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    Kazuya by Devil_Jin

    Version: Final | Updated: 10/12/01 | Search Guide | Bookmark Guide

    Tekken Tag Tournament: Kazuya Mishima Strategy Guide
    Final Version
    October 12, 2001
    FAQ written by Devil_Jin for the Arcade and Sony PlayStation 2
    E-Mail Address: MCDevilJin@tekken.cc
    Yahoo IM Screen Name: Devil_Kazuya_28@yahoo.com
    AIM Screen Name: DevilLee19
    IRC and Tekken Zaibatsu Screen Name: Devil_Jin
    EZBoard BBS Screen Name: MCDevilJin
    Visit my BBS here: http://pub21.ezboard.com/bmcdeviljinstekkenbbs
    Unpublished Work Trademarked (TM) and copyrighted (c) Devil_Jin 2001-
    2002.  All Rights Reserved.
    Unpublished work Copyright 2001-2002 Devil_Jin
    This FAQ and everything included within this file cannot be reproduced
    in any way, shape or form (physical, electronical, or otherwise) aside
    from being placed on a freely-accessible, non-commercial web page in
    it's original, unedited and unaltered format.  This FAQ cannot be used
    for profitable purposes (even if no money would be made from selling it) 
    or promotional purposes.  It cannot be used in any sort of commercial 
    transaction.  It cannot be given away as some sort of bonus, gift, etc., 
    with a purchase as this creates incentive to buy and is therefore 
    prohibited.  Furthermore, this FAQ cannot be used by the publishers, 
    editors, employees or associates, etc. of any company, group, business, 
    or association, etc., nor can it be used by game sites and the like.  It 
    cannot be used in magazines, guides, books, etc. or in any other form of 
    printed or electronic media (including mediums not specifically 
    mentioned) in ANY way, shape, or form (including reprinting, reference 
    (Devil_Jin).  This FAQ was created and is owned by myself, Devil_Jin 
    <MCDevilJin@tekken.cc>.  All copyrights and trademarks are acknowledged 
    and respected that are not specifically mentioned in this FAQ.
    This FAQ was written for GameFAQs (http://www.gamefaqs.com), Tekken 
    Zaibatsu (http://www.tekkenzaibatsu.com), and Catlord's Tekken 
    Collection (http://www.catlord.com) ONLY.  I don't want it to be put up 
    on any other web sites at this point and am not above explaining this to 
    your ad banner guys or whoever else I can get ahold of if you decide to 
    violate this disclaimer.
    To continue, this FAQ and everything included herein is protected by
    the Berne Copyright Convention of 1976, not to mention International
    Copyright Law.  Remember that plagiarism is a crime, and that this is a
    copyrighted work - stealing from this guide is putting yourself at risk, 
    plain and simple, because the law is on my side.  I feel the need to 
    mention that the following publishers/publications/companies have ripped 
    from many Tekken authors in the past, namely: the Ziff-Davis Video Game 
    Group (publishers of EGM, Expert Gamer, etc.), and Game Cave.  If you 
    want to show your appreciation for having this nice free FAQ to read, 
    please do so by not reading any of these rags, or refraining from buying 
    anything at Game Slave - er, uh, Cave ^_^.  And I mean this to full 
    Author's Note:
    I would especially like to thank Chris MacDonald, a.k.a. Kao Megura, for 
    his incredibly-thorough Copyright Statement.  This man is the best FAQ 
    writer ever for a reason, and it's sad that the populace that reads his 
    FAQs feel the need to rip it for petty reasons such as monetary gain, 
    impressing someone by making them think THEY wrote it themselves, etc., 
    and it's even sadder that these same fans have forced him to retire from 
    FAQ writing from all this stress.  To all you people I've mentioned (you 
    know who you are), I give you a hearty, well-meant "FUCK YOU!"
    The Tekken series, Kazuya Mishima, and all related events/characters are 
    (c) of Namco Hometek.  All Rights Reserved.
    This FAQ can be found at (and ONLY at):
    Tekken Zaibatsu (http://www.tekkenzaibatsu.com)
    GameFAQs (http://www.gamefaqs.com)
    Catlord's Tekken Collection (http://www.catlord.com)
    If ANY other sites I am not aware of aside from GameFAQs, Tekken 
    Zaibatsu, and Catlord's Tekken Collection have this FAQ on their 
    site/database, I _URGE_ you to mail me the site address, name, and/or 
    1. Conventions
         - Movement Conventions
         - Linking and Special Conventions
         - Grounded Positions
         - Extra Combo Conventions
         - Move List Abbreviations
    2. Strategy Guide Introduction
    3. A Special Note To A Good Friend (Revised)
    4. Latest Revision History
         - Version 11.0
         - Version 12.0
         - Final Version
    5. Credits/Sources
    6. Kazuya Mishima's Bio
    7. Tekken 4
    8. Strengths and Weaknesses
         - Overall Analysis
         - Strengths
         - Weaknesses
    9. Moves List
         - Throws
         - Attacks
         - Unblockables
         - Strings
    10. Frame Data
         - Throws
         - Attacks
         - Unblockables
    11. Moves Analysis
         - Ranking Chart
         - Throws
         - Attacks
         - Unblockables
    12. Combos
         - Jugglestarters
         - Stun-Combo Starters
         - Standard Combo Arts
         - Counter-Hit Combo Arts
         - Class 1 Combo Arts
         - Class 4 Combo Arts
         - My Favorite Juggles
         - My Favorite Tag Juggles
    13. Strategy
         - Story Time
         - The Art of the Crouch Dash
            - Unofficial Moves
            - Official Moves
            - The Wavedash and Lightdash
         - Sidestepping
         - Okizeme
         - Taking Advantage of Frame Data
         - Custom Strings
         - OB Strategies
         - Chickening
            - Commonly-Reversed Moves
            - Bait For Chickens
         - Countering/Interrupting
    14. Versus Fights
         - Alex/Roger
         - Anna Williams
         - Armor King
         - Baek Doo San
         - Bruce Irvin
         - Bryan Fury
         - Devil/Angel
         - Eddy Gordo/Tiger Jackson
         - Forest Law
         - Ganryu
         - Gun Jack
         - Heihachi Mishima
         - Hwoarang
         - Jack-2
         - Jin Kazama
         - Julia Chang
         - Jun Kazama
         - Kazuya Mishima
         - King
         - Kuma/Panda
         - Kunimitsu
         - Lee Chaolan
         - Lei Wulong
         - Ling Xiaoyu
         - Michelle Chang
         - Mokujin/Tetsujin
         - Nina Williams
         - Ogre
         - Paul Phoenix
         - Prototype Jack
         - True Ogre
         - Unknown
         - Wang Jinrey
         - Yoshimitsu
    15. The Best Partners for Kazuya
    16. Submitted Strategies
         - Kazuya VS Anna Strategy
         - Kazuya VS Michelle Strategy
         - Kazuya VS Julia Strategy
    17. Upcoming FAQs
    18. Review Of Versus Book's TTT Perfect Guide
    19. All About Me
    20. In Conclusion...
    1. Conventions ########################################################
    (Note: These are assuming your character is facing to the right.  If 
    they are facing to the left, reverse all b, f, B, F, SSL, and SSR 
    1 - Left Punch
    2 - Right Punch
    3 - Left Kick
    4 - Right Kick
    5 - Tag
    d - tap Down
    u - tap Up
    f - tap Forward
    b - tap Back
    d/b - tap Down-Back
    d/f - tap Down-Forward
    u/b - tap Up-Back
    u/f - tap Up-Forward
    D - tap and hold Down briefly
    U - tap and hold Up briefly
    F - tap and hold Forward briefly
    B - tap and hold Back briefly
    D/B - tap and hold Down-Back briefly
    D/F - tap and hold Down-Forward briefly
    U/B - tap and hold Up-Back briefly
    U/F - tap and hold Up-Forward briefly
    N - Neutral joystick position  (Joystick is not touched)
    SS - Sidestep (u,N or d,N)
    SSL - Sidestep Left (u,N)
    SSR - Sidestep Right (d,N)
    qcf - Quarter-Circle Forward (Move stick from down to forward)
    qcb - Quarter-Circle Back (Move stick from down to back)
    hcf - Half-Circle Forward (Move stick from back to down to forward)
    hcb - Half-Circle Back (Move stick from forward to down to back)
    + - Moves must be done together
    ~ - Moves must be done IMMEDIATELY after the other
    _ - Or (When used between two moves, they are interchangeable)
    < - Move following the < has the option of being slightly delayed
    [] - Brackets surrounding an item indicates an optional output
    () - Parenthesis indicates moves grouped together
    {} - Curved brackets indicate buttons needed to break a throw
    CH - Major Counter-Hit
    CL - Clean Hit
    PLD - Play Dead Position, face up & feet away  
    KND - Knockdown Position, face up & feet towards  
    SLD - Slide Position, face down & feet away  
    FCD - Face Down Position, face down & feet towards  
    WGF - Wind Godfist (f,N,d,d/f+2)
    EWGF - Electric Wind Godfist (f,N,d,D/F~2)
    TGF - Thunder Godfist (f,N,d,d/f+1)
    big - Can only be done on big characters
    cc - Crouch Cancel (tap u during crouch)
    iWS - Instant WS (d~d/b_d~d/f+button)
    (,) - The hit in parenthesis misses during the combo
    BK - Your back facing the opponent  
    OB - Forces opponent's back to face you 
    OS - Forces opponent's side to face you 
    OSB - Forces opponent's side to face you when blocked 
    JG - Jugglestarter 
    BN - Bounce Jugglestarter 
    RC - Recover Crouching after a move 
    CH - Requires a Counter-Hit  
    DS - Double-Over Stun 
    FS - Fall Back Stun 
    LS - Lift Stun 
    GS - Gut Stun 
    KS - Kneel Stun 
    HS - Hunch-Over Stun 
    TS - Trip Stun 
    CS - Crumple Stun 
    CFS - Crumple Fall Stun 
    CF - Crumple Fall 
    BS - Low Block Stagger 
    SH - Stagger Hit 
    GB - Guard Break
    FL - Float
    # - see corresponding footnote 
    c - CH modifier (eg. JGc is a juggle starter on counter hit)
    cl - Clean Hit modifier (eg. DScl is a double over stun on clean hit) 
    co - Crouching Opponent Modifier (eg. KSco) 
    cco - CH on Crouching Opponent Modifier (eg. FScco)
    h - Attack hits High (block High or duck)
    H - Attack hits High and on ground (block High or duck)
    m - Attack hits Mid (block High)
    M - Attack hits Mid and on ground (block High)
    l - Attack hits Low (block Low)
    L - Attack hits Low and on ground (block Low)
    Sm - Attack hits Special Mid (block High or Low)
    ! - Unblockable hit
    <!> - Unblockable hit which can be ducked
    {!} - Unblockable hit which hits grounded opponents
    *!* - Unblockable hit which hits big grounded opponents
    " - Indicates block point in Strings
    If Kazuya has a new move in TTT that he did not have in Tekken 2, I 
    typed that move on the Moves List in CAPITAL LETTERS!
    2. Strategy Guide Introduction ########################################
    Well, thank you for taking the time to plop your Tekken-playing asses 
    down in front of this computer screen and read this tome of Kazuya 
    goodness.  The reason I've compiled this FAQ is rather simple - ever 
    since Tekken 2 first came out, Kazuya has ALWAYS been my favorite 
    character in every Tekken.  He's just a MAJOR bad-ass, with some awesome 
    attacks with which he can demolish many an opponent in no time flat.  In 
    Tekken 2, Kazuya was within the top five characters in the game - he had 
    very powerful juggles, re-defined the meaning of "stun" with his 
    incredibly-powerful Demon Gut Punch, had the nigh-invincible, Mid-
    hitting Wind Godfist, and was the first character in Tekken to recieve a 
    Sidestep of some sort - however, to make that particular advantage even 
    more deadly, Kazuya could enter his Crouch Dash (the most important 
    Mishima move) by simply tapping d/f, from which he could go into a 
    vicious guessing game with his Wind Godfist and Hell Sweep.  He had 
    power, speed, and ease of use all combined into one deadly package - the 
    only real weakness he had was the lack of an Attack Reversal.  In the 
    words of tragic in his excellent Tekken 2 guide, "If he had a reversal, 
    he would be rated number one or two hands down." - and he hit it right 
    on the mark.
    Kazuya, much to the displeasure of many Tekken 2 vets, was excluded from 
    Tekken 3, and mostly replaced by his son, Jin Kazama.  While Jin was 
    given several qualities that Kazuya lacked (he actually had an Attack 
    Reversal, along with the best moves of his mother, Jun Kazama), several 
    of Kazuya's staple attacks and characteristics, such as a WS+2 Demon Gut 
    Punch, the Wind Godfist (the BEST move ever in Tekken), and the Mist 
    Step were either changed, weakened, or altogether scrapped.  While newer 
    players to Tekken didn't really care, just as slikatel stated, Tekken 2 
    veterans knew that those attacks were the heart of Kazuya's power and 
    effectiveness.  The absence of a Mid-hitting Wind Godfist severely 
    hampered Jin's Crouch Dash game.  It is a strong opinion (but when you 
    think about it, it's more like a fact) that if Jin had been given a Mid-
    hitting Wind Godfist in Tekken 3, he would be the strongest character in 
    the game, although smart players could mixup with the WS+2 Uppercut and 
    Hell Sweep.
    Well, Tekken 3 is now old news, and Tekken Tag Tournament is in (well, 
    kinda).  TTT has EVERY single character ever to grace a Tekken game in 
    this sucker (well, sadly excluding Doctor B. and the useless Gon from 
    Tekken 3) - and that means Kazuya is back to kick ass, and he's come 
    packed with several new moves and quirks that have acclimated Kazuya to 
    TTT's multi-faceted game engine.  Although he has been toned-down in 
    many areas, with practice, Kazuya is one of the most frightening match-
    ups for any opponent, and STILL one of the game's top characters.  
    Virtually everything in Tekken has changed since the heyday of Tekken 2 
    - so that's where this guide will come in handy for the aspiring Kazuya 
    player.  This guide is meant for the intermediate to advanced Kazuya 
    player, so if you don't know about the general game engine, check out 
    the Tekken Zaibatsu or read up on one of the two Tekken Tag Tournament 
    books.  If you're gonna buy one of the books, I highly suggest the 
    Versus Books guide, because even though it's been cut up like a Scream 
    flick, it's still a shitload better than the Prima book.  Although I am 
    not the foremost authority on how to kick ass with Kazuya, I am good 
    enough, and a very observant learner, so remember that this is not THE 
    way to play Kazuya and win, but the way that I play Kazuya and win.  So, 
    for those that want to learn just why Kazuya is so feared in match play, 
    read on... and most of all, enjoy the FAQ.
                                                                - Devil_Jin
    3. A Special Note To A Good Friend ####################################
    This is old, but I didn't want to delete it and restucture the entire 
    FAQ yet again...
    To Kian Chong Lee (ILuvMomo):
    For those that do not know yet, ILuvMomo, Kazuya extraordinare and good 
    friend, has recently announced his retirement from all things Tekken and 
    has stopped posting at the Tekken Zaibatsu.  This to me is a truly sad 
    occurence, as he's without a doubt one of the most intelligent Tekken 
    players I've had the priviledge of speaking with.  We've both been 
    credited with having some of the best FAQs out for TTT, and while I 
    myself would not agree to that when it comes to my FAQ, I would be lying 
    if I didn't say that Lee's Kaz FAQ is a work of art.  He truly has the 
    best FAQ for Kazuya by FAR, and I'd be hard-pressed to even touch the 
    level of strategy and work in there - and his gigantic Julia FAQ with 
    DayFul is even better.  You'd never expect so much strategy and advice 
    crammed in there on one character.  He was just hitting his stride as a 
    great FAQ writer, but sadly, as he announced, he's being drowned in 
    personal troubles stemming from his Tekken play, and has officially quit 
    as Tekken player and FAQ writer.  I do not hold that against him.  
    Obsession is a horrible thing when not aimed correctly.  I wish you all 
    the best Kian, and hope you'll keep in touch.  It was great having you 
    there all this time to help with revising my FAQ and placing your well-
    observed criticisms in the places I needed it.  Your witty sarcasm was 
    also funny as hell.  And it sure was fun watching me, bluu, and Rev 
    flame right?  Again, I wish you all the best and will continue to spread 
    the strategy of our favorite Mishima.  Best of luck with getting your 
    life back in order.  When I next play P-Jack and block his f+3+4, I'll 
    dedicate the cup of coffee I'll drink during the horrid recovery time to 
    you, before I drop a WGF on him.  Cheers!
                                         - Mark Campbell (a.k.a. Devil_Jin)
    UPDATE - Well, here's good news - Kian is back and posting on TZ yet 
    again, under the s/n of kianchong.  From what I gather though, he's 
    decided not to write any more FAQs, which I guess is good for him.  And 
    get this - he's flaming left and right and in the process, making me 
    damn proud!  Nice to have ya back dood!
    4. Latest Revision History ############################################
    This keeps track of the last three revisions:
    v10.5 - Well, screw that promise about not having any more updates for a 
    while.  I didn't realize I had so many errors here and there... semi-
    minor update, added Catlord's site as a carrier of my FAQ, added info on 
    Gut Punch, Right Splits Kick, and a few other moves, added "Electric 
    Wind Godfist" (don't worry, it's a joke... just read it) and added a lot 
    of Submitted Strategies.
    v11.0 - Well, I've found out new info on the Right Splits Kick, Hell 
    Sweeps, Gut Punch and WGF, changed the title of the FAQ around a bit (to 
    better represent the content of it), removed the stupid "EWGF" joke, 
    stopped being lazy and included everyone into the Versus Fights section, 
    removed the High Pounce stuff (it appears Kaz DOESN'T have this move 
    after all... big loss, right? ^_^), removed the Fighters.Net address 
    (since Fighters.Net is gone), changed the roman numerals to regular 
    numbers, got rid of the Links section (too many to keep track of), 
    basically refined and corrected my mistakes all over the place, found 
    other miscellaneous data, AND own the PS2, TTT, and the TTT Perfect 
    Guide from Versus Books to confirm my stuff.  This was originally going 
    to be the final revision, but I decided that there had to be room to 
    make changes if anything came up (like the Frame Data for a blocked WGF 
    and the possible follow-ups), so for the time being, this will be the 
    last update in a long time unless something really major comes up.
    v12.0 - I've removed two of the FAQ locations, fixed an error here and 
    there, and added OB Strategies to the Strategy section.  Ah, the 
    pressures of being an FAQ writer...
    Final Version - Ok, this time I could care less... I'm done with the 
    damn thing.  Tekken 4 is almost out, and PLENTY of Tekken 4 info is 
    abounding, so I decided to include that stuff in a whole new purty 
    section ^_^.  I've gone into more detail with some of the VS. Strategies 
    (Baek especially), fixed up most errors I could find, and decided to 
    stop being lazy and went into depth with stuff I needed to include.  
    There are of course going to be errors, but that's the end of it.  The 
    FAQ will officially NOT be updated anymore.
    5. Credits/Sources ####################################################
    Like I've stated before, I feel that the people that inspired me and 
    motivated me to create this FAQ are the ones that deserve credit for 
    this FAQ.  Let's get this on...
    - Rev, hey, it's always fun getting flaming lessons from you dood.  I 
    have gone from being wimpy-ass Devil_Jin to being one of the baddest 
    motherfuckers in the Tekken Zaibatsu (or maybe I'm just full of 
    myself)thanks to your "kind tutelage", if you can call it that.  To be 
    honest, your FAQs are pretty damn good anyways (if not for the info, for 
    the personality all over it), and I do admit you are my main inspiration 
    for writing this stuff in the first place.  Props go out to Exar Kun, 
    whose Heihachi and Kaz FAQs are quite good themselves (even though 
    outdated and kinda lacking when it comes to useful strat).  And Kian, 
    well, you already know how good your FAQ is ^_^.
    - Victar, keep it real, man.  For those that haven't read it yet, I urge  
    you to check out his site and read his incredible Tekken fanfiction.  
    His latest, and finally finished fanfic, "Phoenix Reborn", is an 
    essential read for any respectable Tekken fan.  His site, Victar's 
    Mortal Kombat/Tekken Fanfiction Archive, is very comprehensive, with a 
    huge list of crazy links and fanfics.  Check it out at:
    - Raijin Aoki for his absolutely incredible Lee Chaolan Tribute movie.  
    I love it more than any movie of Tekken so far!  The BGM RULES!  If you 
    are a Tekken fan, download it.  _Now_.  LEE KICKS ASS!!!
    - Kevin, Amaro, Trekk, and my pal Kenny at Time-Out Arcade in Danbury 
    Fair Mall, CT, for killing my ass (well, Amaro, I almost always beat 
    Kenny and I haven't seen Kevin in a while...) with your mad skillz... 
    especially Amaro with his insane Baek/Hwoarang team, cuz his New Haven 
    skillz are to be feared, rekonized, and rezpekted, cuz he iz just beez-
    naughty.  Kenny, keep working on your game dood, you'll get good 
    someday.  Of course, you can start on the path by blocking my Thunder 
    Godfists first, and you'll be on your way (lol)!  Trekk, it was fun 
    getting wasted by you ^_^.  I swear next time I'm gonna put up an even 
    fight, God dammit!
    - Castel, for supplying all the masses with your sick knowledge of the 
    greatest fighting game ever made.  Keep it coming, man!  AND _BIG_ PROPS 
    - Agent316, for having the crazy skills (he's got the best editing I've 
    ever seen!) to make those insane movies!  Keep it up and visit his 
    webpage at:
    - The guys at Tekken Zaibatsu's Forums: Reverend C. (the well-known 
    "Asian Sensation"), tragic (who's T3 Yoshi FAQ is the greatest Tekken 
    FAQ known to man), Catlord (mad cool dood, I talk to him on IRC), 
    prizim, SPMAN (gorrila-boy Cuban), Night (bluu's bastard love-slave), 
    tomhilfiger (Mr. American Wavedash), KOFTEKKEN and jjt (owners of the 
    immensely-helpful TTT Advanced Techniques FAQ), Chinky-Eye, 7ronko, 
    DatBastardSho (one of the kuhlest doods in the Tekken community, with a 
    great Jun FAQ), Chinky-Eye (King Of Twin Pistons), Renick (excellent 
    FAQs dood!), Shukudai, Ikazushi, ~NewUltraCowLand (who is now the 
    godlike Johnny On The Pot/Perfect Pot... I believe that's 'nuff said), 
    Vegetta X (one of the biggest morons I've even seen, without a doubt), 
    Chris Mishima, Proxer (Defender of "Kazuya does NOT have EWGF!"), 
    FusionTech, toshinjin, EDDYRULZ69 (I mean I69EDDY, another idiot), KaNE 
    (fellow Vegetta X hater and Asian Sk8er), avkazama, RedFooT, elfty 
    (plays a mean Baek I hear), and my main mans bluu (MoFo Ultraflamer # 
    2), Exar Kun, ILuvMomo (Ultimate Master Of The 1,2,2), Joshimitsu, 
    Triple Lei, Guppie, J&H, SeanPyro, and Trekk.  You guys kick ass in 
    Tekken and are cool to debate, argue, chat, and/or bitch with.  Keep it 
    up.  Thanks Chinky for the Twin Pistons info and strats, thanks 7ronko 
    and Rev for the 13-frame WGF info, and thanks bluu for all the Hell 
    Sweep data (and thanks also go to ILuvMomo for including this info in 
    his FAQ where I could find it!) and the invincible WGF info.  You ROCK, 
    my sexy love slave! (LOL)
    - The maddest props to none other than Johnny On The Pot, or as he used 
    to be named, ~NewUltraCowLand, for doing the impossible and KICKING THE 
    killed Calipower, tomhilfiger, AND the God-like MIC?  Yep, the new U.S. 
    champ has arrived, and those months of his trash-talking about GA has 
    paid off.  Makes me blush when I remember how much I used to flame that 
    guy when he was mad stupid.  He's much chiller now and definitely cool 
    to talk to.  Now I'll hop off the JOP nut train, thank you very much.
