or
    if there's a small delay within the string, you can counter it.  Like
    I said in the beginning, how good you are with Kazuya will largely de-
    pend on how good you are as a Tekken player.  If you can block or duck
    everything, you're fine, don't worry about this.  But if you need a
    parry or reversal to give yourself room to breath, and regain initia-
    tive, you're goint to have to learn how to block and interrupt.  A lot
    of people don't use low parries, they should.  Kazuya has it, and it
    should be used whenever appropriate.  If your opponent is doing ten-
    hit combos, and you're Kazuya, the only thing you can do is wait for a
    low hit and move your joystick to the diagnal (df) and parry it.  If
    you can't find the diagnal, then you'll just have to block everything.
    If you do manage to parry a low kick, go for Statue Kick!  I don't re-
    ally know if anything is garanteed after low parry, but no one has a-
    voided Stature Kick after low parry so far, so I use that whenever I
    managed to parry a low kick.  Besides that Kazuya really don't have
    any options available to him when it comes to defending strings, but
    I think that makes Kazuya any less effective because Kazuya is suppose
    to kick ass not turtle all day!
    * Attack ! *
    This is probably Kazuya's best way to defend himself.  Maybe even more
    so than Heihachi.  Unlike Heihachi, Kazuya has a lot of quick and long
    reaching attacks that recover fast.  And nearly all Kazuya's attacks
    can be use to defend himself.  In standing position, you have the best
    juggle starter in Tekken, Wind God Fist.  Why block when you can Wind
    God Fist your opponent for a juggle?  This is somewhat risky, but if
    your opponent is fairly low on life bar, and Kazuya just got tagged in
    then there's no reason why you shouldn't go for it.  Or you can stun.
    Gut Punch (df+2) is fast, and has good priority.  df+1 and f+2 have
    long range, and if your opponent decide to start a string from outside
    of throw range, attack them with these to teach them not to do that a-
    gain.  If you see a low attact coming, Tsunami Kick (df+4,4 the other
    two can't be initiated as quickly) is a good way to punish them.  Do
    not abuse this one though because the timing will have to be very pre-
    sice.  In crouching position, Demon Gut Punch and Twin Piston will be
    your choice of attack to use.  One stuns and the other juggles!  If
    their is a little distance and/or if the incoming attack isn't FAST,
    always go for Demon Gut Punch, on the other hand if you're under con-
    stant pressure, and the gap between strings is very small, use Twin
    Piston instead as the WS+1 comes out faster than Demon Gut Punch.  If
    you simply don't have the space and time to attack with big moves, you
    can always use 1,1, or 1,2, or 1,2,4, or d+1,WS+2, or d+1,WS+4,4, or
    d+1,WS+1,2.  1 and d+1 are the quickest attack in Tekken and if those
    can't do the job, nothing will.  When I play Kazuya and Heihachi, I
    tend to be VERY aggressive because I hate blocking with Kazuya and his
    old man.  Once you are on the defensive side, it's not easy to get it
    all going again in your favor, especially when you're playing with
    characters who has quick, fast strings like Nina and Anna.  At least
    Heihachi has Shadow Step, and that'll put enough distance between Hei-
    hachi and his opponent.  Kazuya can't do that.  I am not saying this
    is what you should do, because it's very important to block.  But for
    me, I'd rather take that risk and go for Wind God Fist or Demon Gut
    Punch.  More often than not, Kazuya's move will beat out whatever is
    coming his way.  This works for me, but if it doesn't work for you,
    just block.
    * Juggles *
    Wind God Fist/Twin Piston:
    Both of these juggle starters juggle to roughly the same height, and
    most of the follow ups are the same.  I'm not going to list all the
    possible juggles, just what I think is damaging and visually impres-
    sive.  By the way, Kazuya's juggle isn't as good as Heihachi or Jin's
    juggle, if you're playing a character with good juggles, you can al-
    ways tag out and use your partner to finish it.  The following jug-
    gles are roughly equally damaging, so they're interchangable base on
    your own preference.
    note: the right jab will miss, but Stature Kick will connect.
    note: doesn't always work, I don't know why (distance maybe) I will
    check on this one.
    note: it's actually better to do f,n,d,df+4,4 because the df+4,4 does
    not move Kazuya forward and the second kick tend to miss.
    note: timing isn't easy, and you'll have to crouch dash a little bit
    before tapping 2 for the Wind God Fist.
    note: the timing is actually really hard.  It's good for show off and
    not much else since you can do much simpler juggles that's about as
    damaging as this one.
    note: the finishing move after Rising Kick is hard to time.  Otherwise
    this is my choice of juggle because it's visually more impressive than
    other Kazuya juggles, and it does a bit more damage too.
    note: same as the previous one, except much easier to do, not quite as
    damaging as the previous one though.