    - And I can't forget Annaquin, or as we Zai goers call him, Analquin.  
    Apparently, he is NOT the biggest moron ever, and posted up whack strat 
    and retarded videos as a front to his surprisingly GREAT skills.  I 
    still like that word "Annaquinish" though... ^_^ (I bet Rev is kicking 
    himself in the ass now)
    - Now that Annaquin has revealed his true colors, it's time to turn the 
    Tekken Zaibatsu Ass-Clown Award to Ali Vegas, who has wasted our time 
    for months bitching about how Ling Xiaoyu was the best character in TTT, 
    and in the process got the entire forum on his ass with his asinine 
    shit-talking and refusal to go out and PROVE his endless parade of 
    bullshit.  He is THE ultimate Tekken troll.  Maybe if you pull a JOP and 
    PROVE your "skills" in a tournament, we might listen to you and not make 
    fun of your absolutely whack arguments, dick!  Ryokimitsu, I give you 
    kudos for putting this ass in his place every five seconds.
    - The Tekken Salute BBS, for being what was the most hardcore BBS ever 
    for Tekken strats, even if it NEVER freakin' updated.  It's been closed 
    down for a while, but I've heard rumors that it's up again, so if it's 
    true, perhaps I'll go and check it out...
    - UnknownHP and 666 for having a kickass TTT movie site.  Their capture 
    card is even better than Castel and Agent316's!  Here's the site (be 
    warned, it's in Japanese, although the movies are easy to find):
    - Chris MacDonald, better known to the FAQ world as Kao Megura, for his 
    well-put, comprehensive Copyright info.  This man is the best FAQ-writer 
    on the planet, no doubts about it.  You simply cannot dispute the 
    knowledge of Kao Megura, God Of FAQs, no matter who you are!  Thank you 
    man, you are an inspiration for many.  Enjoy your retirement, you 
    deserve every bit of it.  I hope you can write some more killer FAQs 
    some day.
    - BMW, for cracking out with all the mama snaps on IRC and for being the 
    owner of a sick Tekken website.  And thanks for those quick little 
    Kazuya Mist Step videos.  Here's the address:
    - And finally... ME, for having the time, energy, friends, and desire of 
    Tekken to create my very first website AND Tekken BBS!  Although it's 
    not really populated much anymore, perhaps when something new comes up 
    in Tekken (which should be soon, since Tekken 4 is out), I'll post there 
    some more.  On that note, I'd like to thank my moderators: Exar Kun, 
    ILuvMomo, Triple Lei, JyH, Joshimitsu, Guppie, and Sean Pyro for being 
    awesome sons of bitches and helping to make the site your place for the 
    everyday Tekken fan.  Check it out at:
    In the words of my man Joshimitsu, "Uh... go there."
    6. Kazuya Mishima's Bio ###############################################
    Kazuya Mishima's history is quite convoluted, so it's difficult to 
    include everything in detail, but here goes... Kazuya is the son of 
    Heihachi Mishima, the head of the extremely wealthy Mishima Financial 
    Empire.  Throughout his childhood, Kazuya was the victim of a nearly-
    endless string of physical abuse from Heihachi, who believed solely in 
    building a child's strength by beating them during their training 
    exercises.  Then, at the age of five, Heihachi threw Kazuya into a 
    ravine, which left a huge scar running from his upper-right shoulder to 
    his lower-left adbomen.  Kazuya as a result grew up devoid of emotion, 
    and things only grew worse when Heihachi adopted a Chinese orphan named 
    Lee Chaolan when Kazuya was around 13 years old.  From the first time 
    they saw each other, an intense rivalry and hatred flourished between 
    Kazuya and Lee, to which Heihachi exploited to the fullest.  He openly 
    embraced Lee into the Mishima family as a way to incite Kazuya's 
    jealousy and hatred so that Kazuya would grow up and make Heihachi proud 
    when he inherited the MFE.  However, this only made Kazuya's hatred for 
    his father blossom into murderous rage.
    When Kazuya was around 18, he left the MFE to search the world to 
    secretly gain power to overthrow his father, while at the same time 
    living off of his father's money - he devised plans while maintaining 
    the cover of a spoiled, rebellious rich-boy turned vagabond.  It was at 
    this time he was troubled in his dreams by an entity known as Devil.  In 
    exchange for possessing Kazuya, he would grant Kazuya almost limitless 
    power in order to overthrow his father.  Kazuya accepted Devil's offer, 
    and became an agent of evil.  Now all Kazuya needed was an opportunity 
    to strike...
    During the year 1995, Heihachi organized a blood-sport tournament called 
    the King of the Iron Fist.  The winner would recieve a large cash sum, 
    as well as becoming the new owner of the Mishima Financial Empire.  
    Kazuya was one of the lucky few who recieved an invitation.  So now, 
    fueled with unholy power, Kazuya entered, and proceeded to not only 
    demolish Lee, but topple Heihachi as well, throwing him off of the same 
    cliff that he himself had been thrown at the age of five, believing him 
    to have perished, although he would find out that he had survived later 
    on.  Kazuya became the new President and CEO of the Mishima Financial 
    Empire, and then instantly began corrupting it with his evil power.
    In 1997, Kazuya organized the second King of the Iron Fist tournament.  
    During the course of events, Kazuya fell in love with the "Ecology 
    Fighter", Jun Kazama, and were drawn together by the supernatural power 
    of Devil.  In the final match of the Iron Fist, Heihachi, who had come 
    out of hiding to topple all challengers in the tournament, fought Kazuya 
    again in a bloody battle.  This time, Heihachi defeated Kazuya, and made 
    sure he would never come back to menace him again by throwing his corpse 
    into a raging volcano, while at the same time, Devil was battling a 
    pregnant Jun Kazama for ownership of an unborn Jin's soul.  Jun emerged 
    victorious, and fled to the isolated Japanese island of Yakushima to 
    raise Jin away from the horrors of his father and grandfather's crimes.
    Now, the confusing thing about TTT is that it is considered separate 
    from the Tekken series in terms of storylines, but the fact that Namco 
    included endings for the characters in the PS2 version of Tekken Tag 
    makes it a bit harder to swallow.  His presence in Tekken Tag is 
    supported by the strong evidence in Tekken 3 that he, indeed, survived 
    at the climax of Tekken 2.  This is clearly shown in Eddy Gordo's ending 
    in Tekken 3 for the PSX, where he reveals that the leader of the crime 
    syndicate called the "Organization", as well as the man who ordered the 
    hit on Eddy's father, to be non other than Kazuya Mishima.  Now, Tekken 
    3 takes place roughly in the year 2016, 19 years after the second King 
    Of The Iron Fist tournament in 1997, and Eddy is 27 years old in 2016.  
    When Eddy was 19, around the year 2008, his father was murdered by the 
    Organization, and Eddy spent 8 years in jail.  The hit on Eddy's father 
    was executed 11 years after Kazuya's supposed "death" at the hands of 
    Heihachi, PROVING that he is indeed, alive, or was alive at least until 
    the time of Eddy's father's death.
    7. Tekken 4 ###########################################################
    For those not in the know, Tekken 4 has been released across the world.  
    And the good news?  Kazuya is not only alive - he's the main character!
    In the midst of the 3rd Iron Fist, Heihachi and his scientists tried to 
    find a way to merge Ogre with the Devil gene - the DNA that had 
    manifested in his son, Kazuya, giving him immense power - and create a 
    living organism, with which Heihachi would use to conquer the world.  
    Since he himself did not carry the Devil gene, and his son was (to his 
    knowledge) dead, he found the gene in his grandson - Kazuya's son, Jin 
    Kazama.  Knowing that it was only a matter of time before Jin would 
    transform - and become a threat - Heihachi orchestrated a plan to kill 
    the unsuspecting, trustworthy boy.  All he needed was an opportune time 
    to strike...
    Heihachi carried out the plan after Jin had vanquished True Ogre, with 
    him and a few Tekkenshu soldiers shooting him dead.  The plan was to use 
    Jin and True Ogre's cadavers for experimental purposes to find the 
    combined power of Ogre and the Devil gene.  Unbeknownst to Heihachi, 
    this act of violence did not end the menace - it TRIGGERED Jin's 
    transformation, turning into a nigh-unstoppable killing machine.  Devil 
    Jin proceeded to kill the Tekkenshu grunts and then mopped the floor 
    with Hei himself.  Devil Jin flew off into the night, leaving a 
    battered, bruised Heihachi on the ground, writhing in pain but alive 
    (he's one tough 73-year-old bastard, that's for sure).
    For the next two years, Heihachi searched the world for his Devil 
    grandson to no avail.  He simply could not be found - there were no 
    traces of his existence whatsoever.  
    Then he came upon a startling discovery.  Pictures came into his 
    possession, showing a corpse, burnt and covered with cuts and scars, 
    with two long protrusions sprouting from his back.
    Protrusions that looked very much like wings.
    The pictures were over twenty years old, so it was conclusive proof that 
    apparently someone had found Kazuya's body, although HOW it existed was 
    itself baffling.  Knowing full-well what possession of Kazuya's body 
    could do in the wrong hands, he set out to find the perpetrators, and 
    make them pay dearly.  Soon enough, a name came up - the G 
    The minds behind the discovery of Kazuya's corpse were known as the G 
    Corporation, a huge conglomerate with offices in Nepal and Nebraska that 
    specialized in biotechnological research.  Twenty-two years ago, they 
    had retrieved a burnt and scarred body from the volcano under the tip 
    that Kazuya Mishima, the Devil-possessed former owner of the MFE, had 
    just been thrown in after being defeated by Heihachi Mishima.  Kazuya 
    was reputed by the crime underworld to be nearly indestructible, and the 
    recovery team was indeed able to retrieve the remarkably-preserved 
    The G Corporation spent close to 20 years trying to discover a way to 
    reanimate Kazuya so as to harness Devil's power.  The G Corporation used 
    their incredible biotechnology on Kazuya's DNA to reanimate his body in 
    their Nebraska laboratories.  It was successful, and Kazuya retained all 
    of his memories - the catch, however, was that he now had the body of a 
    49-year-old, as if he had aged from 1997 all the way to 2018 (which 
    seems to directly contradict Eddy's T3 ending, since in that ending 
    Kazuya is assumed to be alive almost a decade before 2018, so 
    apparently, Eddy's ending did not take place in the official Tekken 
    Indebted to the G Corporation for reviving him, Kazuya set out to help 
    discover how to merge his own persona with Devil's so as to make himself 
    even more powerful.  The experiment was brought to a crashing halt, 
    though, when Heihachi and the Tekkenshu, who had recieved word that 
    Kazuya's body was being held in the Nebraska laboratories, arrived and 
    proceeded to lay waste to the G Corporation's personel and equipment 
    only hours after laying waste to the G Corporation's Nepal building and 
    taking their information.  Kazuya, enraged that his father thwarted his 
    plans once again, demolished the Tekkenshu squad and went into hiding.
    Desperate to find Kazuya and eliminate him once and for all, Heihachi 
    organized the fourth King Of The Iron Fist tournament to draw out 
    Kazuya.  The prize would be ownership of the Mishima Financial Empire 
    and of course, a hefty prize sum.  Kazuya, knowing that entering will 
    give him a shot at revenge with Heihachi, enters the tournament.
    Yes, Kazuya is back and he's ready to kick ass in Tekken 4.  Things 
    aren't exactly peachy, however, if you're expecting the TTT dominator.  
    If you've been up-to-date with Tekken 4's information, you'll know that 
    the general consensus was that Kazuya had been RAPED in Tekken 4.  Don't 
    get me wrong - he's not really weakened, but he's been balanced out VERY 
    well.  Most, if not all, of his useful moves have been modified or 
    changed in some way.  He's apparently gained a bunch of new moves, but I 
    haven't seen all of them yet.  I'm glad to say though that Tekken 4 is 
    in my arcade now, so I spent a few hours of quality time with Kazuya.  
    The main changes I know of are below...
    - Kazuya's 1,1,2 is now like the Ogres' version - the final, third hit 
    no longer is guaranteed after the first two hits unless it's on Counter-
    Hit.  Being one of Kazuya's main attacks to answer a blocked attack, I 
    would say this hurts him a fair bit... I guess it's time to fall back on 
    the Ogres' tried-and-true tactic of using 2,2 to counter blocked 
    attacks.  Apparently though, the regular 1,1 seems to give Kazuya a MAD 
    frame advantage now, even more so than it used to be.
    - In what is one of the more shocking changes made to Kazuya's arsenal, 
    Kaz's almighty Wind Godfist... sucks.  Well, kinda.  The properties of 
    Kazuya's WGF in Tekken 4 are really fucked up.  First off, Wind Godfist 
    - AND Electric Wind Godfist - both only launch on Counter-Hit.  On a 
    normal hit, it only staggers them (as if you did a WS+1,2 Twin Pistons 
    on a Jack).  Perhaps the worst change of all - it hits High!  That's 
    REALLY bad.  Thankfully, however, Kazuya now has the EWGF... even though 
    it's not really anything super-special anymore.  So now you really HAVE 
    to use it to interrupt, since using it any other time will put you in 
    more danger than it's worth.  I was pulling the EWGF more than a few 
    times on the decent sticks, so apparently it is identical to Jin's old 
    EWGF and has a bigger slop factor than Hei's.  Due to his new attacks 
    though, Kazuya juggles are as powerful as ever.
    It's quite obvious that the offensive aspects of this move are severely 
    fucked now, though.  No more pressuring crouching opponents, because 
    they can duck it, and even if it hits it won't juggle.  So now you 
    really don't have a choice but to use it for interrupting.  Thankfully, 
    this now means that previously impossible juggles are now quite possible 
    - WGF, 1, WGF, 1, WGF, and WGF, 1, 1, TGF work 100% when done right.  
    Putting it bluntly, though, while the WGF/EWGF is definitely useful when 
    mastered, it is nowhere near as effective as it was in previous Tekkens.
    - And finally, we have Kazuya's Twin Pistons.  In what is definitely the 
    biggest raping of all for poor Kaz, the WS+1,2 has been royalled FUCKED.  
    It's now identical to Jin's gimpy-ass T3/TTT Twin Pistons!  The second 
    hit is no longer guaranteed on normal hit - only on CH.  Worst of all, 
    it no longer juggles crouching opponents - regardless of CH!  This is 
    probably the only change I REALLY object to.  Suffice to say, this was 
    Kazuya's best attack in TTT.  I mean, abusing Twin Pistons from CD was a 
    hard enough technique to learn properly... and now it's DEAD.  Don't get 
    me wrong, TP was definitely too powerful in Tekken Tag... but God, I'd 
    give it a slower block recovery or something... not totally destroy it.  
    It is of course still useful for interrupting, though.
    - Kazuya still has the Wavedash in Tekken 4.  Problem is... who in the 
    fuck would want to use it now that it's really WORTHLESS?  All they have 
    to do is block Low, and that's it.  EWGF and WGF will whiff.  Twin 
    Pistons will not juggle even if on CH (since they're ducking), and even 
    if the first hit connects normally, they can block/Parry/reverse the 
    second.  Hell Sweeps can be blocked or Low Parried, and from what it 
    looks like it needs a deep Clean Hit or CH to trip now!  From some 
    threads at the Zai, however, many players are now throwing in Kazuya's 
    new b+1, which hits Mid, into the Crouch Dash mixup, so perhaps they 
    aren't quite dead yet.  However, considering that Mishimas can be jabbed 
    out of the Crouch Dash now (especially by Paul/Steve/Law), it's safe to 
    say that abusing it is a foolhardy tactic in T4.
    - The Demon Gut Punch, more or less, is much better than the old TTT 
    incarnation.  On a Clean Hit, the DGP's stun can NOT be escaped at all, 
    and as an even weirder property: if you do the Gut Punch (d/f+2) right 
    afterwards, IT STUNS, REGARDLESS OF CH OR CLEAN HIT!  Needless to say, a 
    combo like CH WS+2, d/f+2, b+3,1, f,N,d,d/f,f+4~4 does craploads of 
    damge with minimal effort.  Also due to his new moves and additions to 
    his arsenal, Kazuya's juggling power is MUCH better then ever before.  
    And when factored in with his multitude of stuns, Kazuya is basically 
    THE juggler/combo-er in Tekken 4.
    - Juggles, in general, have been massively toned-down in Tekken 4.  Only 
    a few characters have massive-damage juggling capabilities now (Kazuya 
    is one of them), and few rarely exceed 30-40% damage unless you factor 
    some cheap wall combos in.  The game is much more reliant on poking, 
    Okizeme, and Sidestepping.  Of course, for those that don't poke the 
    best (Kazuya), juggling is going to be your main/standby form of 
    - The universal Low Parry is back in Tekken 4. 
    - The Sidestepping system has been totally revamped.  Now you can 
    Sidestep infinitely to the left or right by holding Up or Down, or do 
    the regular SS from Tekken 3/TTT with u,N or d,N like before.  Crouching 
    is now done with D/B.  However, the continuous Sidestep is pretty damned 
    slow and really not useful, so the regular SS still seems to reign here.
    - And did I mention Tekken 4 has WALLS?  Yep, and they figure in 
    PROMINENTLY with gameplay and ESPECIALLY with juggling.  Just about 
    every character has a juggle or two they can use when bouncing some poor 
    bastard off the wall.  Beginning to see the possibilites?  I got some 
    unfortunate people in some NASTY wall traps with Kazuya and that evil 
    new b+3,1,4,1 combo of his.  Thankfully, Wall Tech Rolls are possible, 
    so it's not like a wall trap is the end for you (but damn near close it 
    - The old 1+3 throws as we know it are gone.  They've been replaced by 
    the new Position Change, which basically exchanges the player's standing 
    positions.  I believe the old 1+3 throws are now F+2+4.  The new 
    Position Change is INCREDIBLY useful, make no mistake about it.  It 
    allows a defensive guy getting pummeled against a wall to grab the 
    attacker, throw him into the wall, and then the tables are turned, of 
    course.  This usefulness is kinda downsized though because the frame 
    count for these (and the 2+4) throws are much longer than ever before.
    - As for new moves with Kazuya, he's gained a whole lot to round him 
    out.  Here's his new additions:
    Split Elbow - b+1
    Entrails Smash Combo - d/f+1,f+2
    Glorious Demon Fist Combo - f+1+2,f+2 (I believe it only works on hit)
    Corpse Slash Punch - SS+1+2
    Wicked Raid - b+2
    Spiral Backfist - b,b+2
    Electric Wind Godfist - f,N,d~D/F~2
    Demon Slash Kick - f,N,d,d/f+3
    Advancing Kick to Lead Jab - f+3,1
    Blazing Demon Fire Rush - b+3,1,4,1
    Flash Kick - b+4
    Demon Stomp - d+4 (grounded opponents... looks fucking bad-ass!)
    - Another big change is the addition of Soul Calibur's Just Frame 
    Attacks.  For multiple-attack chains, like Paul's new Iron Mountain 
    chain (d+4,2,1), EXACT frame-timing is required inbetween hits to get 
    the whole thing out - you can't mash it out like in previous Tekkens.  
    Unfortunately, though, Namco has not released Tekken 4's Frame Data yet.
    - The CONFIRMED characters in Tekken 4 as of this writing: Kazuya 
    Mishima, Paul Phoenix (d+4,2 is cheap again, he's got a perfect new 
    d+1+2 shoulder tackle move, cheap 1,2, and some incredibly-evil wall 
    combos... ARRRGH!), Ling Xiaoyu (massively improved), King The 2nd (who 
    has several of Armor King's moves from TTT), Marshall Law (complete with 
    goatee and some cool new punch links), Yoshimitsu, Hwoarang (with a few 
    of Baek's moves), Heihachi Mishima (the boss... and my God, he's wearing 
    a Sumo diaper!  EWGF is also there too... but now it slams you spinning 
    across the screen!), and three new characters: Craig Marduk (who killed 
    Armor King, that bastard!), Steve Fox (a boxer dude who uses sways 
    intstead of kicks, and has the fastest goddamned punches I've ever 
    seen!), and Christie Montiero (who is the female Eddy Gordo of Tekken 
    4... as well as being almost naked 90% of the time).  Jin Kazama is the 
    first Time-Release character (his ENTIRE arsenal is new!), followed by a 
    "new" character, Violet - which if you didn't know yet, is actually Lee 
    Chaolan in disguise - Nina Williams, Lei Wulong, Bryan Fury, and Julia 
    Chang.  The rumored next characters are Kuma/a Jack, Combot (basically 
    Tekken 4's Mokujin), and Heihachi.
    . Strengths and Weaknesses ###########################################
    Kazuya is the most hardcore of all the Mishimas.  His attacks intimidate 
    more than any other of the Mishimas' attacks do, and his whole attitude 
    exudes a simple, bad-ass "I'm gonna kick the shit out of you, then spit 
    on your fucking carcass" arrogance that we all know and love.  He 
    thrives on landing Counter-Hits perhaps more than any of the other 
    Mishimas as well - examples are Kazuya's Demon Gut Punch, Gut Punch, 
    Twin Pistons, and of course, the Wind Godfist.  He has the fastest Wind 
    Godfist in the game in that it can be executed one frame faster than any 
    of theirs can (except Devil).  Kazuya's Crouch Dash games are also the 
    deadliest of all the Mishimas.  Kazuya's only drawbacks are a lack of 
    variety, lower juggling power compared to the other Mishimas, and the 
    slowest-recovering Wind Godfist of the Mishima clan (explained below).  
    While his arsenal is limited, he benefits in that just about all of his 
    attacks are useful in some way.  IMHO, he has the most "effective" 
    arsenal in the game.  Having 20 or so moves may not be much, but it's 
    better to have 20 or so useful moves than 70 moves with limited use, 
    right (*cough* *hack* *JULIA* *haff*)?  Added to that, Kazuya is THE 
    pick that almost all of the tournament players (and winners) choose when 
    they want to win.  Go to Korea or Japan and you see Kazuya is the most 
    picked character in tourneys along with Jin.  In the right hands (with a 
    lot of Instant WS Twin Pistons/Hell Sweep mixups from your Crouch 
    Dash/Wavedash, although it isn't really NECESSARY), Kazuya can beat 
    anyone and everyone.
    And if that isn't reason, who's a bigger badass than Kazuya?
    Thought so.
    - Kazuya has the most elaborate arsenal of stun attacks in the game, and 
    when given an opportunity to unload, his stun combos hurt more than 
    anyone else's (yes, even more than the Ogres, believe it or not).  He 
    has the insanely-powerful (although crappy) Demon Gut Punch, the 
    extremely-useful Gut Punch, and the powerful Glorious Demon Fist with 
    which to stun them and combo.  His most powerful stun move is the Demon 
    Gut Punch (if it hits on CH and they do not escape the stun), as it has 
    decent speed, easy to do, hits Mid, Double-Over Stuns on Clean and 
    Counter-Hit (Fall-Over Stun on Clean Hit), does insane damage (50+ 
    points!), and Kazuya can follow-up with almost any of his moves for a 
    powerful combo.  However, it has been toned-down a LOT in TTT, as a stun 
    can be Tagged out of or the opponent can simply hold Forward to fall 
    quickly and escape the stun (regardless of hit type).  Your best bet is 
    to rely a lot more on the Gut Punch since it does insane damage as well, 
    can't be escaped, is fast, inflicts block-stun in-close, and can lead to 
    some powerful combos.
    - While not having as much finesse and damage as Jin or Heihachi, or 
    having a Class 1 Launcher like Devil, Kazuya's juggles are powerful and 
    simple.  It only helps that he is gifted with possessing the best 
    jugglestarter (and perhaps the best move overall) in Tekken - the Wind 
    Godfist.  While it now can be blocked standing or crouching, and is not 
    as good as Heihachi's due to his much broader juggle options (and 
    shorter block recovery and EWGF...), it is still Kazuya's best launcher 
    (and one of his only) by far, and a low-blocked WGF will stagger them 
    slightly, allowing Kazuya for the most part to be safe if blocked.  It 
    is also immensly helpful that the WGF cannot be reversed or parried in 
    TTT.  The altered blocking is not too much of a setback, as the WGF was 
    always better-used when countering an opponent's attack or hitting them 
    if they whiffed, and to add to it, a blocked WGF leaves Kazuya open to 
    VERY few attacks, but be careful - some characters CAN hit you with 
    nasty stuff (Ogres 2,2, Hei 1,1,2, Bruce f+2,f+4, etc...).  To make up 
    for his pathetic Demon Gut Punch in the While Standing department, 
    Kazuya has the EXTREMELY useful Twin Pistons, which hit Mid twice, 
    execute in 11 frames, launches to a cozy height for several moderately-
    powerful juggles, combos guaranteed from the first hit, recovers very 
    fast, is easy to do, and can be worked into your Crouch Dash strategies, 
    so Kazuya can use the nigh-unbeatable mixup game from his Crouch Dash by 
    mixing up his Hell Sweeps and his Twin Pistons to create a nasty 
    guessing game.  And of course, the d/f+2 Gut Punch is more than an equal 
    to the Demon Gut Punch in almost every way.
    - Kazuya possesses the Mist Step (f,N), which is a quick Sidestep that 
    can lead into an automatic Crouch Dash by tapping d/f.  From his Crouch 
    Dash, he can go into three very useful attacks - the Thunder Godfist, 
    Wind Godfist, and Hell Sweep, and one of the most useful movement 
    properties in the game, the Mist Step Cancel.  These three attacks come 
    out more deceptively from the Mist Step Crouch Dash than in a normal one 
    (and faster if done with Mist Step Cancel), so it is best to go into the 
    Mist Step as often as possible as it basically comes out of nowhere.  As 
    a bonus, it is also has a much easier joystick motion than the normal 
    - Many of Kazuya's attacks leave him with a sizeable frame advantage on 
    block AND hit - the Right Splits Kick, Leaping Slash Kick (on block), 
    first two hits of the Flash Punch Combo (on hit), Stature Smash (on 
    hit), and close Gut Punch (on block) are prime examples.  Kazuya can 
    employ some VERY nasty guessing games when the player takes frame 
    advantages into use, so as a rule, when you have frame advantage, ALWAYS 
    use it!
    - Kazuya's biggest and most glaring weakness is that the Demon Gut Punch 
    (WS+2), potentially his deadliest move in Tekken 2, has been toned down 
    so massively that it is near-uselessness in TTT at high-level play.  Not 
    only is it slower coming out, it also recovers longer than it did in 
    Tekken 2, and has much less priority.  But the worst by far is that the 
    stuns can be escaped easily by holding Forward or Tagged out of, and the 
    escape window is a long 20 frames, unlike Bryan's CH WS+3 or Paul's CH 
    QCF+1.  When combined with the lag time and recovery time, lessened 
    damage potential since Tekken 2, as well as the predictability of it, 
    you're going to find it close to impossible to land a successful 
    Counter-Hit DGP, let alone a stun combo.
    - Kazuya has no Attack Reversal or any type of Parry outside of the 
    universal Low Parry, so he is forced to block or counter everything 
    coming at him, and pressure is a relatively weak area in Kazuya's 
    defense.  Use the Wind Godfist and Twin Pistons FREQUENTLY in this case 
    (i.e., duck high attacks and throws and retaliate with Twin Piston, when 
    mid-range, use WGF and 1,1,2 to override their attacks).
    - Kazuya's Okizeme game is quite limited.  His Low hits simply aren't 
    fast enough, damaging enough, or have enough range to keep them on the 
    ground for the whole fight, unlike guys like the Ogres, Nina, Jin, 
    Heihachi, Law, Xiaoyu, and Paul.
    - Kazuya's Sidestepping game is pretty lacking.  The supposed Triple SS 
    of Kazuya's is mostly bullshit since the Mist Step's SS is dependant on 
    the frame count, so it's not reliable in the least.  It is made up for 
    mostly by being able to pull Instant WS and Crouch Dash attacks, but the 
    lack of a true SS attack hurts him a bit.
    - When Kazuya and Devil are teamed together, they do not normally Tag in 
    and out like most teams.  Instead, Kazuya/Devil hunches over, and 
    transforms into Devil/Kazuya, depending on who the partner is.  Not only 
    does this make Tag combos virtually impossible, it also leaves
    Kazuya/Devil open to just about any attack, and while their attack is 
    repelled (much like if you touched Jin during his Force), Kazuya/Devil 
    cancels the transformation.  To make matters worse, Devil cannot recieve 
    the Netsu Power-Up, so a Kazuya/Devil team is a big weakness for both 
    members (however, on PS2, Angel/Kazuya IS possible, and very powerful I 
    might add).
    - Kazuya is generally poor in the area of Netsu Power-Ups if you are a 
    player that relies on them to do damage.  Kazuya is a badass mofo ;^), 
    and is often emotionally unnaffected by his partner's plight. It takes 
    around 7 hits on average for Kazuya to get angry and charge-up.  Worse, 
    Kazuya has many teams in which he will not gain Netsu, so if you are 
    playing Kazuya, be careful and use a character that has a strong Netsu 
    combination with him (like Gold Tetsujin, but then again, he's got a 5-
    hit Netsu with everyone...).  Ironically, Kazuya gets Netsued with Jun 
    after _10_ freaking hits!  You'd think he'd care a little more for his 
    own wife than he would for a walking training dummy, don't you think?
    - Kazuya lacks quite a bit in the area of throws.  He only has one 
    special throw, and his other throws can be easily escaped, so do not 
    rely on grappling with him when in-close.
    - Kazuya also cannot do the Tag Slide, Tag Slash Kick, or Tag Flying 
    Cross-Arm, hampering his Tag-in game quite a bit and making him more 
    vulnerable when Tagging in than most.  However, he can still cancel the 
    Tag run-in normally (u/b,b), with a Sidestep (f,u/f) OR cancel with the 
    Mist Step (f,N).  Many thanks Silver Haired Devil for bringing that up.
    9. Moves List #########################################################
    Throw Name                 Command                          Properties
    Bitch Kicks                1+3 {1}                          #1
    Hip Throw                  2+4 {2}                          #1
    Stonehead                  f,F+1+2 {1+2}                    #1,#7
     = TAG, REVERSE ARMBAR      = ~5                            #8
    Ultimate Tackle            D+1+2_D/B+1+2 {1+2_2}            #5
     = Ultimate Punches         = 1,2,1,2,1_2,1,2,1,2 {2_1}     #6
    STEEL PEDAL DROP           1+3_2+4_2+5 {1}                  #2
    SKULL SMASH                1+3_2+4_2+5 {2}                  #3
    Reverse Neck Throw         1+3_2+4_2+5                      #4
    #1 - Front Throw
    #2 - Left Side Throw
    #3 - Right Side Throw
    #4 - Back Throw
    #5 - Tackle
    #6 - Tackle Attacks
    #7 - Opponent can Tech Roll the Stonehead.
    #8 - Special Tag Throw with Jun.  Jun comes in and finishes with a 
    Reverse Arm Bar.  Total damage is 30.
    Move Name                      Command              Properties
    Spinning Backfist              b+2                  h
    Quick Demon Slayer             2,2                  h,h
    Left Right Combo               1,2                  h,h
    Demon Slayer                   1,2<2                h,h,h
    TWIN FANG STATURE SMASH        1,2,4                h,h,l
    Flash Punch Combo              1,1<2                h,h,m
    Twin Pistons                   WS+1,2               m,m/JG
     = TAG                          = ~5                #1
    Demon Gut Punch                WS+2                 m/FScl/DSc/#4
    Tsunami Kick                   WS+4,4_d/f+4,4       m,m
    Left Splits Kick               f,f+3                m/FL
    Right Splits Kick              f+4                  m/GB/SLDc/KSco
    Demon Scissors                 4~3                  M
    Roundhouse                     u_u/f+4              h
     = Triple Spin Kick             = 4,4,4             L/FL/BS,L/FL/BS,m
    GUT PUNCH                      d/f+2                m/GSc/CFScl+c
    ENTRAILS SMASH                 d/f+1                m/HS
    SOUL THRUST                    f+2                  m/KNDc/GS/GB
    GLORIOUS DEMON FIST            f+1+2                m/CFS
    STATURE SMASH                  d/b+4                l
    Leaping Side Kick              f,f,f+3_WR+3         m/GS
    Thunder Godfist                f,N,d,d/f+1          m/#2
     = Spinning Mid Kick            = 3                 m
     = Hell Sweep                   = 4                 L
    Wind Godfist                   f,N,d,d/f+2          Sm/JG/SLDc
     = TAG                          = ~5                #1
    Hell Sweeps                    f,N,d,D/F+4,4        L/FL/BS,L/FL/BS
    Mist Step                      f,N                  #5
     = Crouch Dash                  = D/F
      = Thunder Godfist              = 1                m/#2
       = Spinning Mid Kick            = 3               m
       = Hell Sweep                   = 4               L
      = Wind Godfist                 = 2                Sm/JG/SLDc
       = TAG                          = ~5              #1
      = Hell Sweeps                  = 4,4              L/FL/BS,L/FL/BS
    Unblockable Name               Command              Properties
    Lightning Godfist              b+1+4                *!*
    Lightning Screw Godfist        B+1+4                *!* 
    String Name        Command                     Block Range		  
    Ninestring         f,F+2,1,4,4,2,4,3,2,1       hh"mm"Smm"L"m!
    Tenstring # 1      f,F+2,1,2,2,3,4,4,1,2,1     hh"hh"mm"Lhmm
    Tenstring # 2      f,F+2,1,2,2,3,4,4,3,2,1     hh"hh"mm"LL"m!
    #1 - You cannot buffer a Tag if Kazuya is teamed with Devil.
    #2 - Damage is 43 on Clean Hit and the opponent will be knocked down.
    #3 - Damage is 18 on Clean Hit if only one Hell Sweep is executed.
    #4 - Must also be a Clean Hit to stun, and the damage is 37.
    #5 - Kazuya will Sidestep left if f is tapped on an odd frame number.  
    He will Sidestep right on an even frame number.
    #6 - Damage depends on proximity.  Requires both Clean and Counter Hit 
    to stun, and damage is around 46.
    10. Frame Data ########################################################
    Ok, for the newer Tekken player reading this, you may be reading the FAQ 
    and come up with the term "frames".  Now, what is a frame, and what does 
    it do for you?  Basically, a frame is an animation taking place during 
    1/60 of a second during a fight.  Tekken Tag Tournament runs at 60 fps 
    (frames per second), which is in fact almost twice as fast as normal 
    television (TV runs at 32 frames)!  Now, what does that have to do with 
    all this?  Well, in TTT, attacks give you a certain frame advantage and 
    disadvantage in certain situations.  For example, Kazuya's Wind Godfist 
    executes in 11 frames, roughly 1/6 of a second, once you've pressed the 
    Right Punch (2) button.  When blocked, a Wind Godfist has a 10-frame 
    disadvantage, which means that Kazuya will be left open for 
    approximately 1/6 of a second.  If it hits on normal or Counter Hit, the 
    opponent will be launched and fall to the ground afterwards.  Dig?
    Here is another important thing - the frames of a move's execution only 
    pertain to how fast it comes out WHEN YOU PRESS THE BUTTON TO DO THE 
    ATTACK, and does not take into effect the amount of frames per 
    directional input.  So, while a Wind Godfist may execute in 11 frames 
    once you press 2, it will take AT LEAST 14 frames overall to come out, 
    because it takes at least 3 more frames when you count the Crouch Dash 
    input (f=1, N=1, d=1, d/f+2=11).
    It is VERY IMPORTANT to note that sometimes you can block before you can 
    actually input a command - this is often the case with minor stuns and 
    guard breaks.  Thus a -12 for example doesn't necessarily mean you can't 
    block for 12 frames - it means that you cannot attack for 12 frames.  
    Most moves with a disadvantage of 8 or less can be considered safe moves 
    as it takes at least 8 for your opponent to execute a standard jab and 
    in some cases your opponent will not even be within jab range and you 
    have to add on whatever amount of frames it take for him to dash within 
    hitting range.  Eddy has to ability to shorten recovery time after 
    certain moves with Sidestep or Recover Crouching cancels.  Each of the 
    Frame Data List columns contain specific move information.  To keep it 
    all as organized as possible, I have divided the list into Throws, 
    Moves, and Unblockables.
    Command Column 
    Pretty self explanatory, this is how you execute the listed move.  The 
    directions are in relation to which way your character is facing, of 
    F Hit Column 
    Indicates how many frames it takes for a move to hit after you have 
    finished the command.  This does NOT included the number of frames it 
    takes to input the command.
    B Adv Column 
    The number of frame advantage or disadvantage when the move is blocked. 
    Meaning the amount of frames it takes before you can input a new 
    command.  Positive numbers are advantages over your opponent, negative 
    numbers indicate a disadvantage and KD indicates the opponent gets 
    knocked down.  This can either be a juggle, stun or any other kind of 
    H Adv Column 
    The number of frame advantage or disadvantage on a hit.  Keep in mind a 
    hit does not necessarily results in an advantage over the opponent. 
    Frame advantage on stagger moves reflects the amount of stagger frames, 
    this does not equal the number of frames your opponent cannot block 
    CH Adv Column 
    The number of frame advantage or disadvantage on a Counter-Hit.  Keep in 
    mind a Counter-Hit does not necessarily results in an advantage over the 
    Command           F Hit        B Adv           H Adv         CH Adv
    1+3               12           x               x             x
    2+4               12           x               x             x
    f,F+1+2           12           x               x             x
    Command           F Hit        B Adv           H Adv         CH Adv
    b+2               17           -13             -2            -2
    2,2               10,x         0,-13           +9,-2         +9,-2
    1,2               10,x         +1,0            +9,+8         +9,+8
    1,2,4             10,x,x       +1,0,-14        +9,+8,+2      +9,+8,+2
    1,2<2             10,x,x       +1,0,-12        +9,+8,+1      +9,+8,+1
    1,1<2             10,x,x       +1,+1,-17       +9,+9,KD      +9,+9,KD
    WS+1,2            11,x         -2,-6           +9,KD         +9,KD
    WS+2              16           -13             KD            KD
    WS+4,4            11,x         -3,-15          +8,-4         +8,-4
    d/f+4,4           13,x         -9,-15          +2,-4         +2,-4
    f,f+3             19           -12             KD            KD
    f+4               19           +11             +8            KD
    4~3               25           x               KD            KD
    u/f+4~3           24           x               KD            KD
    u_u/f+4           25           -12             KD            KD
     = 4,4,4          x,x,x        -12,-26,-10     KD,KD,KD      KD,KD,KD
    d/f+2             14           -14             +5            KD
    d/f+1             16           -1              +3            +3
    f+2               20           -1              +8            KD
    f+1+2             25           -16             KD            KD
    d/b+4             20           -9              +7            +7
    WR_f,f,f+3        22           +17             KD            KD
    f,N,d,d/f+1       22           -14             +1_KD         +1_KD
     = 3              x            -14             KD            KD
     = 4              x            -23             KD            KD
    f,N,d,d/f+2       11           -10             KD            KD
    f,N,d,D/F+4,4     16,x         -23,-23         KD,KD         KD,KD
    b+1+4             43           x               KD            KD
    B+1+4             63           x               KD            KD
    - d/f+2 will only KD on Clean and Counter Hit.
    - f,N,d,D/F+4,4 will not KD if it hits at maximum range.
    - On Clean Hit or Counter-Hit, f,N,d,d/f+1 will KD.
    - The B Adv of the second hit in u_u/f+4,4,4,4 is -26 when started as
    - d/f+4,4 can be delayed inbetween hits by 5 frames.
    11. Moves Analysis ####################################################
    I have a ranking chart that I use in all my FAQs that I use to tell you 
    how effective a character's moves are.  Now, remember that this is only 
    my opinion of how effective the move is, and is NOT the final word on 
    it's power - it's my opinion on how useful it is, and ONLY an opinion.  
    However, just to let you know, I DO consult several others on it if I am 
    not totally sure of it, so rest assured that my opinions do have merit 
    to them (usually)...
    * - One of Kazuya's worst moves, plain and simple.  This move will 
    basically get Kazuya into a shitload of trouble if used more than once 
    per match play.  These moves usually have a lot of recovery or lag time, 
    or they may simply do little damage and are easy to see coming or easy 
    to block.  Keep away from it.  Do NOT overuse this in any way, you will 
    get beaten badly for it.
    ** - This move is not very useful.  While it may have tactical value in 
    certain situations, it may come out slowly, or be extremely predictable, 
    and easily blocked.  Outside of certain special situations, this should 
    generally not be used if you're trying to win.  Kazuya has better 
    options and/or substitutes for this.  Try to limit your use of this to 
    about two or three times every few matches.
    *** - A good, effective move that Kazuya can employ reasonably in match 
    play.  This move has an even balance of strengths and weaknesses - it 
    may be incredibly powerful, yet come out incredibly slow, or it may 
    simply have a difficult joystick motion with poor/mediocre results.  
    However, it is generally a good move that Kazuya can bring out semi-
    often.  These are usually comprised of Kazuya's throws, and a few of his 
    power hits.
    **** - A great move for Kazuya to use in match play, and one he can 
    bring out quite often.  These comprise many of Kazuya's moves.  These 
    are usually quick pokes with fast recovery or little lag time, or they 
    may be quick, powerful attacks like a jugglestarter.  Overall, it is an 
    excellent move that can pay-off in the long run when used wisely, and 
    will be a highly-employed attack for Kazuya.
    ***** - One of Kazuya's best moves by far.  These usually comprise 
    powerful jugglestarters, stun attacks, or they may be very fast attacks 
    with insane priority that are good for overriding other attacks.  These 
    attacks should be included in almost every strategy that Kazuya uses, as 
    the reward is HIGH if it hits.  This move can even be abused at times, 
    due to its power/priority/speed.
    Throw Name              Command           Escape            Rating
    Bitch Kicks             1+3               1                 ***
    The old favorite of Kazuya from past Tekkens, the Bitch Kicks are 
    definitely a crowd-pleaser when you connect with more than one in a row 
    =^).  However, unlike what I thought previously, they are out of range 
    for a d/f+4 to connect, which means that it's not quite as good as Jin's 
    speical 1+3 (only with Jun or Kazuya on team), which guarantees him a 
    b+4, d+3, or d/f+4 (and does more damage to boot).  The only real 
    problem is the ease of escape, but hey, it's damn cool-looking, so it's 
    worth the risk once in a while.
    Throw Name              Command           Escape            Rating
    Hip Throw               2+4               2                 ***
    This is rather plain-looking, but in truth it can actually be pretty 
    useful.  It only does 28 points of damage, but since it leaves Kazuya's 
    opponent right at his feet in the PLD position... can we say "Okizeme 
    games"?  Or perhaps "OB Trap"?  It's not TERRIBLY useful though, since 
    they're only stunned for a little bit before they can get right back up.
    Throw Name              Command           Escape            Rating
    Stonehead               f,F+1+2           1+2               *****
    This is Kazuya's best throw by far, and unfortunately, his only command 
    throw.  However, it does slightly more damage than a normal throw, is 
    easy to do, requires a double-button escape, and Kazuya can follow it up 
    with a d/f+4 or d+3 Front Kick for even more damage if they don't Tech 
    Roll.  As always, the best use of this usually comes from the Crouch 
    Dash - f,N,d,d/f,N,f+1+2.  It's easy and the CD gives it insane range.  
    Like some of the throws in TTT, they can Tech Roll this throw (it's also 
    much easier to do in TTT), but ironically, it seems to do more harm than 
    good.  Unless the opponent holds Forward, Kazuya can get a guaranteed 
    Leaping Stun Kick (U/F,3) if they try to Tech Roll, although they can 
    escape that by holding Forward.  Regardless of whether they Tech Roll or 
    not, I find that it's best to SSL and throw out a Right Splits Kick 
    (f+4) when you see them twitch - they will be forced to block it, giving 
    you hefty 11-frame advantage with which to start CD mixups or go for CHs 
    with the Gut Punch, or eat it, and since they will be considered 
    crouching if they Tech Rolled, they'll be smacked in to a KS stun and 
    open for a free WGF and nasty juggle!  Simply evil.