    Tag In:
    If Kazuya tags in after normal juggle starters like Wind God Fist, use
    the same juggles from previous section.  If Kazuya tags in after HIGH
    juggle starters, however, use the following juggles.  Why?  Becuase
    the following juggles does A LOT more damage!  By high juggle starters
    I mean Demon God Fist, or Hworang's f,n,d,df+4, or Yoshimitsu's 4~3
    Kangaroo Kick.
    note: you'll have to buffer the crouch dash as Kazuya tags in.  Very
    note: about as damaging as the previous one, not all that hard as long
    as you buffer crouch dash as Kazuya comes in.
    Yet to Be Confirmed Juggles:
    I don't know if the following juggles are garanteed, someone e-mail me
    on these juggles.
    note: don't know if you can quick recover out of it, or if you can lie
    still and avoid Thunder God Fist.
    note: garanteed on big characters, don't know about smaller characters
    * Stun Juggles *
    Demon Gut Punch:
    This is the best way to do A LOT of damage really fast.  If you manage
    to get two of these on the same character, that character will die.
    note: can you say ouch?  Two of these will kill anyone!
    f,n,d,df+2->any of the Wind God Fist Juggle
    note: same as Wind God Fist juggles, except that extra Demon Gut Punch
    makes it much more damaging and intimidating.
      Jin: b,f+2,1,d+2,f,f,2
      Bruce: b+3,b+4,3,4 (100% juggle)
      Heihachi: 1,1,f+1,b+2,1
      Nina: uf+4,d+4,1,f,f+3
    note: many of these juggles are close to 100% if not 100%, and pretty
    much every character can do something damaging.
    note: this must be the BEST bang for the buck (Orge can do this too).
    Why?  It's so easy to do, and it's sooooooo damaging!  Mishima family
    can do right roundhouse without the clean hit penaty.  Do the right
    roundhouse kick after stun, and it takes off almost half of your oppo-
    nent's life bar.  For the simplicity of this juggle, I must say this
    is THE best juggle in Tekken.
    Everything Else:
    Everything else being df+2, f+1+2, etc.  They are not double over stun
    but your opponent can tag out of these stuns.  So in some ways, these
    are better, and in some other ways, they're not.
    note: very easy, good damage.
    df+4_f,n,d,df+4, f,n,d,df+2_df+2
    note: harder, more damaging, looks better.  
    note: this only work after f+1+2, Glorious Demon Fist.  And I don't
    know if this is garanteed or what.  Someone e-mail me about this one.
    * VS. Human *
    not here yet.
    * Having Fun *
    The best thing to do with Kazuya is just sit there all day and counter
    with Demon Gut Punch!  This work especially well with button pushers,
    up to pretty good, decent players.  Frustrated with Baek, Hwoarang and
    Eddy button pushers?  This is your solution!  With Baek and Hwoarng,
    all you have to do is block and wait for a high attack, duck it, and
    punch his guts out!  The funny thing is they never learn.  Anywhere I
    go, I always run into these people playing Hwoarang, and all they do
    is d+4,4,3,3,3,3.  So all I do is block the first low kick, duck the
    high kick, and Demon Gut Punch.  These people will keep doing d+4,4,
    and more d+4,4, and I just keep punching their guts.  Then there are
    people who just 3,3,3,3 the whole time, of course I duck the last high
    kick and Demon Gut Punch.  Against srubby characters I don't even try
    to finish it anymore because they'll just do the same stuff again, and
    I'll just Demon Gut Punch them until they die.  Surprisingly, no one
    has ever call me cheap for doing this, but it's still very fun to see
    them getting frustrated because the d+4,4 and 3,3,3,3 that has always
    worked don't work anymore.  Against Eddy, you can play it safe and
    block all the low attacts then Demon Gut Punch them as they recover.