     = Tag, Reverse Armbar   = ~5             -                 *****
    Kazuya has an extra Tag Throw that he can use aside from the regular one 
    that everyone else has.  What he does is perform the normal Stonehead, 
    knocking the opponent into Jun, who wrestles them to the ground for an 
    Armbar.  Although it inexplainably does less damage than a normal 
    Stonehead, it does look very cool, and Tags Jun in safely, so if you 
    happen to be partnered with Jun, go for this when you hit with the 
    Stonehead and need a safe Tag.  Jun also gets a free FC,d/f+2 afterwards 
    if she's quick.  Sad that it's one of that team's few redeeming 
    Throw Name              Command           Escape            Rating
    Ultimate Tackle         D_D/B+1+2         System            *
    Although the Ultimate Tackle gets weaker and weaker due to the new ways 
    of reversing them added in each Tekken installment, it is still an OK 
    move for characters like King, Paul, and Nina (with their multi's), but 
    to be honest, Kazuya's Tackle just really sucks.  The only thing he can 
    do after the Ultimate Tackle is the Ultimate Punches - no Cross-Arm Lock 
    or Leg Cross Hold.  So, basically, it's best to only do this to throw in 
    a surprise every now and often, as the Ultimate Punches do pathetic 
    damage and are easily escaped.  Hell, those with Attack Reversals and 
    Mid/Punch Parries can even reverse this, so stay away from it in match 
    play.  BTW, this can also be executed from a Crouch Dash by tapping 
    1+2... but it's still pretty useless.
    Throw Name              Command           Escape            Rating
    Steel Pedal Drop        1+3_2+4_2+5       1                 ***
    This is one of Kazuya's new throws (side throws weren't added until 
    Tekken 3, so Kazuya recieved both left and right side throws in TTT), 
    and it looks very cool.  Kazuya takes his opponent's leg, and basically 
    whips them over his head and slams them into the ground HARD.  It does a 
    good 40 points of damage, and of course is effective when you've wrapped 
    around an opponent's side with your Sidestep.  It also leaves them 
    stunned on the ground for a while, so go into your CD/WD game for some 
    mean Okizeme.  The only problem is that seasoned opponents will escape 
    every time.
    Throw Name              Command           Escape            Rating
    Skull Smash             1+3_2+4_2+5       2                 ***
    Another of Kazuya's new throws, the Skull Smash looks like Law's back 
    throw (the Dragon Bite), except Kazuya punches them right in the 
    forehead with a nice big crunch (OWWW!!!).  Like his other side throw, 
    it does 40 points of damage, looks cool as fuck, sets them up nice and 
    close for Okizeme, and of course fits right into Kazuya's side game.  
    Just like the Steel Pedal Drop, use this when you've whipped around an 
    opponent, but be aware that most opponents will escape.
    Throw Name              Command           Escape            Rating
    Reverse Neck Throw      1+3_2+4_2+5       None              ***
    It's not the greatest of back throws as it does a measly 50 points of 
    damage as compared to Yoshimitsu's/Gun Jack's 70 points, and it also 
    looks very boring, but hey, 50 points in any case is great!  Of course, 
    it is best used when you run/Sidestep under a flying opponent, such as 
    when Devil/Angel does the Devil Blaster/Reverse Devil Blaster, True 
    Ogre's Hell's Flame, Yoshimitsu's Moonsault Slayer and Deathcopter, and 
    Armor King/Ogre/True Ogre's Jumping Knuckle Bomb.  They'll fly right 
    over your head, only to realize they've landed into some PHAT damage.  
    In the words of Ben Cureton, FLOUNCE!
    Attack Name                   Command                       Rating
    Spinning Backfist             b+2                           *
    Think of the Demon Slayer.  Got that in your head?  Now, think of the 
    final, slow, uselessly-High-hitting backfist thing at the end.  Here you 
    go.  Avoid it like the plague.  By far the most useless move in Kazuya's 
    Attack Name                   Command                       Rating
    Quick Demon Slayer            2,2                           *
    Do NOT do this move.  While it inflicts OK damage if it hits, both hits 
    go High, leave Kazuya wide open if ducked, recover crappy, and aren't 
    worth the risk.  Kazuya has much better options.
    Attack Name                   Command                       Rating
    Left Right Combo              1,2                           ****
    This two-punch combo doesn't have as many options as Jin's, but it still 
    leads into two different and semi-useful links.  However, it is also 
    excellent in that it has forward movement, is totally safe if blocked, 
    and guarantees either the Demon Slayer or Twin Fang Stature Smash combos 
    on a hit.  Because of its excellent recovery time, you should throw this 
    out freely in your in-close game, but be warned that experienced/fast 
    players will duck and punish Kazuya with a WS attack if you abuse this 
    (watch out for Jin - one WS+2 and you'll lose 30-40%).
    Attack Name                   Command                       Rating
    Demon Slayer                  1,2<2                         **
    While this move goes High for all three hits, there are still some 
    places where you can stick this in and get good results.  First, if it 
    is blocked, Kazuya will be moderately safe from retaliation, as the 
    recovery is decent.  Second, it is a very fast, easy juggle finisher for 
    those who are just starting Tekken, as it does good damage.  However, 
    once you master your Crouch Dash, you'll be using the Thunder Godfist 
    and Wind Godfist a lot more often in your juggle enders, but if you 
    don't want to risk whiffing, go for this, although the 1,1,2 is still 
    better.  Third, if the first punch connects, the entire combo is 
    guaranteed, and does decent damage.  However, you're much better off 
    with the regular 1,2 or even the 1,2,4.  For more info on this move, 
    mail/contact ILuvMomo, the King of Kazuya's 1,2,2 (LOL).  He'll tell you 
    how "good" it REALLY is (lol).
    Attack Name                   Command                       Rating
    Twin Fang Stature Smash       1,2,4                         ***
    A new link for Kazuya in TTT, and a very effective one... when used 
    sparingly.  Kazuya throws out the one-two punch, then flows straight 
    into the Stature Smash.  The last hit isn't blocked (the Stature Smash 
    feints a high kick, and instead goes Low) too often, but decent/good 
    players will tap d/f to Low Parry the kick every time.  The whole combo 
    is guaranteed if the first punch connects, though, and while it won't 
    exactly kill them in terms of damage, the ticks will add up after a 
    while.  If you know they'll block the last hit though, cut the string 
    short - the recovery is a crappy 14 frames.  That's the same recovery 
    time as a Thunder Godfist, which means you'll get a WS attack or even 
    Hop Kick for your troubles.  Remember to be careful when using this 
    against good players - if the 1,2 is blocked, they love to duck and Low 
    Parry the final hit.  Due to that, it is best used as a mixup tool with 
    d/f+2 and d/f+4,4.  Another effective mixup to use after they've wised 
    up to a few 1,2,4's is to switch up and do 1,2, then throw out the Gut 
    Punch.  They'll duck to block the Stature Smash and get punched in the 
    mouth for some nice damage, and if they threw anything out, WHACK, 
    Counter-Hit!  Go into a quick Lightning Godfist or u+4,4,4,4.  It's also 
    a decent finisher in juggle combos as the Stature Smash slams them into 
    the floor pretty hard ;^).
    Attack Name                   Command                       Rating
    Flash Punch Combo             1,1<2                         *****
    This is the Mishima standby combo, and by far one of Kazuya's main 
    offensive and defense attacks.  The first two hits go High, then Kazuya 
    busts out a fast Mid that will knock them down if it hits.  However, the 
    reason it is so effective and hits so often is that the final Mid can be 
    delayed slightly.  So, throw out 1,1 (if blocked, Kazuya recovers before 
    they can attack), and wait for them.  If they block, end the link, but 
    if they twitch after they've ducked/blocked the first two hits, throw 
    the final Mid and put them on mat.  Its fast speed will override almost 
    any single High/Mid attack.  And since the first two hits (or single 1) 
    gives Kazuya a mad frame advantage (9 frames), it's prime time to mix up 
    with WGF, Gut Punch, throwing, or Hell Sweep, since it's guaranteed if 
    they try anything afterwards (and it will be a CH too!) other than to 
    block/duck.  After they eat a few Hell Sweeps, they'll start blocking 
    low... which is when you do the 1,1,2 and make them pay.
    Attack Name                   Command                       Rating
    Twin Pistons                  WS+1,2                        *****
     = Tag                         = ~5
    At first, I really didn't use this move too much because of my blind 
    faith in the Demon Gut Punch as well as the change in controller input 
    (as an odd paradox, I use Heihachi's and Devil's Twin Pistons all the 
    time).  I thought it was simply a weaker substitute of the WGF and DGP, 
    but now I realize that Twin Pistons is used in different situations, and 
    in the situations that you can use Twin Pistons... it is an EXCELLENT 
    move.  Now that I've found out that the DGP stuns can be escaped by 
    holding Forward, and that Tsunami Kick, while fast and very useful, is 
    only inflicts damage and nothing else, this is in fact Kazuya's best 
    move from the While Standing position BY FAR.  While Kazuya's Twin 
    Pistons have been weakened a bit in TTT since Tekken 2, they still 
    remain a main part of his strategy, and are the fastest-executing Twin 
    Pistons of all the Mishima family.  And listen up: for all those people 
    who say "I can just WGF instead of Twin Pistons!" are gonna learn the 
    hard way - believe me, I was one of them.  You're not going to have time 
    to do the Crouch Dash before a character with fast jabs/low jabs like 
    Julia/Michelle, Bruce/Bryan, Yoshi, or Xiaoyu will snuff you easily.
    And God help you if you think you can pull off the Demon Gut Punch as a 
    substitute for Twin Pistons.  Even lately I've talked to some of the 
    people at the Zai and they're like "When you duck and need to attack you 
    should use WS+2 Demon Gut Punch." (Another sign that Zai is now overrun 
    by way too many scrubs...).  GET THIS THROUGH YOUR HEADS - Twin Pistons 
    just plain KILLS Demon Gut Punch in terms of usefulness.  How, you say?  
    If you're in close and you're getting pestered, say, by a masher 
    Hwoarang or Baek or even a 1,1,2 Mishima scrub, you can duck their 
    kicks/1,1,2 and Twin Pistons them for a free juggle!  You will not have 
    time to pull off a WGF and definitely not a DGP in such pressure (play a 
    good Bruce or Lee and you'll know what pressure is), and if you are 
    trying to get off a quick jugglestarter, you should go for this.  I 
    mean, does DGP execute in 11 frames like Twin Pistons and have crazy 
    priority?  NO!  It takes 16 frames and the priority has been fucked, and 
    that's enough for you to get snuffed when you would have hit them with 
    Twin Pistons.  IF it hits, sure, it'll do a big chunk of damage, but 
    you're not gonna get a combo, because it's easy to escape the stun!  And 
    even worse, if you get the Demon Gut Punch blocked, you are going to get 
    a Hop Kick or power hit for your troubles.  
    A blocked Twin Pistons = NO GUARANTEED RETALIATION.  There is NO risk 
    whatsoever: it has disgusting priority, combos guaranteed for an instant 
    launch (on non-fatties of course), and has almost no recovery time, so a 
    blocked TP won't leave you vulnerable AT ALL.  The only hitch is when 
    the first hit is blocked - if your opponent has either a Mid/Punch 
    Parry, Attack Reversal, Sway (qcb), or Bruce uses d/b+4, they can 
    reverse/Parry/avoid/counter the last hit.  However, that's why should 
    always buffer a Chicken on the second hit in case they have reversals.  
    This is also guaranteed to work if you block a Mishima Hell Sweep or Low 
    Parry a kick - they will be displaced for 23 frames on the low-block 
    stagger, and 16 frames on the Low Parry - ample time to get the WS+1.  
    DGP won't be fast enough.  Tsunami Kicks will work, but won't give you a 
    free juggle like TP does.  Just make sure you're close.  It also works 
    well when you're ducking and near the opponent, as they will be 
    expecting a WS move and may stand to block it.  Surprise them by 
    standing and throwing them, or cutting low with Hell Sweeps.  And if 
    they choose to be idiots and continue to duck, let loose with the Twin 
    Pistons.  Now, what if they are the pitbull type that likes to stay in 
    your face?  You can always test the waters by sticking out a d+1, which 
    is quite possibly the best setup.  If it's blocked, you'll be ok, if it 
    hits, you'll poke them out of any attack they throw out AND gain a crazy 
    9-frame advantage.  Either way, even if they block, do WS+1,2 to keep up 
    the pressure.  This will even work well in your Okizeme... if you feel 
    they will stick out the Mid Kick, you can bust out Twin Pistons 
    prematurely and hit them, sending them back to the floor once again.
    As a jugglestarter, this isn't bad at all - it is VERY fast, is an 
    instant combo and launch (plus it launches higher than Jin's), does 
    pretty good damage, hits Mid for both hits, has very fast recovery, and 
    can start some good combos, as it launches almost as high as a WGF.  
    However, you cannot set up Tag combos with this, as it will not knock 
    them high up enough for your partner to come in and continue the combo, 
    and this will also not launch the big guys like the Jacks, Ganryu, and 
    True Ogre - it will only imbalance them, but hitting with a standing 1 
    or 2 will knock them slightly into the air for a short juggle (chase 
    after them with 1, 1, f+2/WGF for decent damage), even though they can 
    prevent juggles by tapping f quickly.
    However, as any knowledgable Tekken player knows, by FAR the most 
    important strategy for you to master is to use this in your Crouch Dash 
    strategy to mixup with Hell Sweeps.  This can be worked into your Crouch 
    Dash/Wavedash strategy by inputting f,N,d,d/f, then tap b or d/b.  By 
    tapping b or d/b at the end, it cancels the CD and puts Kazuya in a 
    While Standing position - train them to eat the TP by going for a couple 
    of Hell Sweeps and getting them to block low.  After they've gotten hit 
    a few times, go into the Crouch Dash and see if they block low or not.  
    If they don't, do Hell Sweep again, and if they do, pull out the TP and 
    slam them with a combo (I suggest WS+1,2, 1,2, d/f+4,4 for style points, 
    or a simple WS+1,2, 4 for simplicity and damage).  The CD/WD cancel to 
    Twin Pistons alone makes Kazuya the most powerful character in the game 
    (only Jin is better, and the advantage is slight).  Every player I've 
    talked to says that this move is the evilest technique in the game when 
    However, there's going to be times when you don't have room to CD and 
    cancel to Twin Pistons.  You need to learn how to get it out right then, 
    no WS delay.  That's when you need to learn the Instant WS trick 
    mentioned in jjt and KOFTEKKEN's awesome Advanced TTT Techniques FAQ.  
    To do this, input d~d/b,N, or d~d/f,N (d~d/b,N is easier and works 
    better), and the attack you wish to use (1,2 for TP, 2 for DGP, 4~4 for 
    Tsunami Kicks).  You will pull off the WS attack almost instantly, 
    making it look as if you pulled the WS attack from a standing position!  
    This works with any WS attack, but IMO much better with Twin Pistons, as 
    one hit = guaranteed juggle.
    Now, what are the weaknesses of this move?  Well, there aren't many - 
    they aren't quite "weaknesses", but more like built-in restrictions.  
    The Twin Pistons is a POWERFUL move, and needs restrictions.  I mean, 
    would Namco give the Mishimas half-screen range for their WGF?  Of 
    course not, it's powerful enough at mid-range and especially in-close.  
    And the Twin Pistons are no exception... which addresses the first 
    setback - the range of Kazuya's Twin Pistons is truly pathetic.  While 
    there is forward movement in the move, it isn't all that far (unlike 
    Devil/Angel's and Hei's), so you need to be pretty close to connect with 
    this.  As for Bruce, all he has to do is block the first hit and hit 
    d/b+4 - he swings back out of range and kicks Kazuya in the mouth for 
    free, and of course anyone with a Mid Parry of some sort can employ that 
    on the second hit.  The second setback is that unlike Devil/Angel and 
    Heihachi's versions, Kazuya's Twin Pistons require proper setups to 
    connect with it, as it comes out of a While Standing position and 
    therefore can be seen coming pretty easily when used out in the open 
    (which is another reason you MUST learn Instant WS).  Devil/Angel 
    (ESPECIALLY them) and Heihachi can do the Twin Pistons instantly without 
    crouching or revealing (which is why IMHO an expert Devil/Angel is 
    probably the most frustrating Mishima to fight against) the attack.  
    Third, expert players who have eaten/blocked a lot of Twin Pistons will 
    try to reverse the second hit when they get sick of getting pecked.  In 
    the case of reversals, simply buffer a Chicken into the second uppercut 
    (done with f+2+4) to teach them.  Then again, since this comes out so 
    fast, almost no one reverses this, but keep your Chicken at ready 
    against those Reversal-capable characters.
    No matter what your feelings are about this move, it is bar none 
    Kazuya's most important attack along with the Wind Godfist, and not 
    using it will make your Kazuya game overall suffer greatly.
    Attack Name                   Command                       Rating
    Demon Gut Punch               WS+2                          ***
    WHY did Namco do this to poor ol' Kazuya?  I mean, this is Kazuya's 
    trademark attack that set him apart from the Mishimas.  The main reason 
    Kazuya was feared... and now it's just a shadow of its former self.  
    It's been confirmed (many thanks Rev and 7ronko, as well as bluu for 
    confirming it) that, in fact, you CAN escape ANY of the DGP stuns 
    (Counter-Hit or Clean Hit) by simply holding Forward OR by Tagging out 
    (Counter-Hit included, unlike how I previously thought).  While they may 
    be vulnerable if they Tag out, they can always cancel the Tag run-in 
    with u/b~b and be safe from virtually anything.  Well, in my book, 
    combining that weakness with the lengthened start time, lengthened 
    recovery time, and weaker damage potential since Tekken 2, this move has 
    been knocked WAY down my "usefulness" chart.  The fact alone that you 
    can escape the stun at ANYTIME regardless makes this WAAAAAAYYYY less 
    useful than it was in Tekken 2 during good competition - along the lines 
    of "nearly useless in high-level play" in TTT.  
    Sure, if you catch a scrub or intermediate player (and I mean those 
    players and only them, not anyone that has decent knowledge of TTT) with 
    a CH/CL Demon Gut Punch, then it's GAME OVER for them, no question about 
    it, but any good/expert player that knows how to escape stuns is going 
    to make Kazuya's life rough if you rely on stun combos (although the 
    damage from the DGP itself is EXCELLENT) and stun combos only.  But, not 
    to take everything away from it, this attack comes out at ok speed, does 
    INSANE damage on Clean/Counter-Hit (55 points on CH+CL and 46 on CL!), 
    hits Mid, and will catch the opponent in an evil Double-Over Stun with a 
    Counter-Hit, and a Fall Back Stun on Clean Hit (be aware that regardless 
    of hit type it REQUIRES a Clean Hit to stun).  However, it can be 
    reversed if they see it coming, so you need to buffer a Chicken (with 
    f+2+4), so they'll get smacked in return.
    This is also decent to use for some damage potential by smacking an 
    opponent recovering from a low attack (you won't get a stun though) like 
    a Stagger Kick, Dragon Tail, or Snake Edge, and it can be set-up FAIRLY 
    well on beginners and intermediates with a d+3.  For reasons I cannot 
    guess, just about EVERYONE attacks you right away if they eat a d+3!  
    But like Lee said, that's basically a wild-card strategy because if 
    anyone eats DGP off of a d+3, you can rest assured they suck bad.
    The recovery time, while not HUGE, is rather significant at 13 frames, 
    so beware when fighting anyone with a quick Hop Kick or jab or you'll 
    get juggled or eat a 1,1,2 or some equivalent.  Anyways, d+1 is always 
    better than d+3 since d+1 gets you 9-frames on hit.
    Now, what are the options Kazuya has off of a CH/CL Demon Gut Punch?  
    Well, let me save you the trouble - the only option outside of Tag 
    juggling would be to do the Thunder Godfist to Spinning Mid Kick since 
    the damage is just plain evil.  A standing 4 also works VERY nicely, but 
    then again it's gay-looking and cheap.  If you want to Tag juggle them, 
    you could do a FAST Wind Godfist to launch them into a 40-50% juggle 
    combo (the timing, while nowhere near as hard as a Jin CH b,F+2, EWGF, 
    is still kinda tough) and of course Tag out, or continue with your own 
    But the question is - so fucking what?
    Demon Gut Punch, in all reality, is too flawed a move to abuse like back 
    in Tekken 2 - and even back then it was slow as all hell.  Back then the 
    only saving grace was its priority and the fact that it couldn't be 
    escaped.  Yes, the stun looks painful.  Yes, it does a lot of damage.  
    Yes, you can do a lot of huge combos off of it.  Well, how will you do 
    all that when no one will get hit with it?  The recovery time is enough 
    for retaliation, it comes out quite slow and is incredibly telegraphed, 
    and it is easily escaped.  A much better, much more effective tool is 
    the Twin Pistons... which unlike the DGP, is one of the best moves in 
    the game.  Use that, dammit!  Not only does it juggle, it executes in 11 
    frames, has HIGH priority, almost instant recovery, hits and launches 
    guaranteed from the WS+1, and has so many setups it's not even funny.  
    Sure beats the hell out of a stun hit that can be escaped, executes in 
    16 frames, recovers in 13 frames (as opposed to the 6 it takes for TP, 
    which prevents ALL retaliation), and comes out so predictably that it's 
    near impossible to hit with it on a good opponent.  I mean, when you're 
    looking for it (and most Kaz opponents are since that's what EVERYONE 
    knows him by), the DGP is SOOOOO easy to see coming, since it doesn't 
    come out the fastest AND needs to come out of a WS position.  I mean, if 
    you need to trick them into getting hit with _Twin Pistons_ (one of the 
    fastest, safest moves in the game) for Christ sake, do you really have a 
    chance in getting THIS flawed attack to connect in SKILLED play?  With a 
    20-frame escape window no less?  I doubt it.  I could drink a cup of 
    joe, take a leak, come back, and escape the fucking thing.
    To be fair, though, hitting with the DGP itself does insane damage, and 
    at times, the shock of being CH Demon Gut Punched will usually have the 
    opponent forget to escape, allowing you to murder them with one combo.  
    There's also the fact that 75-80% of the time you play competition, it's 
    not going to be in Japan, Korea, or California, so most of the time you 
    can use DGP and have a level of effectiveness.  There IS, if you are a 
    serious player, going to be a time where play against someone who will 
    NOT fall for it at all, though - I play at a really crappy arcade, and 
    even then only about 50-60% of them fall for it.  Be patient, 
    unpredictable, and use your brain when employing it, and the rewards 
    will be VERY good.  So in summation, like Kian said, the Demon Gut Punch 
    is an effective, dreaded tool at beginner/intermediate play, but almost 
    totally useless at high levels of competition, so you've been warned.
    Attack Name                   Command                       Rating
    Tsunami Kick                  WS+4,4_d/f+4,4                *****
    By far one of Kazuya's best kick attacks, the Tsunami Kick is the 
    perfect weapon for aggressive players, Custom Strings, Kazuya's Okizeme 
    game, and for turtlers, simply because it has INSANE priority, good 
    damage, very fast speed, two guaranteed hits, and a safe recovery.  
    While the recovery is indeed 15 frames, it pushes them so far back they 
    cannot retaliate except with the longest-range, fastest power strikes.  
    Not only that, it can be done from three different sources: from a While 
    Standing position, from the normal ready position, and even from 
    Kazuya's Crouch Dashes.  All you need to do when executing it from the 
    Crouch Dash is tap 4,4.  However, be sure you don't hold D/F when you 
    Crouch Dash or you'll get the Hell Sweeps instead.  It is best done from 
    the standing position, as is will cleanly counter or hit pretty much any 
    attack thrown at the same time.  It will also smack rolling opponents 
    twice and put them on the floor, making for a mean Okizeme trick to 
    employ.  It's really simple - as soon as you see them twitch, you can 
    stick out this and it will hit them.  The speed and priority are THAT 
    high.  Put this attack in all of Kazuya's Custom Strings because it's 
    mad speed will keep them pinned-down for as long as Kazuya wishes, 
    afraid to stick out an attack.  As a neat trick, Kazuya can actually 
    delay inbetween the two hits by 5 frames, like Heihachi, where it looks 
    like the Front Kick comes out, then a quick pause, and the axe kick 
    comes out, just in case you have to dupe the moron into getting smacked 
    with the second hit if they blocked the first.  It is also an easy and 
    quick juggle finisher to employ, and of course, once they're on the 
    ground again... Oki time!
    Attack Name                   Command                       Rating
    Left Splits Kick              f,f+3                         *
    While Jin and Heihachi's versions have SOME use (if they hit, of 
    course), Kazuya's (and Devil's too) pretty much sucks.  I mean, Jin can 
    at least go into a 3-Ring Circus to juggle 'em up for a combo (if it 
    hits), and Heihachi's inflicts huge block stun, allowing him to recover 
    and start setups for crazy combos with his poking and put on pressure 
    with his god-like EWGF.  Kazuya's is identical to Jin's, except he 
    practically has nothing in terms of floats (you can get a simple Hell 
    Sweep hit off though), and this attack also has giant 19-frame 
    execution, a slight though vulnerable recovery time, and is easily 
    reversed/Sidestepped/parried, so you're better off leaving this one 
    alone.  If you want to know, it can be executed from Kazuya's Crouch 
    Dash by going into the Dash, and tapping f+3.  Do yourself a favor 
    though, and steer clear of it.
    Attack Name                   Command                       Rating
    Right Splits Kick             f+4                           ****
    This has been beefed-up massively since Tekken 2.  While it comes out 
    rather slow at 19 frames, has slightly short range, and is bait for an 
    Attack Reversal, it still has quite a bit of priority, the block stun it 
    incurs an 11-frame advantage, and on normal hit gives Kazuya an 8-frame 
    advantage.  While nothing is guaranteed to hit, the advantage is 
    definitely in Kazuya's favor, and when employed, frame advantage is oh 
    so useful.  Since Kazuya has such a staggering frame advantage whether 
    blocked or connected (non-CH of course), you can press the advantage 
    with the Gut Punch, Wind Godfist, and Hell Sweeps to form a powerful 
    mixup.  If they try anything other than block or reverse, they'll get 
    CHed for huge damage opportunities.  On Counter-Hit, it immediately 
    floors them into an SLD position, which allows for a guaranteed Hell 
    Sweep (and b+1+4 on fatties if they don't roll to the side), or allows 
    you to flow into an Okizeme game.
    From watching Castel's Kazuya Combo Arts Act 2, I've discovered that a 
    Right Splits Kick done on a crouching opponent will stun them just long 
    enough for you to get in a GUARANTEED Wind Godfist and phat combo!  Now, 
    before, I originally thought that the timing was insane, but after 
    practicing a few times (and hitting the WGF execution faster), I was 
    able to nail it 100%.  The only hitch is that it's quite unlikely you'll 
    catch them while they're crouching unless they're taking a nap, and even 
    if it does, they'll usually throw something out and get CHed to the 
    floor.  I've discovered that it is VERY effective to use after hitting 
    them with a Stonehead throw, Sidestepping left, waiting a split-second, 
    then throwing this out.  They'll either block and take some crazy block 
    stun, or get snagged while rising from the Tech Roll and be open for a 
    free WGF.  And if they stand up again, throw them again!  Be careful 
    though, since they may choose to stay still, then hit you with a wake-up 
    attack.  Keep in mind the slow 19-frame execution of the move, and use 
    it at a sensible range and time where the opponent will be forced to 
    block it.  Few players know about the advantages of using this move, and 
    fewer Kazuya players use it correctly, but when used sparingly and 
    wisely, it can be extremely dominating.
    Attack Name                   Command                       Rating
    Demon Scissors                4~3_u/f+4~3                   **
    The once-penultimate ground attack of the Mishimas is certainly not as 
    good as it used to be, due to the fact that guaranteed ground hits are 
    pretty much non-existent in TTT due to the additions of Tech Rolls and 
    more wake-up options.  This can even be reversed by Attack Reversals and 
    Mid Parries (King can NOT Reverse with his Kick Attack Reversal, 
    apparently).  However, this is still actually an effective move in 
    situations - very LIMITED situations, mind you.  First, it will cut 
    through almost any attack and put them on the ground, so it may come in 
    handy against scrubs.  Second, lots of scrubs when knocked down have 
    little clue on how to Tech Roll, and will eat this attack regardless.  
    Third, Kazuya, Heihachi, and Jin (Devil and the Ogres cannot) can 
    actually execute the Demon Scissors one frame faster by tapping u/f+4~3.  
    Normally, Kazuya pauses, then does the attack, but tapping u/f before 
    the 4~3 makes it come out without the delay, and in certain situations 
    it may be necessity to pull it out a frame faster to hit with it.  
    Finally (and this pertains only to Kazuya and Devil), and most usefully, 
    it will also connect as a guaranteed hit after a combo following a CH 
    Wind Godfist in certain special occasions.  Read the info in the Wind 
    Godfist analysis for more details.
    Attack Name                   Command                       Rating
    Roundhouse                    u_u/f+4                       *
    This attack starts off the Triple Spin Kick, the savior and death of all 
    scrubs.  However, the Roundhouse is horrifyingly slow at 25 frames, hits 
    High (meaning it is easily ducked), and has low priority, so it is 
    always best to go into the Triple Spin Kick, although that isn't all 
    that much better.  If you're going to use this against a player with a 
    reversal (not a Parry), buffer a Chicken into it.
     = Triple Spin Kick           4,4,4                         **
    The overabused scrub attack for the Mishimas (a.k.a. the Cheese Wheel), 
    Kazuya lands from the Roundhouse into two Hell Sweep sweeps, finishing 
    with a Mid-hitting kick.  Unfortunately, this move really sucks on 
    anything resembling decent competition, but it of course is the ultimate 
    scrub killer.  Not only is it easy to block, it also falls prey to the 
    new low block stagger (which leaves Kazuya at a whopping -26 frame 
    disadvantage), allowing HUGE retaliation attempts, such as a rival 
    Mishima getting a guaranteed Twin Pistons/Uppercut and a massive juggle.  
    Any of the two low sweeps can be easily Low Parried, and the final Mid 
    kick is easily reversed/parried, so it is best to just leave this alone.  
    If executed with u+4, Kazuya will stagger only on the second sweep if 
    blocked, whereas if he did it u/f+4 he would stagger on the first 
    blocked sweep.  The only truly useful application is after a stun (you 
    must delay it with a Double-Over/Fall Over Stun, and you must do it with 
    u+4 to hit although the Roundhouse doesn't hit).  As a plus, if the Mid 
    kick is actually blocked, Kaz is relatively safe from retaliation, 
    although they will usually make Kaz stagger long before that, and if he 
    does, well it ain't pretty.
    Attack Name                   Command                       Rating
    Gut Punch                     d/f+2                         *****
    A new move for Kazuya in Tekken (it has replaced his old d/f+2 Uppercut) 
    - it is basically a standing version of his Demon Gut Punch, except it 
    only stuns on Counter-Hit AND Clean Hit, inflicts Crumple Fall Stun, not 
    Double-Over Stun, executes two frames faster, and recovers one frame 
    slower (which amounts to 14 frames), but only if blocked at its outer 
    range - if it's blocked close, it inflicts enough block stun to leave 
    Kazuya relatively safe from attack.  On Clean Hit and Counter-Hit, I'm 
    telling you... this thing does INSANE damage, but still shy of the 
    cheesiness of a CH Demon Gut Punch.  And finally, it's been discovered 
    (thanks to ILuvMomo and Kazuya Kazama for this!) that a Wind Godfist IS 
    you can WGF them and launch for a combo!  However, it's kind of offset 
    that the timing IS FREAKING INSANE to pull this off!  You need to 
    execute the WGF as fast as humanly possible for it to launch.  And that 
    fastest-possible speed is 13 frames.  One frame faster, and it's gonna 
    knock them down.  No joke.  To quote ILuvMomo, you have _exactly_ 13 
    goddamn frames to hit with the WGF!  So not only must it be done out of 
    Mist Step Cancel, it is virtually impossible to do it from the degree of 
    difficulty.  It's widely regarded as the hardest technique in the entire 
    game.  I have yet to pull this off even on my PS2 (and I'd like to think 
    I'm pretty good with a PS controller).  So, even if a WGF does work, the 
    insane timing still makes it not as useful in terms of stun combos.
    However, that doesn't mean much - THIS ATTACK IS EXTREMELY IMPORTANT TO 
    KAZUYA, COMBOS OR NOT.  It does a LOT of damage on CH and/or CL, hits 
    Mid, it's a good finisher for a juggle combo (check out the Combo 
    section), and there are still some very damaging follow-ups you can use 
    (like a Lightning Uppercut and Triple Spin Kicks) when you do connect 
    with it.  The best part though is that the stun is completely 
    INESCAPEABLE.  No Tagging out or holding Forward here.  And did I 
    mention it has block stun in-close?  Set this up by going for lots of 
    low hits like Hell Sweeps and Stature Kicks, followed by a low jab 
    (d+1), then a Front Kick (WS+4), and repeat.  They'll get quite annoyed 
    with your poking and most likely attack.  It's also great to use when 
    you have a significant frame advantage (after a blocked/hit f+4, d+1, 
    d/b+4, or blocked f+2 for example), since the Gut Punch is quite fast 
    (14 frames) and will always hit them if they counter attack.  In either 
    of those cases, send out d/f+2 and watch them get stunned!  Like 
    ILuvMomo said, you should use this in every COMBO situation (because of 
    course the GDF has its own uses) you would use the Glorious Demon Fist, 
    as they have the same stun (except the Gut Punch needs to be a Clean Hit 
    and CH), but comes out MUCH faster.  The difference?  The GDF's stun 
    lasts longer, allowing a wider variety of combos if Kazuya chooses to 
    Tag after the stun.  Opponent is constantly throwing out Paul's 
    Deathfist?  Block the first and do the Gut Punch as he rushes right into 
    it with his second, then go for a power juggle.  This attack is nearly 
    perfect with its great damage, solid stun capability, and quick speed 
    and decent recovery (when close enough).  You should use this A LOT more 
    than the Demon Gut Punch in every case.  You'll be glad you did.
    Attack Name                   Command                       Rating
    Entrails Smash                d/f+1                         ***
    A new move for Kazuya, and overall not the greatest, but it has a few 
    uses.  Kazuya punches the opponent in the kidney area with an Mid-
    hitting underhand body blow.  It stuns slightly, although no follow-ups 
    are guaranteed, but it does give Kaz the initiative and shifts them off-
    axis.  A good strategy is to SSL once this hits.  If they throw anything 
    it will most likely whiff.  Side throw!  Or better yet, WGF and combo.  
    However, it comes out with a little lag (16 frames, which is on the slow 
    side) and it has VERY short range, so you're better off using the Gut 
    Punch instead of this.  However, regardless, it's still a decent poking 
    move, as the recovery is almost instantaneous, so Kazuya recovers fast 
    enough to resume offense with his pokes, like 1,2,4, 1,1, and his d+1.  
    It is also a good combo filler, since it comes out moderately fast and 
    recovers instantly, so afterwards you can follow up with a jab to keep 
    the combo going (found this out in Castel's second Kazuya vid), or 
    simply end with d/f+4,4 for 53 easy points of damage.
    Attack Name                   Command                       Rating
    Soul Thrust                   f+2                           **
    This is basically Kazuya's version of a Demon's Paw, albeit the slower 
    execution and shorter range.  Kazuya takes a stride forward and throws a 
    slow chest punch.  It has much less range than the Demon's Paw, and it's 
    also slow as hell (20 frames), but it hits harder and smacks them away 
    to the ground on Counter-Hit, although it will knock them too far away 
    for Kazuya to follow-up with anything other than a Hell Sweep hit, and 
    to make it worse, the slow speed makes it easy bait for an Attack 
    Reversal - which is why you should always buffer a Chicken into it.  
    It's really not an attack you want to randomly throw out or let me tell 
    you, you WILL be hurt.  The upside - the recovery is good due to big 
    block stun it dishes out, and if you'd like, you can always use the 
    frame advantage to set-up your Crouch Dash mixups.  It also works 
    decently as a juggle finisher, so if Tag combos aren't your thing (they 
    should be though), and you don't like WGF as a juggle ender, use this 
    (you should use WGF over this any day though).  Be warned, if you're 
    hoping to start an Okizeme game after a combo, don't use this - it blows 
    them away in the air.  In all, it's not useless, but the risks outweigh 
    the rewards most of the time.
    Attack Name                   Command                       Rating
    Glorious Demon Fist           f+1+2                         ***
    This is another new Kazuya move, and boy does it hurt... although anyone 
    stupid enough to see this coming and just eat it should be smacked in 
    the head.  Kazuya lunges forward, crouching slightly, as he aims a slow, 
    left-handed sidewind punch into their stomach, instantly stunning them 
    with a Crumple Fall Stun regardless of hit type.  Not only does this 
    look hella-sick (which is why many players call it the "Assassin's 
    Fist"), have a sweet name, and track SSers VERY well, it is oh so 
    damaging, AND of course you can do a number of fairly-powerful juggles.  
    But... it's kind of a moot point because the move's power and stun combo 
    follow-ups are kind of offset by the disgusting lag time (a whopping 20 
    frames), so more often than not you're going to get poked out of this 
    before it hits.  However, the recovery (25 fucking frames!) isn't THAT 
    big of an issue as you'd think, because it pushes them back if blocked, 
    so most power hits will miss or get blocked.  It still leaves Kazuya 
    open for more than a few power hits, though.
    However, the true beauty of this attack is its _insane_ range and the 
    fact that it does avoid a lot of moves.  This is quite useful for 
    hitting Tagging opponents due to the lunge, so if you time it just right 
    and know they're gonna Tag, let loose and watch them get hit and 
    murdered.  The same goes for if they Tag in - they'll be hit before they 
    can even cancel the run-in!  You can also throw this into a juggle 
    (against a big guy) for an unusual finisher.  After an opponent is 
    stunned by the Glorious Demon Fist, Kazuya can follow up with a few 
    options - your best bet is to do the Roundhouse to Triple Spin Kick 
    (must be done with u+4, and not u/f+4) for sick, easy damage.  For 
    style, you can use a Crouch Dash Front Kick (f,N,d,d/f+4) to scoop them 
    up for a jab or two, but the damage is not as good (or as cheap) as the 
    good ol' u+4,4,4,4.  A Thunder Godfist or Lightning Screw Uppercut will 
    work on big characters for unreal damage if you want it simple.  
    Contrary to popular belief, the b+1+4 DOES work afterwards on normal-
    size characters, but the timing is so insane you're better off leaving 
    it alone.  And for those who like showing off, Kazuya can always Tag 
    after he recovers, and since the stun is so damn long, it allows some 
    characters to come in and land some MASSIVE combos (i.e., (Kazuya) 
    f+1+2, 5, (Bruce) d/f+3, b+4,3,4).  So once again... like many of 
    Kazuya's moves, it's not insanely powerful, but when used correctly, it 
    can be very useful.
    Attack Name                   Command                       Rating
    Stature Smash                 d/b+4                         ****
    One of Kazuya's new moves, and one of his more useful ones... if you're 
    careful with it.  The Stature Smash is one of Kazuya's sneakiest 
    attacks, and it thankfully hits Low, which is good since he lacks in Low 
    attacks.  Kazuya feints a mid/high-level kick, then cuts low for a kick 
    to the shins.  People are surprised and hit by this on an almost 
    consistent basis... well, at first.  NEVER abuse this... because 20 
    frames of execution is damn slow.  Once opponents are used to the wind-
    up, they'll Parry low and fuck you up, or worse yet, a CH 1~2,1, EWGF, 
    or d/f+2 or some equivalent will rape you.  If it is blocked, Kazuya is 
    pretty safe from retaliation, as well (a minor 9-frame disadvantage, 
    which only allows 8-frame jab/low jabs to sneak in).  It's so easy to 
    hit with this - you can do this by baiting them with quick High/Mid 
    attacks like 1,1, d/f+4, and d/f+2, then cut low and hit them in the 
    leg!  The only real problem is if you're facing a good player that like 
    to Low Parry your d/b+4, which in that case, you could mixup after a 
    couple of Stature Smashes and switch to a Mid hit like d/f+2 to dissuade 
    them from throwing out a Low Parry, then switch back to d/b+4, etc.  
    If it hits, Kazuya has a 7-frame advantage - just enough for you to get 
    an guaranteed throw, d/f+2, WGF, or d/f+4,4 on CH if they do anything 
    but block or reverse - but you must be quick.  Speed is the key word 
    here - if you're too slow, they may interrupt you if they have an 8-
    frame jab or use d+1.  This attack is also vital to Kazuya's Okizeme 
    game, as it will smack rolling opponents and put them back on the floor, 
    afraid to move.  Mix that up with his Hell Sweep, and you'll be able to 
    keep them on the floor for a decent piece of the fight.  I wouldn't 
    really agree with ILuvMomo and Chinky-Eye in saying that the risks 
    outweigh the rewards - d/b+4 is one of Kazuya's few Low attacks, does 
    decent damage (17 points, 25 on CH), has a deceptive wind-up (but like I 
    said before, a trained opponent WILL Low Parry), and better yet, a 7-
    frame advantage on hit, which is very helpful.  The only thing you 
    should not do is over-abuse it - when you know how and when to use 
    d/b+4, it can be quite useful.
    Attack Name                   Command                       Rating
    Leaping Side Kick             f~f,f+3_WR+3                  ****
    Just about everyone has this move in some way, and Kazuya's is no 
    different.  As always, remember that this is easily telegraphed and 
    blocked/reversed/parried (remember to Chicken reversals!), but hits Mid, 
    does lots of damage on hit, and gives Kazuya an insane 17 frames of 
    advantage when blocked (unlike in previous Tekkens, nothing is 
    guaranteed anymore).  That means mixup time (with d/f+2, WGF, Hell 
    Sweeps, etc.)!
    Attack Name                   Command                       Rating
    Thunder Godfist               f,N,d,d/f+1                   ***
    The classic, ultra-damaging, elemental Mishima uppercut of destruction 
    is back to menace scrubs once again.  A Clean Hit with a TGF will 
    guarantee a loss of at least 25% of their energy, and if Kazuya is 
    Netsu-charged or hits on CH, you're gonna see 40% down the shitter.  Of 
    course, power comes at a price, as anyone with half a brain will see the 
    huge-ass wind-up, and block high, and to be even more crappy, it has 
    pretty bad recovery time, too.  The damage has also been toned-down 
    quite a bit from Tekken 2, although it is still very powerful, and like 
    back in Tekken 2, it won't combo off of anything less than a Class 1 
    Launcher or CH DGP because it comes out so slowly (three frames slower 
    than Heihachi's) and doesn't hit as low to the ground as Hei's.  So, why 
    use this, then?  Well, that's because it is the coolest, deadliest, most 
    stylish juggle finisher/filler ever in Tekken, God dammit!  It will only 
    connect after a Class 1 Launcher, against a big guy (and in certain 
    cases King/Armor King) after a WGF, or a CH/CL Demon Gut Punch, due to 
    its slower start (Hei's executes in 19 frames, as opposed to 
    Kaz/Jin/Devil's 22 frames) and higher execution height.  A Thunder 
    Godfist to Spinning Mid Kick after a Counter-Hit Demon Gut Punch alone 
    does around 60% damage, and if you connect a TGF after a Tagged-out 
    Class 1 launcher like Hwoarang's Sky Rocket or Kuma's f,f+2, you're 
    gonna have your opponent growling for a while!  
    Other than that, though... NEVER - _EVER_ - use this out in the open, 
    because you can get messed up bad if they block in-close.  It's not 
    super slow-recovering (14 frames), but it's usually enough for them to 
    stuff a jugglestarter down your throat if you're close when it's 
    blocked.  From farther away, it;s not quite as dangerous if blocked.  
    Only use this in a non-combo situation by going under a High or Mid 
    attack to interrupt/hit them while recovering - if that happens, the 
    Thunder Godfist will pimp them for a quarter of their life and leave a 
    very nasty expression on their faces!  Again, do NOT get this blocked - 
    you will be punished quite harshly by competent players.  The Thunder 
    Godfist is like any other tool - if you use the right one for the right 
    job, things go smoothly.  If you don't, you won't make the same mistake 
     = Spinning Mid Kick           = 3                          ****
    No, do NOT think that this will come out fast enough to counter attacks 
    after a blocked TGF, because the interim between the two hits is DAMN 
    slow, and the recovery time if blocked is a slow 14 frames.  It's main 
    use is for an added hit after the TGF during a juggle or stun combo - in 
    that case, it is excellent - ALWAYS go for it!  Only useful in juggles.
     = Hell Sweep                  = 4                          *
    Do not use this move.  While it will connect in the combos described 
    above, the damage it does is laughably poor and the blocked recovery is 
    absolutely terrible, so screw this and use the Spinning Mid Kick.
    Attack Name                   Command                       Rating
    Wind Godfist                  f,N,d,d/f+2                   *****
     = Tag                         = ~5
    The Wind Godfist is the penultimate Tekken jugglestarter, and the most 
    infamous move in all of Tekken.  All who are wise fear this move like no 
    other.  It is one of the fastest moves in the game (it can execute as 
    fast as 14 frames counting the Crouch Dash input), juggles to a perfect 
    height for any of Kazuya's juggles (and Tag combos too!), has insane 
    priority, does great damage, and can be delayed since it comes out of 
    Kazuya's Crouch Dash, which lulls many opponents into letting their 
    guard down, and BAM, there they go!  However, in TTT, the Wind Godfists 
    have been toned down in that they now hit Special Mid, which means that 
    you can block the move standing or crouching.  When combined with the 
    toning-down of the Hell Sweep, Kazuya's Mid/Low evil Crouch Dash mixups 
    from previous Tekkens have basically been killed, although Kazuya's Twin 
    Pistons from CD are arguably more dangerous.  It is also not as good as 
    Heihachi's due to the much broader juggling options available to him, as 
    well as the shorter horizontal range.  And as I've recently learned, 
    Kazuya apparently has the slowest-recovering Wind Godfist of all the 
    Mishimas (well, tied with Devil because his is identical) - Heihachi can 
    get a free 1,1,2 if your WGF is blocked (only Hei, since his arms are so 
    long), Bruce gets a f+2,f+4 (which hurts a lot for only two hits), the 
    Ogres get a free 2,2, Law gets a quick standing 4, and of course, 
    anything less than 10 frames will get through as well.  Jin only has 7 
    frames of disadvantage with his WGF (but anyways, what competent Jin 
    player attacks with his crappy WGF when EWGF gives him 4 frames of 
    ADVANTAGE?), and while Hei's is also 10 frames, it pushes them farther 
    back when blocked (and besides, he's got EWGF with 4 frames advantage 
    anways).  What that means is do NOT use this like crazy in close, but 
    since only a select few can get any REAL damage off of a blocked WGF, 
    it's not a big problem.