    Or have some fun, as soon as they're close enough, Glorious Demon Fist
    or Gut Punch (df+2).  You'll pretty much beat out anything Eddy has as
    long as you time it right.  4~3 Demon Scissors and Hell Sweeps works
    well too, but be careful with those.  
    If you have Jun as your partner, train them to block with a lot of mid
    hitting strings (Jun is REALLY good in doing this).  Once the start to
    block everything, run up to them do f+1+2~5 Tag Throw, or if you are
    Jun, b+1+2~4 Tag Throw.  Kazuya will head butt your opponents to Jun
    for Reverse Arm Bar, or if initiated with Jun, Kazuya will finish the
    throw with a headbutt.  The first time I did this I almost laughed my
    ass off.  The guy I was playing with is one of those Asian guys who
    pick Paul and Jin and do ten-hit combos the whole time.  Well, all I
    did was run up to him, Tag Throw.  As he got up, Tag Throw again, and
    since he couldn't break the Tag Throw, I decided to do it until either
    Paul die, or he starts to break the throws.  Much to my surprise, Paul
    died!  As he walk away from the arcade, I laughed my ass off, and peo-
    ple all look at my weird and stuff, but I don't care.
    Another fun thing to do is pretend to be button pushing with Kazuya,
    except always hold down.  If your opponent try to hit you, Demon Gut
    Punch!  A lot of somewhat good players can't believe that they lost to
    a button pusher, and keep challenging.  What make it better is that
    after losing their friends make fun of them, so to redeem themselves,
    they keep playing!
    * Conclusion *
    	If you live in Orange County area, you can find me in either
    Lake Forrest or Huntington Beach Nickel Nickel.  They have Tekken Tag
    Tournament for 15 cents, that 3 nickels, cheaper than most of the pla- 
    ces' Tekken 3 game.  I always wear the same Fila shirt with Black and
    Red, or all white outfit, and I have a big burn scar on my left arm
    and a tongue stud.  You can identify me fairly easily, and I always 
    go with my girlfriend, Nancy.  She always wear jeans and tank tops, 
    except every now and then she would go as naked as they would allow 
    her to be.  If you see us please challenge me to a game of Tekken, or
    Nancy to a game of Marvel vs. Capcom (she'll kick your ass with her
    cheap air demon Chun-Li combos).  Once again, at Nickel Nickel, they
    have 15 cent Tekken Tag Tournament, so please stop going anywhere 
    that charges you 50 cents a game even if the continue is only a quar-
    ter.  By the way, I'll be writing FAQ for Kazuya, and Anna next.  De-
    pending on what happens after that, I'might write more FAQs for Julia, 
    Jun, Jin, Michelle, Bryan, Hwoarang, Paul, and Wang (That right, I 
    play just about every character there is), but Kazuya will probably 
    come first, since I played him for the very first time a couple of 
    days ago (I never played Tekken 2), and I must say I'm totally hooked 
    on his WS+2 stunning gut punch, that punch must be the most awesome 
    move in Tekken (right there with Wind God Fist, funny how Mishima, 
    Kazama, and William families got all the good stuff).  *time lapse* 
    It's been about two weeks since I played Kazuya, and I've been play-
    ing Kazuya ever since.  This guy is awesome!  Weaken, but still awe-
    some.  I've been doing a lot of very cool tag juggles with Heihachi,
    Anna, Nina, and Julia.  I'll probably write Kazuya FAQ first because
    it'll probably be shorter and won't take as long as Anna's FAQ.  I'm 
    getting off the subject, anyway, if you want to meet me to play a
    mean game of Tekken (or lame if I feel like screwing around) just e-
    mail me!
    * Credits *
    Here are the list of FAQs and Web Sites I refered to while writing
    this FAQ:
    Tekken Zaibatsu (http://www.tekken.net/zaibatsu)
    Castel's MPEG movies that inspires me to play Kazuya
    William Knight's Tekken 2 Kazuya FAQ

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