    And as you most likely already know, in TTT, the Wind Godfists/Electric 
    Wind Godfists of the Mishimas are now TOTALLY irreversible.  The only 
    exception is Jin (he must buffer in a ~5 after the input to make it into 
    a Special Mid irreversible (E)WGF, and even then it's pretty 
    unreliable).  Yes, I didn't believe it myself until I tried it myself 
    (and got some info from SauerKraut's TTT Notes and Castel's Reversal 
    Charts), but it is true - not ONE Attack Reversal, special or otherwise, 
    can reverse the WGF or EWGF, and it cannot be parried by a Mid Parry, 
    special or otherwise, either.  Also pointed out by my God - er, man - 
    bluu at the Zai, it's been confirmed that a blocked Mishima WGF from the 
    edge of its range is TOTALLY SAFE and TOTALLY INVULNERABLE from ALL 
    attacks - Julia/Michelle's 1, Kuma's f+1, Yoshi's d/f+4 and f,f+4, all 
    of them - CANNOT hit Kazuya if the WGF is blocked - they will all whiff 
    or come out too slowly, giving Kazuya time to block.  Just remember that 
    this is pertaining to a LONG range blocked WGF - in close, Kazuya will 
    eat an 8-10 frame attack if blocked.
    Don't let the Special Mid blocking setback fool you into thinking that 
    the WGF is now weak - it's simply been altered to a way that makes the 
    WGF a more useful tool for defensive players (and this was always the 
    best strategy for the WGF anyways).  All you need to do to hit with this 
    consistently is hang back and wait for them to attack.  If they whiff 
    and/or get blocked, you get a free Wind Godfist and killer juggle.  The 
    Wind Godfist is the single best mistake-punisher in every Tekken if you 
    know your juggles.  And while Kazuya's WGF isn't the best of the bunch 
    pound-for-pound, it is faster, a whole lot better than Jin's crappy WGF 
    (and some may debate that Kaz's WGF is better than Jin's EWGF too), and 
    Kazuya still has some power juggles up his sleeves that can do some real 
    damage.  And if Kazuya's juggles aren't enough for you, you can always 
    Tag out and bring in a power juggler (Bruce, Jin, Hei, Bryan, etc.) to 
    finish up for you, as the damage from their Tag juggles will do more 
    than Kazuya can do on his own (and look a whole lot cooler to boot).  A 
    quick WGF is also guaranteed after a f+4 on crouching opponents (not 
    fatties though) for HUGE damage.  And of course, Kazuya's Wind Godfist 
    is only deadlier when used in the infamous Mist Step Cancel, as it 
    executes one frame faster and is a bit easier to do.  While one measly 
    little frame may not make much of a difference on paper, TRUST ME - if 
    you can consistently do MS Cancel WGF, you will be getting LOTS more 
    WGFs to connect than any of the other Mishimas.  Only Devil's WGF is 
    possibly as fast.
    I've taken back my original opinions on the CH Wind Godfist.  Truth is, 
    it's actually a bit more beneficial in getting a CH WGF as opposed to 
    waiting for a whiff, then doing WGF.  Why?  Well, the damage of a CH 
    Wind Godfist itself is just awesome (37 points), and the potential 
    juggle damage exceeds that of the normal Wind Godfist juggles because of 
    the unique properties of the Counter-Hit WGF.  On Counter-Hit, the WGF 
    flips them backwards in mid-air, to land in the SLD position.  Now, to 
    be honest, it's much harder to juggle proficiently following a CH WGF, 
    but there's only a handful of juggles you should use in that situation 
    to begin with.  CH WGF, 4 is the simplest and does a disgusting 61 
    points of damage in two hits.  CH WGF, WGF is almost identical, albeit 
    harder to do (and not quite as satisfying IMHO).  However, your best bet 
    overall is to do CH WGF, 1, 1, WGF, u/f+4~3.  If you land the second WGF 
    at the right time (right before they land), the Demon Scissors is in 
    fact GUARANTEED afterwards.  You can always use three jabs, but the 
    timing is a bitch (your dashing needs to be perfect), and it's only 5-6 
    points difference - you're better off with only two jabs.  That little 
    five-hit is over 80 points of damage by itself - much much more than a 
    non-CH WGF will get you.  Some may disagree in saying that a CH WGF is 
    better than a non-CH, but put it this way - the bottom line is, when ANY 
    type of Wind Godfist hits, you're getting a BIG damage opportunity 
    either way.
    I'm telling you now, it is absolutely IMPERATIVE that you master the use 
    of this attack.  It is by and far his best move, and the reason Kazuya 
    is so dangerous.  Wise use of it is why you'll win time and time against 
    even the toughest opponents.
    Attack Name                   Command                       Rating
    Hell Sweeps                   f,N,d,D/F+4,4                 *****
    Kazuya's Hell Sweeps, like the other Mishimas, have been toned down a 
    bit in TTT.  Now, Kazuya's Hell Sweeps do less damage, and it is further 
    weakened by the new low-block stagger and the universal Low Parry.  And 
    to put the final nail in the coffin, the Mid/Low mixup Crouch Dash games 
    that were so effective with every Mishima (especially Kazuya) have been 
    killed by the Wind Godfist's new Special Mid blocking position in 
    conjunction with the aforementioned blocking setbacks of the Hell Sweep.  
    However, despite all of these flaws, the Hell Sweep is still a powerful, 
    hard-to-anticipate tool of Kazuya warfare.  This is also due to the 
    unique difference of Kazuya's Hell Sweeps from Heihachi's and Jin's.  
    Unlike theirs (unless you input it f,N,d,D/F~4 for Jin), Kazuya's Hell 
    Sweeps sweep them off of their feet regardless of Counter-Hit, but like 
    Jin's it still requires a Clean Hit to sweep.  If it hits on non-Clean 
    Hit (about the edge of its range), it will unbalanced them, but not 
    sweep.  However, this is kind of offset by the fact that the Clean Hit 
    range is MUCH larger than Jin's, so you can still sweep them off of 
    their feet from what seems to be a non-Clean Hit range.  The second hit, 
    however, ALWAYS sweeps regardless of Counter-Hit or Clean Hit, and 
    recovers much faster than if you stopped after one sweep.  What this 
    means is that Kazuya can actually do a combo off of the second sweep if 
    that one is the sweep that hits!  It acts kind of like Heihachi's Hell 
    Sweep on CH - like Hei, Kazuya can float them with a Wind Godfist before 
    they hit the ground, and follow-up with a d/f+4,4 for a TRUE combo.  
    However, this is balanced by ease of blocking it.  Kazuya's Hell Sweeps 
    are the no-frills version, hitting twice Low - and that's it.  No Mid 
    kick, Tsunami Kick, or Thunder Godfist follow-ups.  This makes it very 
    easy for a player who's anticipating it to block Low and stagger Kazuya, 
    leaving him open for a quick attack. 
    So, you're probably asking "Why the hell do you say it's effective, 
    then?"  The reason is this - it is incredibly hard to see coming at 
    times, especially when you've been pecking them with a continuous volley 
    of Highs and Mids like d/f+4 and 1,1, and BAM, you pull out the Hell 
    Sweep and put them on the ground.  And yes, I did say the CD mixups are 
    dead - with the Wind Godfist and Hell Sweeps, it is.  But that's why 
    Kazuya can cancel into WS attacks from the CD, and mixup with Hell 
    Sweeps and Twin Pistons.  And that one mixup is the main reason Kazuya 
    is so powerful at high-level competition.  It isn't the hardest mixup in 
    the world - when they duck, use Twin Pistons - when they stand to block, 
    use Hell Sweeps.  If the Twin Pistons are blocked, you're perfectly 
    safe.  The Hell Sweep should not even get blocked, since if they duck 
    you automatically switch to Twin Pistons.  The command is very tough 
    though, and will take practice.  There are several ways to do it, which 
    will be explained below in the Strategy section.  Either way, once you 
    master mixing up with Hell Sweeps and Twin Pistons, your Kazuya is one 
    to be feared.
    Attack Name                   Command                       Rating
    Mist Step                     f,N                           *****
    The Mist Step is a special Sidestep that Kazuya possesses (Lee has it 
    too, but he has no moves from it, and he only does a Crouch Dash-type 
    move, and no Sidestep).  It is basically an extra Sidestep for Kazuya 
    that he had back in Tekken 2 (when no-one had a Sidestep-type move 
    except for Kazuya, Heihachi, Baek, Michelle, etc.).  Kazuya, however, 
    has an extra-special feature built into the Mist Step - by simply 
    tapping d/f, he can go into an automatic Crouch Dash that moves and 
    comes out faster than the normal one!  From the Mist Step Crouch Dash, 
    Kazuya can go into the Thunder Godfist, Wind Godfist, and Hell Sweep.  
    On an even frame number, Kazuya Sidesteps to the left with the Mist Step 
    - on an odd frame number, he goes to the right.
    The Mist Step is VITAL to playing Kazuya to his fullest.  Not only is it 
    easier to pull off his Crouch Dash attacks with the Mist Step, they come 
    out more deceptively than the normal versions and are more evasive due 
    to the built-in Sidestep.  Not only that, but by just doing the Mist 
    Step without the Crouch Dash (tap f,N), you can do any of Kazuya's 
    normal attacks, such as the Flash Punch Combo, Twin Fang Stature Smash, 
    and other attacks with no hitch.  From the Crouch Dash, Kazuya can pull 
    off the Tsunami Kick by simply tapping 4,4, and if you delay the CD to 
    the end, Kazuya can do any While Standing move - the Tsunami Kick and 
    Twin Pistons come to mind (or you can always cancel the CD into WS if 
    you're good).  This makes it very easy to simply slip under all attacks 
    and deal them a big juggle or stun combo.  All attacks from the Mist 
    Step Crouch Dash are identical to the normal ones, so strategies are 
    found on the individual move analysis.
    And finally, you have the most feared part of Kazuya's Mist Step (many, 
    many thanks to the good Reverend C. for this info) - the Mist Step 
    Cancel.  It's been around since Tekken 2 as I've recently discovered 
    (and tested), but not widespread knowledge until Rev brought it up.  
    This works with all the Mist Step CD moves, but for obvious reasons, is 
    much much more effective with the WGF.  When you go into the Mist Step 
    and IMMEDIATELY tap D/F~2 (BEFORE he auto-sidesteps), you can pull out a 
    WGF that is actually FASTER than a conventional EWGF, because the WGF 
    cancels the auto-SS that is built-in to the Mist Step.  What does this 
    mean in the long run?  Well, when done naturally, a Wind Godfist takes 
    at least 14-15 frames total to execute, because every point in the 
    f,N,d,d/f motion counts for one frame, equalling 4 frames of CD input, 
    then tapping 2 for the WGF, and adding 11 frames, bringing it to 15 
    frames total (it can be shortened by tapping d/f and 2 simultaneously, 
    making both the d/f and 2 count for one frame input and bringing it to 
    14 frames total).  HOWEVER, by using the Mist Step Cancel, this means 
    that by inputting it f,N~D/F~2 saves one frame of the execution by 
    skipping the d part of the motion, and overall comes out at 13 frames, 
    faster than a Mishima (E)WGF done at fastest possible speed!  As of 
    late, I've been using this EXTENSIVELY, with much success in match play.  
    It comes out faster than an EWGF guaranteed, and it will start juggles 
    better and faster than anything else Kazuya has, so fling away!  And not 
    only is 13 frames the fastest, it is also REQUIRED in order to launch 
    after a CH+CL Gut Punch.  Anything slower will knock them down.  And 
    remember, Mist Step Cancel also works extremely well with the Hell Sweep 
    due to its stealthy speed and Low-hitting range.
    Attack Name                   Command                       Rating
    Lightning Godfist             b+1+4                         ****
    While it is still a very slow 43 frames to execution, the Lightning 
    Godfist is by far a very useful Unblockable.  It comes out very fast for 
    an Unblockable, and it will evade almost every High attack and even some 
    Mids, deals a great 40 points of damage, and is the best follow-up from 
    a d/f+2 stun (and even f+1+2).  It still is slow, though, when compared 
    to most non-Unblockables, and it can be easily reversed, so don't misuse 
    it or you'll pay for it.  This can connect after Class 1 Tag Launchers 
    as well for good damage.
    Attack Name                   Command                       Rating
    Lightning Screw Godfist       B+1+4                         *
    While this attack does tremendous damage, it is so damn slow (an 
    absolutely horrible 63 frames) that anyone seeing it will Sidestep, 
    counter-attack, reverse, or Parry it easily.  If they are stupid enough 
    to throw out a jab or a high power hit like a Mach Breaker to counter 
    this, they fully deserve to be embarrassed if they're hit by something 
    this damned slow.  The only guaranteed Lightning Screw Godfist you can 
    get is after a Glorious Demon Fist or after a P-Jack SS+1 on a big 
    character, and it works on everyone after Angel's SS+2 (NOT Devil!) if 
    you have perfect timing.
    12. Combos ############################################################
    As you all know, Kazuya is a Mishima.  The name Mishima goes hand-in-
    hand with crushing combos in every Tekken, and Kazuya is no exception 
    (more or less).  While he lacks the finesse and damage of Jin and 
    Heihachi, or the Class 1 jugglestarter of Devil, he still possesses some 
    very powerful combos that can decimate an opponent's energy by half when 
    employed right.  However, unlike the other Mishimas, Kazuya is a Mishima 
    that relies a little more on stun combos instead of juggles to win.  
    Kazuya also lacks a varying amount of jugglestarters, unlike Jin and 
    Heihachi.  He relys on starting combos with his Wind Godfist, Gut Punch, 
    and Twin Pistons, and his juggle combos are moderately powerful and 
    simple.  His stun combos are also the most powerful in the game, even 
    topping True Ogre's (a simple CH+CL WS+2, WGF does almost 80 points of 
    damage by itself, let alone with a combo tagged on after it).
    (Note: The rating I give a move pertains to how effective it is for 
    combos, not as a move overall.  As another note, the jugglestarters only 
    pertain to those that can be Tagged out of, NOT viable jugglestarters 
    like u/f,N+4 or BK u/f+4, which DO juggle to Class 2 height.)
    1.) Wind Godfist
    Command: f,N,d,d/f+2_f,N,d/f+2
    Damage: 25
    Height: Sm
    Class 2
    Rating: *****
    As you all should know, the Wind Godfist is the ultimate jugglestarter 
    in every Tekken.  Its range, speed, good damage, priority, and ease of 
    execution (from the Mist Step especially), and irreversibility make it 
    the perfect tool for the typical pitbull Kazuya that lives on getting 
    out his juggles.  While it can be blocked Low now, the guard stun it 
    incurs is enough to offset any retaliation attempts.  It will set up any 
    Tag juggle perfectly and will also override almost any High/Mid attack 
    thrown at the same time.  Remember though, that a CH Wind Godfist will 
    juggle them in a different manner (they flip backwards to land on their 
    stomach and face) and that there are less options after it.  Your best 
    bet after a CH Wind Godfist is to finish with an easy 1, 1, WGF, u/f+4~3 
    (just make sure to hit that second WGF as low as possible), since it far 
    exceeds the damage of any other follow-ups.  The height of the launch 
    also depends on how fast you got out the WGF and how fast you buffered 
    Tag afterwards.  If you're fast, your partner should come in just as 
    they reach the max launch height.
    2.) Twin Pistons
    Command: WS+1,2
    Damage: 12,15
    Height: m,m
    Class 2
    Rating: ****
    This is an excellent launcher for normal juggles, but it does not work 
    as a Tag Launcher simply because they land before your partner can come 
    in and finish the combo.  Remember this is used at different times than 
    the WGF.  The Twin Pistons are used in-close for interrupting and for 
    offense, when they are in your face and you need a jugglestarter that 
    won't put you at risk by doing a complicated motion like a Crouch Dash 
    or Mist Step that would get snuffed by a jab, whereas WGF is more 
    effective as a mid-range interrupter.  In the case of in-close fighting, 
    the Twin Pistons is one of the best moves in the game.  It has INSANE 
    priority, extreme speed (the WS+1 executes in 11 frames), moderate 
    damage if unblocked, comes out of nowhere, and has an extremely short 
    recovery time at 6 measly frames.  If you by any chance don't have 
    Kazuya's Crouch Dash down to a science (which you NEED to know before 
    you can get any good), this is the next best thing to use.  The only 
    hitch is that you need to be close to get both hits guaranteed.  Very 
    effective, and Kazuya's best move bar Wind Godfist.
    1.) Demon Gut Punch
    Command: WS+2
    Damage: 25 (37 on Clean Hit)
    Height: m
    Stun Type: Fall Over Stun (on Clean Hit), Double-Over Stun (on Clean and 
    Rating: ****
    One the most feared moves of Kazuya (IF IT IS NOT ESCAPED), although it 
    bites comapred to the Tekken 2 and 3 versions (the Ogres had it in T3).  
    As said before, if the opponent gets hit with a Counter-Hit DGP and does 
    not escape, they will most likely lose at least 50-70% of their health 
    due to the huge combo that will inevitable follow, and if you happen to 
    be fighting Wang or another character with bad stamina, it may very well 
    kill them.  The options Kazuya has after a DGP are almost limitless... 
    for style and originality, you can do f+1+2, d/f+4,4 when fighting large 
    characters.  If you're a juggler first and foremost, you can do a fast 
    WGF to pop them up for a disgusting juggle, or you can really pack on 
    the damage by Tagging out of the WGF and continuing the combo if you 
    have a partner like Bruce or Jin (although if you chose not to Tag out, 
    Kazuya can still do major damage).  And, if you want, in the words of 
    Jason "Isiah" Cole, phat damage and quick wins, you can go for the 
    Thunder Godfist to Spinning Mid Kick to drain up to 60% of their energy 
    on a weak opponent, go into a delayed u+4,4,4,4 (make sure the u+4 
    misses) for an extremely easy and powerful combo, or use the Lightning 
    Godfist to get almost equal damage, but less style points.  A Lightning 
    Screw Godfist is also guaranteed on large characters.  Of course, 
    there's that problem that they're most likely going to escape.  My 
    advice: pray that they suck and hope they don't escape the stun.
    2.) Gut Punch
    Command: d/f+2
    Damage: 21
    Height: m
    Stun Type: Crumple Fall Stun (on Counter-Hit)
    Rating: *****
    This is extremely similar to Kazuya's DGP, albeit better.  While this 
    comes out faster, does nearly identical damage, looks identical, and is 
    slightly easier to do and MUCH easier to set up, it is not as effective 
    in terms of stun combos, because there are less options than if you hit 
    with the DGP, and recovers one frame slower than the DGP if done too far 
    away.  However, I'd trade the larger options and escapability for 
    similar follow-ups, high potential damage, and an inescapeable stun like 
    with the regular Gut Punch.  And like the DGP, if you are fast (and I 
    mean FAST, as in 13 fucking frames!), you can land a Wind Godfist for a 
    full launch and combo after a CH+CL Gut Punch!  Outside of that, there 
    is a decent list of follow-ups available afterwards, but if you don't 
    have the insane timing to pull the WGF (and I totally understand), do 
    yourself a favor and do the b+1+4, as it's guaranteed, looks cool and 
    does a lot of damage (B+1+4 is guaranteed on fatties), or use u+4,4,4,4 
    for simplicity and damage.  It is also an effective juggle finisher by 
    the way...
    3.) Glorious Demon Fist
    Command: f+1+2
    Damage: 26
    Height: m
    Stun Type: Crumple Fall Stun
    Rating: ***
    While again, this is REALLY slow, it has insane power, and when put into 
    play against the big guys, Kazuya simply DEMOLISHES them with the krunk 
    combos he can pull afterwards (Glorious Demon Fist + Lightning Screw 
    Godfist = pEaCe OuT)!  Just be careful when you use this, as it has 
    tremendous recovery time and can be easily punished by a long-range 
    power hit like a Deathfist, Mach Breaker, Konvict Kick, and countless 
    others.  Don't over-abuse this, and the reward can be VERY high.
    Wind Godfist: f,N,d,d/f+2
    Twin Pistons: WS+1,2
    Class 2 Tag
    1, 1, f,N,d,D/F+4,4         1, 1, 1, 1,(1),2
    1, 1, d+1, WS+2             1, 1, 1, 1,2
    1, 2, WGF                   1, 1, 1, 1,2,4
    1, 2, d/f+4,4               1, 1, 1, f+2
    1, 2, f,N,d,D/F+4           1, 1, 1, d/f+2
    1, 1,2, WGF                 1, 1, 1, d/f+4,4
    1, 1,2, d/f+1               1, 1, 1, 4
    1, 1,2, d/f+2               1, 1, 1, d/b+4
    1, 1,2, d/f+4,4             1, 1, 1, 1, WGF
    1, 1,2, d/b+4               1, 1, 1, 1, 1,(2),4 big
    1, 1,2, f,N,d,D/F+4         WGF, WGF
    1, 1,2, 1,2,4               WGF, d/f+4,4
    1, 1,2, 1,(1),2             WGF, 1,(2),4
    1,2, f,N,d,D/F+4,4          WGF, 1,1,2
    1,2, 1, d/f+1               WGF, d/f+2
    1,2, 1, d/f+4               d/f+4, WGF
    1,2, 1, d/b+4               d/f+4, d/f+2
    1,2, 1, 4                   d/f+4, 1, WGF
    1,2, 1,1,2                  d/f+4, 1,(2),4
    1,2, 1,2, d/f+4             d/f+4, 1,(1),2
    1, 1, 1, d/f+1              d/f+1, 1, f+2
    d/f+1, 1,(2),4              d/f+1, d/f+4,4
    Wind Godfist: f,N,d,d/f+2
    1,2, d/f+4,4                1, 1, 1,1,2
    1,2, f,N,d,D/F+4,4          1, 1, 1,2,2
    1,2, WGF                    1, 1, 4
    1,2, d/f+2                  1, 1, 1, 1,2
    1,2,4                       1, 1, 1, d/b+4
    1, 1,2, d/f+4,4             1, 1, 1, d/f+4,4
    1, 1,2, d/f+2               1, 1, 1, WGF
    1, 1,2, f,N,d,D/F+4         1, 1, 1, 1, d/f+4
    1, 1, f,N,d,D/F+4,4         1, 1, 1, 1, d/f+2
    4 (cheap and easy)
    Gut Punch: d/f+2
    f+1+2 big                   d/f+4,4
    d+1, WS+4,4                 f,N,d,D/F+4,4
    d+1, cc, 1, d/f+4           u+(4),4,4,4
    d+1, cc, 1, d/f+2           TGF,3 big
    d+1, cc, 1, WGF             TGF,4 big
    late WGF                    FAST WGF, any Standard Combo
    d/f+2                       d/f+1, d/f+4,4
    Demon Gut Punch: WS+2
    f+1+2 big                   1,2, 1,1,2
    WGF, any Standard Combo     1,2, 1,2, d/f+4
    1, 1, f,N,d,D/F+4,4         1, 1, 1, d/f+1
    1, 1, d+1, WS+2             1, 1, 1, 1,(1),2
    1, 1,2, WGF                 1, 1, 1, 1,2
    1, 1,2, d/f+1               1, 1, 1, 1,(2),4
    1, 1,2, d/f+2               1, 1, 1, f+2
    1, 1,2, d/f+4,4             1, 1, 1, d/f+2
    1, 1,2, d/b+4               1, 1, 1, d/f+4,4
    1, 1,2, f,N,d,D/F+4         1, 1, 1, 4
    1, 1,2, 1,2,4               1, 1, 1, d/b+4
    1, 1,2, 1,(1),2             1, 1, 1, 1, WGF
    1,2, f,N,d,D/F+4,4          1, 1, 1, 1, 1,(2),4 big
    1,2, 1, d/f+1               TGF,3
    1,2, 1, d/f+4               TGF,4
    1,2, 1, d/b+4               b+1+4
    1,2, 1, 4                   4 (REALLY easy and REALLY cheap)
    iWS+1,2, any Standard Combo
    Glorious Demon Fist: f+1+2
    d+1, WS+2 big               4~3
    f+1+2 big                   f,N,d,d/f,f+4, 1, 1, d/f+2
    WGF                         f,N,d,d/f,f+4, 1, 1, WGF
    TGF,3 big                   f,N,d,d/f,f+4, 1, 1, d/f+4,4
    TGF,4 big                   f,N,d,d/f,f+4, 1, 1, d/b+4
    u+(4),4,4,4                 f,N,d,d/f,f+4, 1, 1, f+2
    f,N,d,D/F+4,4               f,N,d,d/f,f+4, 1, f,N,d,d/f,f+4, d/f+4
    b+1+4 (must be FAST!)       d/f+4,4
    B+1+4 big
    Class 1 Tag 
    WGF, BT 4                   U/F+4, 1, 1,2, 1,(1),2
    f,f+3, BT 4                 U/F+4, 1,2, f,N,d,D/F+4,4
    f+1+2                       U/F+4, 1,2, 1, d/f+1
    f+1+2, d/f+4,4              f+1+2, WGF big
    TGF, 1, f+2                 U/F+4, 1,2, 1, d/f+4
    TGF, 1, d/f+2               U/F+4, 1,2, 1, d/b+4
    TGF, 1, WGF                 U/F+4, 1,2, 1, 4
    TGF, d/f+4,4                U/F+4, 1,2, 1,1,2
    TGF,3                       U/F+4, 1, 1, d/f+1
    TGF,4                       U/F+4, 1, 1, 1,(1),2
    TGF,3, d/f+4,4 big          U/F+4, 1, 1, 1,2
    TGF, BT 4 big               U/F+4, 1, 1, 1,2,4
    U/F+4, 1, 1,2, WGF          U/F+4, 1, 1, f+2
    U/F+4, 1, 1,2, d/f+1        U/F+4, 1, 1, d/f+2
    U/F+4, 1, 1,2, d/f+2        U/F+4, 1, 1, d/f+4,4
    U/F+4, 1, 1,2, d/f+4,4      U/F+4, 1, 1, 4
    U/F+4, 1, 1,2, d/b+4        U/F+4, 1, 1, d/b+4
    U/F+4, 1, 1,2, f,N,d,D/F+4  U/F+4, 1, 1, 1, WGF
    U/F+4, 1, 1,2, 1,2,4
    Class 4 Tag
    u/f+4~3                     f,N,d,D/F+4,4
    1.) WS+1,2, 1,2, d/f+4,4
    Twin Pistons, Left Right Combo, Tsunami Kick
    A quick, easy juggle for the aspiring Kazuya player that doesn't have 
    those mad reflexes needed to pull TGFs and the like as juggle finishers.
    2.) f,N,d,d/f+2/any jugglestarter, 4
    Wind Godfist/any jugglestarter, Standing Right Kick
    This "combo" does EXTREME damage for two hits regardless of which 
    jugglestarter you use, but lacks skill and is really just a quick juggle 
    to use if you're losing badly and need a comeback.  49 easy points of 
    damage, and on CH it skyrockets to 61.  Arguably the best "combo" in the 
    game since you can't whiff it (unless you are the saddest excuse of a 
    Tekken player ever) and anyone caught by it loses 25-40% health.
    3.) f,N,d,d/f+2, f,N,d,d/f+2, d/f+4,4
    Wind Godfist, Wind Godfist, Tsunami Kicks
    This is Kazuya's most damaging (non-stun) combo from the Wind Godfist, 
    and it's also pretty easy to do.  It does 59 points of damage by itself, 
    and absolutely INSANE damage if preceeded by a CH WS+2 or f+4 on 
    crouching opponents.  Use this all the time!
    4.) f,N,d,d/f+2, d/f+1, d/f+4,4
    This is Kazuya's other bread and butter juggle from the WGF.  It does 
    around 53 damage (a lot more when preceeded by a CH WS+2 or f+4 on 
    crouching opponents) and is a lot more reliable than Combo # 3, so if 
    you don't feel up to doing two WGFs, use this.
    5.) CH WS+2, f,N,d,d/f+1,3
    CH Demon Gut Punch, Thunder Godfist to Spinning Mid Kick
    The bread-and-butter mega-damage Kazuya combo is back and almost as good 
    as before.  This is easy to do, works 100% when done fast, and destroys 
    over half of their energy in three hits.  Overall, it should be a combo 
    used OFTEN by Kazuya, whenever possible, although getting off the Demon 
    Gut Punch is another story ^_^.  While you can substitute the Hell Sweep 
    ender for the Spinning Mid Kick, it doesn't do as much damage and looks 
    rather weak itself...
    6.) CH WS+2, b+1+4
    CH Demon Gut Punch, Lightning Godfist
    A nice little bread-and-butter combo off the Demon Gut Punch.  You 
    should only use this if you can't pull off the Thunder Godfist to 
    Spinning Mid Kick, as that does more damage, or you can always use the 
    standing 4 to really tear them a new one (about 80 points of damage in 
    two hits!).  You can substitute the b+1+4 for the B+1+4 on fatties to 
    kill them.  
    7.) f,N,d,d/f+2, f,N,d,d/f+1,3
    Wind Godfist, Thunder Godfist to Spinning Mid Kick
    You can only do this combo on the bigger guys: the Jacks, Kuma/Panda, 
    Ganryu, and the Ogres.  It also works on King and Armor King, but it's 
    really iffy and whiffs more often than it hits.  Does quite a lot of 
    damage, too (about 35-40% every time).  You must pull the TGF quickly 
    though or they will Tech Roll.  WGF, 1, TGF,3 is actually easier and 
    more reliable to do since you recover much faster from the jab than from 
    the WGF.  It would be cool if you could pull this on anyone, but since 
    it executes at 22 frames (and because Kazuya has no EWGF to pop them 
    higher or recover quicker from) and doesn't start out as low as Hei's, 
    it's impossible.  Makes you wish Kazuya had a 19-frame TGF like 
    Heihachi.  It's kinda weird too, since a WGF, 1, TGF combo was 
    guaranteed on everyone in Tekken 1 and 2 with every Mishima.
    8.) f,N,d,d/f+2, f,N,d,d/f+2, f,N,d,d/f+2
    Wind Godfist, Wind Godfist, Wind Godfist
    This is still arguably one of the hardest combos in the game (with 
    Kazuya at least), although it is easier to do than in Tekken 3.  
    Heihachi and Jin can do it too, and easier since they have easily-
    recognized, conventional EWGFs (although they can do 3xWGF too).  The 
    timing is all in the second WGF - if you're REALLY fast with it, you 
    will have a little slop to pull the third WGF pretty easy.  If you were 
    slow with the second one, you'll need to do a Dash WGF (explained later) 
    to pick them off the ground with it.  It is of course much easier to do 
    this on the big guys.  You should try doing it with the Mist Step 
    Cancel, since there's less points on the controller/joystick to hit.  
    There are better options, but nothing beats it in terms of style.
    9.) f,N,d,d/f+2, 1, 1, 1, 1, f,N,d,D/F,2
    Wind Godfist, Standing Jab, Standing Jab, Standing Jab, Standing Jab, 
    Wind Godfist
    Cool, and pretty hard (I think it's a little easier in Tekken 3).  You 
    must have mad dashing skills for this one inbetween the jabs, and delay 
    the WGF until the end of the Crouch Dash to pick them off the floor by 
    like an inch =^).  You also need to do the jabs like f,F+1, and not 
    f,f+1, as doing it like f,F+1 saves three frames of the recovery, 
    allowing you to dash after the jabs to continue.  If you're having 
    trouble with the four jabs, use three for equal damage and style points.
    10.) f+1+2, f,N,d,d/f,f+4, 1, f,N,d,d/f,f+4, d/f+4
    Glorious Demon Fist, Crouch Dash to Front Kick, Standing Jab, Crouch 
    Dash to Front Kick, Front Kick
    Very sweet-looking, although it will be hard landing the Glorious Demon 
    Fist!  Make sure you Crouch Dash in as close as possible before scooping 
    them off the ground with the Front Kick.  After that, remember to do the 
    jab as F+1, CD into another Front Kick, then d/f+4 will be easy.  On big 
    guys, you can substitute the d/f+4 with a WGF, d/f+2, or a Crouch Dash 
    Tsunami Kick.
    11.) CH f,N,d,d/f+2, 1, 1, f,N,d,d/f+2, u/f+4~3
    CH Wind Godfist, Standing Jab, Standing Jab, Wind Godfist, Demon 
    I got this from the Castel's Kazuya Combo Act 2 movie, and the Demon 
    Scissors is, in fact, 100% GUARANTEED!  You must hit with the second WGF 
    AS CLOSE TO THE GROUND AS POSSIBLE for the SLD Tech Roll to be 
    nullified, and you MUST tap u/f+4~3, as fast as possible, to have it 
    combo in.  You'll be able to tell if it's guaranteed if they don't 
    bounce up high after getting hit with the second WGF.  In fact, the 
    regular 4~3 works too, but hitting u/f executes the move one frame 
    faster, just to be safe.  I know, I know, there are a lot of peeps that 
    don't believe it works... but it IS GUARANTEED if done right.  Although 
    Castel's original combo had three jabs in it, I find it much easier and 
    more reliable when only two jabs are used... besides, the damage 
    difference is hardly anything.  If you're using the Wind Godfist 
    properly (to interrupt), you should be doing this combo each and every 
    time.  Practice!
    12.) f+1+2, B+1+4 (fatties only)
    Glorious Demon Fist, Lightning Screw Godfist
    OWWWWWWWWWWWWW!!!!!  Only works on the big guys.  If they get hit with 
    this, you can say "Goodbye!" to 80% of their energy!
    13.) CH d/f+2, f,N,d,d/f+2, f,N,d,d/f+2, f,N,d,d/f,f+4,4
    CH Gut Punch, Wind Godfist, Wind Godfist, Tsunami Kicks
    The timing for this one is quite literally INSANE.  You have EXACTLY 13 
    frames to hit with the WGF, or it will simply knock them down with no 
    combo.  That means you need to have the most beeznaughty timing skillz 
    on this planet to land this!  I'm being quite serious in saying that 
    this is THE hardest combo in Tekken Tag (with the possible exception of 
    that Bob combo which I don't remember).  Thanks to Kazuya Kazama for 
    this one.  On anyone less than a big guy, the second hit of the Tsunami 
    Kicks will whiff, but if it does hit... 101-105 points of damage!
    14.) (On crouching opponents) f+4, f,N,d,d/f+2, (any Standard WGF combo)
    Right Splits Kick, Wind Godfist (Standard WGF combo)
    It's not quite as hard as I once thought.  You just need to be fast 
    after the f+4.  Anything you choose to do afterwards will regardless do 
    a LOT of damage.
    15.) f+1+2, u+4,4,4,4
    Glorious Demon Fist, Roundhouse to Triple Spin Kick
    The easiest, cheesiest, and most damaging follow-up to the GDF.  30-40% 
    of a life bar almost every time.  Use this if you like being called 
    cheap, but hey, it's the damage that counts.  This also works with a 
    CH+CL Gut Punch (and it does more damage too).
    (Note: The cool thing about Tag Combos is that being hit with one 
    inflicts unrecoverable damage.  Huzzah!)
    1.) (Kazuya) f+1+2, 5, (Yoshimitsu) 1+2,1+2, f,f+4
    (Kazuya) Glorious Demon Fist, Tag, (Yoshimitsu) Flea to Flea Headbutt, 
    Crazy, cheap damage.  The only hitch is timing that f,f+4 to hit them 
    since the Flea Headbutt recovers kinda slow.  The GDF can be substituted 
    with a CH+CL Gut Punch, which I can safely say will connect a whole lot 
    more than the f+1+2, but the stun won't last as long, so be quick!
    2.) (Kazuya) CH WS+2, f,N,d,d/f+2~5, (Bruce) 3, b+4,3,4
    (Kazuya) CH Demon Gut Punch, Wind Godfist to Tag, (Bruce) Turn Kick, 
    Triple Knee Combo
    The hated, dreaded, Kazuya/Bruce Tag Juggle of Destruction.  This combo 
    does so much damage it is plain scary.  If Bruce is on Netsu when he 
    comes in, this combo will LITERALLY kill them almost every time you hit 
    with it unless they're a Class 1-3 character.  Without Netsu, it drop-
    kicks about 120-130 points of their energy into the great beyond.  You 
    have to be fast with the WGF, buffer the Tag IMMEDIATELY, and you need 
    to be fast after Bruce's standing 3 to pick them up with the Cheese 
    Knees.  The 3 an be substituted with a lot of moves... 2, 1, d/f+1, b+3, 
    d/f+3, pretty much any quick-recovering move, since the Cheese Knees 
    have INSANE range and speed, and will pick them up from what seems like 
    an impossible distance.  If you happen to have Bruce on your team and 
    don't use this, you're just plain stupid!  The only real problem is 
    landing the DGP and them not escaping the stun ^_^, although it will do 
    insane damage with or without the DGP.  Let the cheesiness ensue!
    3.) (Lee) d,d/b+4~5, (Kazuya) f,N,d,d/f+2 (opponent flips over), BK+4
    (Lee) Blazing Kick to Tag, (Kazuya) Wind Godfist, Back-Turned Standing 
    Right Kick
    Another VERY cool combo, but it's kinda random.  You need to pull off 
    the WGF so they flip over Kazuya, and have them land in Kazuya's BK+4.  
    Off the subject... LEE ROCKS!!!  Even better when Lee and Kaz are both 
    decked out in their pimp suits (Start for Lee, Kick for Kazuya), lol.  
    BTW, don't you wish Namco kept the old Kick T2 Kazuya outfit in here?  
    You know, the one with the white jacket & black Devil symbol, flyscreen 
    shirt, jeans, and combat boots?  That outfit kicked ass... erm, ha, 
    let's go on...
    4.) (Kazuya) f,N,d,d/f+2~5, (Baek) 1,2,3~f, 1,2, 3+4_u/f+3+4
    (Kazuya) Wind Godfist to Tag, (Baek) Left Right Combo to Flamingo 
    Cancel, Left Right Combo, Lightning Halberd
    Simply a very cool combo (I worship the Lightning Halberd!).  If you're 
    super quick on the Tag, you can get a 1,2,3~f, 1,2,3~f, 1,2,3~f, N+3+4, 
    but that's fucking hard...
    5.) (Kazuya) f+1+2, 5, (Heihachi) f,N,d,D/F+4,4,N,1, d+1
    (Kazuya) Glorious Demon Fist, Tag, (Heihachi) Hell Sweep x 2 to Spinning 
    Thunder Godfist, Hammer Fist
    Whoa.  I'd never had known this would work until I saw Agent316's 
    Mishima Unleashed video.  But pull this off in a crowd, and you'll get 
    mad props, believe you me.  The Glorious Demon Fist stuns them long 
    enough for Heihachi to come in with his Hell Sweeps (you need to be 
    fast), but it also works fine (and easier) with a CH+CL d/f+2.  Insane 
    damage, of course.  Kinda compensates for their lack of a Netsu Power-Up 
    of both guys... too bad they hate each other... =^(
    6.) (Kazuya) f,N,d,d/f+2~5, (Julia) FC+2, FC,d/f+4,3, d/f+4,2<b,f+1
    (Kazuya) Wind Godfist to Tag, (Julia) Low Punch, Bow & Arrow Kick, 
    Mountain Crusher
    Although they don't get Netsu Power-Up, this combo alone strikes fear 
    into the hearts of many players due to the disgusting damage it 
    inflicts.  Be FAST with the Tag.  For God's sake, Julia is a cheap bitch 
    in TTT...
    7.) (P-Jack) SS+1~5, (Kazuya) SSL, f,N,d,d/f,f+4, 1, 1, f,N,d,d/f+2
    (P-Jack) Drill Upper to Tag, (Kazuya) Sidestep Left, Crouch Dash to 
    Front Kick, Standing Jab, Standing Jab, Wind Godfist.
    You need to use the Sidestep Tag Cancel to get this off.  When Kazuya is 
    coming in, tap u/f~u and he'll SSL.  Continue with the CD Front Kick, 
    and the rest should be easy.
    8.) (Hwoarang) f,N,d,d/f+4~5, (Kazuya) U/F,4, 1, f+2
    (Hwoarang) Sky Rocket to Tag, (Kazuya) Leaping Hop Kick, Standing Jab, 
    Standing Jab, Soul Thrust
    Nice little hop kick combo.  Right when Kazuya is Tagged in, jump 
    forward and hit 4 as he's just about coming down, dash, do the Jab, and 
    Soul Thrust.  Ouch ouch ouch.
    9.) (Ganryu) b,d/b,d,D/F+1~5, (Kazuya) f,N,d,d/f+2, d/f+2, d/f+2
    (Ganryu) Megaton Float to Tag, (Kazuya) Wind Godfist, Gut Punch, Gut 
    You need to be fighting a big guy to do this, and the Class 1 needs to 
    be able to launch them to enough height (some, like Lee and Bob, do not 
    launch fatties to Class 1 height).  The Wind Godfist flips them over in 
    mid-air, allowing the two Gut Punches to connect (the first Gut Punch 
    must hit low to negate the Tech Roll, and the second Gut Punch hits them 
    on the ground).  I got this from Kazuya Combos Act 1 at the Zaibatsu 
    (God, Castel is good at what he does...).
    10.) (Kazuya) f,N,d~D/F~2~5, (Jin) b,f+2<1,2, f,f+2
    (Kazuya) Wind Godfist to Tag, (Jin) Laser Cannon, Demon's Paw
    A little father-son interaction between Jin and Kaz.  Oh yeah, and it 
    does INSANE damage, even if Jin and Kazuya don't get Netsu with each 
    other.  You need to be very quick with the Tag or Jin won't have enough 
    time to tack on the Laser Cannon.  Delay the second hit of the Laser 
    Cannon as much as possible.  You can also substitute the Demon's Paw for 
    the EWGF or Tsunami Kicks (you may need to CD then do them for both 
    hits), but the Demon's Paw is the easiest due to its crazy range.
    11.) (Bryan) CH QCF+3, b+1~5, (Kazuya) f,N,d,d/f,f+4, 1, f,N,d,d/f+2 
    (Bryan) CH Power Knee, Chopping Elbow to Tag, (Kazuya) Crouch Dash to 
    Front Kick, Standing Jab, Wind Godfist
    Simply INSANE damage, with or without the CH Power Knee... (but then 
    again, an additional 32 points is too worth it!).  Since Bryan's b+1 is 
    a Bounce Jugglestarter, picking them up with the Front Kick should be 
    quite easy due to the long ground stun.
    12.) (Kazuya) f,N,d,d/f+2~5, (Michelle) f,f+1, f,f+1, d~D/F+1, f,f+1,4
    (Kazuya) Wind Godfist to Tag, (Michelle) Dashing Left Elbow, Dashing 
    Left Elbow, Rapid Counter Attack, Elbow to Skyscraper Kick
    Elbows mania.  Goddamn it, I fucking HATE the Changs...
    13. Strategy ##########################################################
    This is the meat and potatoes of your Tekken Tag game with Kazuya.  If 
    you go in there and mash buttons or do random, unplanned attacks, you'll 
    get your ass handed to you and embarrassed.  Here's a sterling example.
    I was at Time-Out and playing as Heihachi and Devil with my pal Kenny 
    (He plays Bob/Baek, Lei/Law and Jin/Jun teams).  As you know, that duo 
    is very powerful, especially if you get off that nasty Devil SS+2~5, 
    (Heihachi) d+1+4 combo.  This little kid, I swear he was about 7 to 8 
    years old (shouldn't he be playing DopeMon or something?), pops in his 
    two tokens and proceeds to pick Devil and True Ogre.  Well, ok little 
    man, I pick Kazuya and Lee for my team.  He then "assumes the position" 
    - palm over the buttons, fingers twitching.  "FIGHT!"  And WHAM, that 
    little bastard starts slamming those kick buttons with Devil to pull his 
    cheeseball laser attacks.  Ok, I rush in, SS his 3+4 laser, and pop him 
    up with WGF, and do 1, 1, 1,2,4, BAM he's on the ground.  I switch in 
    Lee, and when he gets up, I duck under his 1+2 laser, and use the FC to 
    go into d/f+4, 2~2~1 (Silver Demon!).  Mwahahahaha (I love that move).  
    All the while, the kid was cursing me off!  Where do they get that 
    stupid-ass bottom-feeding d*ck-sh*t motherf*cking language anyways? 
    Now, although you probably think otherwise from reading this, I am a 
    good sport when I play (I rarely trash talk unless the dude sucks and I 
    KNOW it, or they talk trash to me), and I realize the kid is trying his 
    best to win, so I actually try to tell this kid that doing the same move 
    over and over will not have him win, and I told him a few moves that 
    even he would understand, like Devil's 1,1,2.  But no, he's too good for 
    that, so he tells me "The laser is the best move in the whole game!  
    I'll beat your ass!"  Ok, I watch as he throws out laser after laser, 
    all of which I SS and WGF to combo.  He then Tagged in True Ogre, ok 
    fine, he throws out the 1+2 Hell's Flame.  Double Sidestep, WGF, TGF,3, 
    he's down by almost half energy.  So he, realizing his losing 
    situation... did the same friggin' move!  See the pattern?  I thought 
    you did.
    The moral, kids (and although I may sound arrogant, it DOES have a 
    moral), is DO NOT DO THIS!  If you fight with strategy and cunning, you 
    will be respected, rewarded with bragging rights (and maybe a Coke from 
    your g/f next to you =^), and actually put up a decent fight to your 
    opponent.  If not, you'll look like an ass and be treated as such.  At 
    least _try_ to put up a fight - your opponent will know you at least 
    tried, and may be the difference between telling you "Good job, man..." 
    or "Nice try... scrub!".  And above all else, have fun.  Tekken is a 
    game and nothing more, so treat it as such.
    ...but if the sumbitch is mouthing off, by all means, school his ass.  
    You don't necessarily NEED to trash talk - beating them 50 games in a 
    row and smiling placidly as they burn their money is as sweet as revenge 
    can be.  Just make sure that if you DO talk shit to an easily-angered 
    guy, make sure one of your buds got yer back =^?.
    This is by FAR the most important thing to learn about Kazuya, and every 
    other Mishima in general.  Without it, Kazuya is a punching bag, plain 
    and simple.  The Crouch Dash allows Kazuya to dash-in, pressure the 
    opponent, set up almost any attack, and it is also one of the best ways 
    to avoid High attacks and a generous amount of Mids.  The Crouch Dash is 
    done by tapping f,N,d,d/f - tap Forward, leave the stick neutral for a 
    split-second, and then tap Down then Down-Forward.  The Crouch Dash has 
    Kazuya duck and dash in fast and low, ending in a crouched position.  
    During this movement, Kazuya has three official Crouch Dash attacks he 
    can perform: the Wind Godfist, Thunder Godfist, and Hell Sweeps.  
    However, there are a multitude of other attacks Kazuya can pull in the 
    middle, beginning, and end of the CD.  These include: While Standing 
    attacks (Demon Gut Punch, Tsunami Kicks, Twin Pistons), double-tap moves 
    (Left Splits Kick and Stonehead), and finally, the tool of destruction 
    known as the Wavedash (explained later).
    -- Unofficial Moves --
    To pull off While Standing attacks in your Crouch Dash, do the crouch 
    dash, then wait until the forward movement stops, and tap the button or 
    buttons needed for the WS move, or you can cancel the Crouch Dash into 
    WS position by tapping b or d/b.  Now, depending on how you play, you 
    have a lot of options... but out of all of them, you owe it to yourself 
    to use Twin Pistons.  If you want an easy, quick juggle to knock off a 
    chunk of energy, or if they are throwing out an attack, 90% of the time 
    the Pistons will override them due to their insane priority and speed.  
    However if you are looking for an opportunity to do Tag combos, do not 
    use this as the launch height is not sufficient enough for your partner 
    to come in to finish.  Your best bet when landing a Twin Pistons is this 
    combo: Twin Pistons, Left Right Combo, Tsunami Kick.  This is extremely 
    easy to do and does a good amount of damage, or if you really want it 
    simple, do Twin Pistons, then WGF or standing 4.  Both of those do 
    almost 50 points of damage and are almost pathetic in easiness.  It's 
    actually pretty easy to hit with this.  It works very well on ducked 
    throws, and you can even throw it out randomly (in-close, of course) 
    when you use the Instant WS method, although you can set it up just as 
    easily by doing d+1.  If it hits, you get a 9-frame advantage.  If it's 
    blocked, you'll still be ok, but at a slight disadvantage.
    If you're looking for an attack to use in footgames and Okizeme, then 
    you should use the Tsunami Kick.  This is extremely fast, has insane 
    priority, hits twice for decent damage, and while it does have recovery 
    time, it pushes them far back if blocked, so Kazuya will almost always 
    be safe from attack if blocked.  Kazuya also moves forward slightly 
    doing this, keeping him somewhat close to the opponent.  The first hit 
    of the Tsunami Kick (the Front Kick) is also excellent itself as it will 
    scoop the opponent off of the ground if they are rolling for a quickie 
    juggle.  And now, for those that want big damage, stuns, and quick wins, 
    the Demon Gut Punch is, well... not too useful.  This move pretty much 
    sucks, to be honest.  A CH Demon Gut Punch is the only saving grace... 
    and it's damn near impossible to land one these days, and even if it 
    does, they can escape it not one, but TWO different ways!  The computer 
    and scrubs fall for it on a consistent basis... but a skilled opponent 
    is a whole other story.  If you can consistently (about three times a 
    match) land a CH Demon Gut Punch and combo on a player WITH A BRAIN, you 
    have some insane interrupting skills... or maybe they just REALLY suck.
    To land this, you must constantly poke at your opponent, goading them 
    into throwing out a High attack for you to duck under and DGP.  However, 
    there aren't many times you can do this since the frame advantage will 
    not be favoring you due to the DGP's slow speed.  The d+1 will set it 
    up... but come on, who's gonna fall for that?  It also depends on the 
    character you're facing.  With characters like Jin, the Jacks, Jun, 
    Kuma, and Lee, with many of their main attacks being High attacks, it 
    can be pretty easy to land a DGP, but if you're fighting a character 
    like Paul, Law, or Heihachi who hit hard with fast Mids like the 
    Deathfist, Hell Axle, Somersault Kicks, Wind Godfist (Special Mid), and 
    Triple Hop Kick mixups, it is unwise to attempt it on them.
    To do double-tap moves (f,f) in your Crouch Dash, simply do the Crouch 
    Dash, then during the CD, tap f and the button you want to use.  Unlike 
    Jin and Heihachi, Kazuya's options for double-tap moves are pretty 
    limited.  He can only do the Left Splits Kick, which has no real use, 
    and the Stonehead.  The Stonehead, unlike the Left Splits Kick, is 
    extremely useful and figures into quite a few of Kazuya's strategies.  
    By taking advantage of block stuns, hit advantages, and being 
    unpredictable, you can connect quite often with this, and the only real 
    drawbacks are if they escape it.  However, the Stonehead requires a 1+2 
    escape, and since it is not preceded by a regular dash when doing it 
    from the Crouch Dash, it is very hard to see coming.  To throw them off, 
    you can always do one of the normal throws (1+3, 2+4) if they are 
    accustomed to escaping the Stonehead.  And if they actually Tech Roll, 
    they're going to be at an even bigger disadvantage than if they just 
    took it... you can put pressure on them by Sidestepping left and doing 
    f+4.  If they didn't block, they'll be considered crouching, and the KS 
    they recieve is enough for a follow-up Wind Godfist and killer combo.  
    Or you could just go for the typical Leaping Stun Kick (U/F,3) since 
    hardly anyone knows that it can be escaped.
    -- Official Moves --
    Wind Godfist: f,N,d,d/f+2
    Of all your attacks from the Crouch Dash, the Wind Godfist is by far the 
    most important one to master.  This is the best move in the game as well 
    as the best launcher in the game - and Kazuya simply CAN NOT survive 
    without it.  Your game totally REVOLVES around the Wind Godfist.  
    Fortunately, it isn't all that hard to become a master at landing WGFs 
    due to its insane priority, rather-easy controller motion (well, from 
    Mist Step perhaps), speed, recovery, and power.  Your best bet when 
    going for the WGF are three-fold:
    a.) use it to interrupt
    b.) catch recovering opponents with it
    c.) be offensive with it.
    Out of those three options, it is by far the best to use it for 
    interrupting.  It's really easy due to the insane speed and priority, 
    and if you CH with it, we all know how much damage you can get, don't 
    Catching recovering opponents with the WGF is of course not going to 
    happen as much as interrupting since Kazuya is not a turtler's 
    character, but of course if you have the opportunity to WGF them, by all 
    means go for it.
    Being offensive with the WGF should only be attempted on certain 
    characters, being that if you're fighting the wrong guy and you get your 
    WGF blocked in-close, you'll eat a quick attack, and we all know how 
    cheesy Bruce's f+2,f+4 is, don't we?  It's best used on slower guys who 
    don't have super-fast pokes (Ganryu, the Jacks) and on characters that 
    cannot easily interrupt the WGF.  Be aware that at higher levels, 
    players will ALWAYS be sticking d+1's in Kazuya's face, since the d+1 is 
    the only really reliable interrupter for the WGF.  But generally, Kazuya 
    recovers pretty quickly, so very few attacks are fast enough (and 
    usually aren't powerful enough) to pose a threat to him after a blocked 
    WGF.  However, you must remember that it hits Special Mid now, so you 
    can't really use it to hit ducking turtles.  So while the WGF is an easy 
    attack to use on offense, it is better to use it for attacking opponents 
    recovering from attacks, or to interrupt.  While a CH Wind Godfist is a 
    rather poor launcher for conventional juggles since it flips them over 
    in mid-air (they fall really fast as a result) to land in SLD position, 
    but as a plus, they cannot Tech Roll upon landing if they are hit as 
    close to the ground as possible, allowing an old-school T2 Demon 
    Scissors-type combo on occasion.  You should STILL try to land CH WGFs 
    AS MUCH AS POSSIBLE, because the potential damage is MUCH MUCH higher 
    than Kazuya could hope to get with a regular hit.  A simple CH WGF, 1, 
    1, WGF, u/f+4~3 does over 80 points of damage.  If that's not incentive 
    enough to try and land Counter-Hits, I don't know what is.
    Remember, if you get off a WGF and launch them, know what kind of juggle 
    you want to do and know how to pull it off without a hitch or problem.  
    Pulling juggles out of your head on the fly is not recommended (unless 
    you're good), as there is a chance you will forget the next hit and/or 
    mess up.  If you land a CH Wind Godfist, your best bet is to do 1, 1, 
    WGF (and if you wish, Tag out of the WGF for a safe switch), u/f+4~3.  
    An example is Heihachi's WGF, 1, TGF combo.  You must pull of the TGF 
    with Hei as fast as possible after the Jab, or they'll land, Tech Roll 
    to avoid the TGF, and have an opportunity to fuck up Heihachi because of 
    the bad recovery.  Kazuya's main juggle finishers are similar, as he has 
    a lot of juggle finishers that recover badly.  Get my drift?
    Also, as brought up by Reverend C., the type of juggle finisher is also 
    very important.  If you are striving to knock them down and go into a 
    nasty Okizeme game, use a finisher that leaves you relatively close to 
    the opponent (like Kazuya's 1,2,2, d/b+4, f,N,d,D/F+4, and d/f+4,4.  If 
    you want them to get knocked away so you can get distance to plan a new 
    strategy, use finishers like his WGF, f+2, and 1,1,2 (make sure the last 
    hit connects to knock them away).
    Hell Sweeps: f,N,d,D/F+4,4
    While it has been weakened by the new low blocking system, this is still 
    an excellent surprise attack for Kazuya.  It's not QUITE as good as 
    Jin's since he can get much bigger juggles AND a guaranteed trip if done 
    EWGF-speed.  It also comes out EXTREMELY fast from the Mist Step Cancel 
    (f,N~D/F~4), and by hitting 4 twice for both sweeps, the Hell Sweeps 
    trip GUARANTEED regardless of distance.  The only real weaknesses are 
    the lack of mixups from the Hell Sweeps - he only goes Low twice, with 
    no Tsunami Kick/Thunder Godfist/Mid Kick afterwards, and it can be 
    staggered if Low-blocked, so it isn't as much of a guessing game as 
    Heihachi's and Jin's, and definitely isn't as good for combos.  But 
    since they need a much closer Clean Hit or better to knock them off of 
    their feet (unless Jin pulls it at EWGF-speed, and even then it has 
    pathetic range) while Kazuya's knocks down at quite a distance.  
    Kazuya's is better for starting Okizeme and for getting an instant 
    knockdown.  While Kazuya's is slightly less-damaging than Jin and 
    Heihachi's, it is almost unnoticeable.  For Okizeme purposes, you can do 
    a single Hell Sweep, then follow-up with another one while they're 
    helpless, or simply dash up and time a Stature Smash as they roll to 
    smack them down again, or if they tried to stand straight up, will stand 
    them backwards for an OB trap!  And of course, it should be second 
    nature to learn to mix this up with Twin Pistons - SO PRACTICE!
    Thunder Godfist: f,N,d,d/f+1
     = Spinning Mid Kick: 3
     = Hell Sweep: 4
    This is Kazuya's most damaging power hit, but it isn't as good as 
    Heihachi's because it doesn't execute fast enough to connect in most 
    combos unless you hit with a Class 1 Launcher, CH DGP, or a Class 2 on 
    big and semi-big (Kings, Ogre) characters.  However, if it does, it will 
    rip off about 25% of their energy on Clean Hit, and about 40% on 
    CH/Netsu.  You should just about NEVER use this on a standing opponent, 
    because it is so slow (faster than the Glorious Demon Fist, though, but 
    by only 3 frames) and recovers so slow you will fully deserve the 40% 
    damage power hit and/or juggle you will undoubtedly be getting if you 
    are blocked or avoided.  You should only use the follow-up kicks (and 
    only the Mid Kick) if you connect in a combo because the interim between 
    the two hits is not safe at all to jabs.  It is, however, very effective 
    if you're trying to go under attacks, as Kazuya dips very low to the 
    ground when doing the attack, so it is a nuclear deterrent to Deathfist-
    crazy Paul players, Bryan/Bruces High/Mid mixups, Jin's WGFs/1,1,2, 
    Julia/Michelle's standing 1 mixup bullshit, Nina/Anna's Can Opener and 
    side kick mixups... ah, life is good...
    -- The Wavedash --
    Discovered by some Tekken freak/genius in Tekken 3 (Tekken 2 didn't have 
    it), then refined and perfected by the Koreans, the Wavedash is a 
    dreaded tool of destruction that can be employed by anyone with a 
    standard Crouch Dash (f,N,d,d/f), although it is easier to do with the 
    Mishimas.  Just about everyone who is smart fears a competent 
    A Wavedash (also called Wave Step) is a Crouch Dash cancelled into 
    another Crouch Dash, cancelled into another, and so on, until it forms 
    one big, insanely-fast movement of mini-Crouch Dashes, while it appears 
    that the Wavedasher never stands up fully.  What makes this so deadly is 
    that you can pull While Standing attacks, regular Crouch Dash moves, and 
    double-tap moves at ANY TIME during this.  To perform it, it goes like 
    f,N,d,d/f,f,N,f,N,d,d/f,f,N (ad infinitum)
    By moving all the way to Forward instead of stopping at d/f normally, 
    you cancel the Crouch Dash, and by leaving it neutral, you are 
    automatically starting the motion for ANOTHER Crouch Dash!  Since a 
    Crouch Dash can be cancelled at any time by tapping Forward, this also 
    sets up double-tapping moves like the Left Splits Kick and Stonehead, 
    and by cancelling the Crouch Dash with b or d/b, it ALSO sets up the 
    While Standing moves like the Twin Pistons and Demon Gut Punch!  And 
    that's not the half of it!
    During the Wavedash, by tapping 1, 2, or 4, you automatically perform 
    the Thunder Godfist, Wind Godfist, and Hell Sweeps at their fastest 
    possible input (as if you did f~N~d~D/F~), pulling off the CD moves at 
    Electric Wind Godfist-like speeds (I know, I know, that's a rather weak 
    analogy, but I couldn't compare it to anything else).  Hell, when I 
    started to do Wavedash I was getting like four Thunder Godfists in a row 
    on my friend because they came out too fast for him to recover and block 
    from his moves (boy was he PISSED).  But, by far, a Wavedashing player 
    who throws the Wind Godfist, Hell Sweeps, and Twin Pistons into the 
    equation is THE nightmare of all Tekken players.  Since doing a WGF from 
    the Wavedash makes it come out at automatic EWGF speed (strangely enough 
    though, Hei can't do an EWGF from a Wavedash), they can throw out like 
    anything, and get clipped like a pedestrian in a police chase!
    As a rule, however, the adept Wavedasher will not simply do Wavedash 
    after Wavedash.  While still VERY hard to counter, it is not 
    unstoppable, and can be stopped by an extremely-well-timed d+1 or d+4.  
    No, what you want to do is mix it up with Kazuya's Mist Step (Mist Step 
    Cancel!!!), his normal Sidestep (cancelling Wavedash to Sidestep is 
    called a "Snake Step" by the Asian champs), backstepping, and dashes, so 
    you can always cancel them to block and mix up your hits, then go into 
    the Wavedash again to totally fuck with their mind and get them guessing 
    what you're gonna do next.  You could be Sidestepping, and they'll think 
    "Hey, he isn't in Wavedash, he's vulnerable, and Kazuya has no SS moves, 
    so I'll Deathfist his ass!"  Well, remember, Kazuya can cancel his SS 
    with a Crouch Dash... which can cancel into Wavedash!  MWAHAHAHAHAHA!  
    Pop them with a WGF to show them the error of their ways.
    The best way for one to incorporate Wavedashing is in their Okizeme 
    game.  Who needs Tsunami Kicks when you can juggle them with Wind 
    Godfist or Twin Pistons and do two to three times as much damage?  Even 
    Hell Sweeps work great since hardly any of the rising attacks will 
    execute fast enough, and you can always can the Wavedash early to Low 
    Parry any ankle kicks (if they're dumb enough to use them).  If you 
    continually backstep in and out of range, getting them to whiff an 
    attack and make a blunder, you can have them on the floor for almost the 
    entire fight with one mistake.
    The one flaw of a Wavedash is that it is easily Sidestepped when done 
    normally... so of course, someone had to find a way for WDers to kill a 
    SSer.  Enter the Dash WGF and Wave WGF, or DWGF and WWGF, respectively.
    I find that the DWGF is even easier to pull out WGF than if you did it 
    EWGF-speed by itself... and the best thing is that the normal dash 
    automatically tracks a Sidestep, and if they did not block or foolishly 
    threw something out, BAM, they get WGF up the nose!  Dash WGF is done 
    like so:
    WWGF is just like it sounds.  You simply pull a WGF while doing a 
    Wavedash, simple as that.  So the command would be:
    The WD and WGF will track the opponent as he SSed and send him into a 
    world of hurt.
    Like my FAQ-comrade, ILuvMomo, stated in his respective FAQ, there are, 
    in general, three stages of Wavedashing, separated by how many complete 
    Wavedashes are done in a second.
    Stage 1 - Slow Wavedash
    # of Waves: 2-3 a second
    Slow Wavedash is where basically everyone starts out.  It's not very 
    effective, it's slow, and anyone doing this type of WD regularly is 
    usually only learning the basics of WDing and as such will hardly employ 
    strategy into it.  Easily punished.
    Stage 2 - Basic Wavedash
    # of Waves: 4-5 a second
    This is where most advanced and higher-end Mishimas are at.  At this 
    stage, the Wavedash gets a little scarier.  Anyone Waveing like this 
    usually has most of the finer points of the Crouch Dash cancelling down 
    pat, and in turn will give you a tough match.  However, they still 
    aren't quite a Super Threat just yet since it CAN be snuffed with 
    moderate difficulty.
    Stage 3 - The Lightdash
    # of Waves: 6+ a second
    Basically, this is THE penultimate Wavedash.  Few, if any, people have 
    the insane speed and reflexes to properly execute it.  AFAIK, only about 
    three or four US players can do it, while for the Koreans, the Lightdash 
    is second nature.  Anyone, and I do mean ANYONE, using the Lightdash is 
    going to KICK YOUR ASS, to be perfectly honest.  These rare players have 
    Crouch Dash cancelling down to an exact science, and can pull off WS 
    attacks with frightening simplicity and rest assured that if that 
    character has a good low/mid mixup game... you are FUCKED.  It basically 
    looks like they're moving forward, rapidly crouching and bobbing up and 
    down.  If you see it... you may as well prepare to die.
    Kazuya's Sidestepping game is pretty basic.  At first I thought his SS 
    game was quite solid... but when you factor in the unpredictability of 
    the Mist Step's SS and the fact that he has no true SSing attacks, he's 
    not as good as guys like the Ogres, Ling, Bob, Baek, and the Changs.
    But hey, don't let that deter you!  Remember that Kazuya possesses a 
    pretty quick SS with excellent distance, so his SS can be used just like 
    everyone else's - evading attacks.  And in this area, he can rule since 
    he can cancel a SS into a Crouch Dash or Mist Step Cancel WGF.  Your 
    best bet is to use sidestepping at about medium range, where the 
    opponent will use staple attacks, such as Paul's Deathfist, Law's Dragon 
    Storm/Somersaults, Mishimas' (E)WGFs, Williams' Blonde Bomb, and King's 
    Konvict Kick, so you can see them coming and know where to Sidestep - at 
    that range, you have enough time to see what attack they are using and 
    SS accordingly.  It's also much easier to SS effectively than it was in 
    Tekken 3, as Red King brought up in his Jin/Mishima FAQ (read the SSing 
    section... it's quite good).
    Don't think you can just see an attack and SS it, though... you need to 
    learn to react and anticipate in order to SS effectively.  It takes a 
    while to learn... but believe me that the reward is HIGH.  The FIRST 
    advanced technique I attempted to learn (and still am learning) is how 
    to Sidestep effectively.  TOO many people ignore the Sidestep and how 
    much reward a good SSer gets.  Sidestepping in TTT is ESSENTIAL to high-
    level play, as a constantly-SSing player is going to land CHes and 
    jugglestarters a lot more than some guy blocking everything coming.  You 
    can't hit anyone by blocking, let alone land countless WGFs like I 
    usually do when I SS correctly.  Distance is key - farther away, it's 
    easy to see the moves coming, but the SS won't cover as much distance 
    and/or evade the move as effectively as you would in close, where you 
    have little or no time to see and SS accordingly, but cover more 
    distance around the opponent and therefore dodge the attack easier.  
    It's all in the reflexes.
    Remember, you Sidestep in the direction that the move is coming in at.  
    For example, King throws out the Konvict Kick, which is f,f+4.  Since it 
    is done with a Right Kick, Kazuya must Sidestep to his right to evade 
    it.  For another example, Nina's Divine Cannon (d,D/B+3_d/b+3+4) has 
    Nina kick with her left foot.  That means Kazuya should Sidestep to his 
    left (SSL) to avoid it.   Some moves, like the Phoenix Smasher, can in 
    fact be SSed in both directions with precise timing just because the 
    tracking on the individual move sucks ass, and the hit area is not wide 
    at all.  Dig?
    And as you know by now, Kazuya can also do the normal, regular Crouch 
    Dash from his Sidestep, which opens up a lot of attack options.  You can 
    choose to use the Wind Godfist to punish them for whiffing their moves, 
    punish them for throwing out slow attacks (Jacks, Kuma/Panda, Ogres, 
    etc.) by doing the Thunder Godfist to go under their attacks, or chase 
    after them if they are turtling (Paul (sometimes), Law, Nina/Anna, Jin, 
    King) and Hell Sweeping them when they go for a Mid Parry/Attack 
    Reversal.  And that's not counting the Crouch Dash cancel to WS moves, 
    from which you can use Twin Pistons to mixup with the Hell Sweeps!  Wait 
    for them to throw out their main attack, and block it first.  Chances 
    are, if it pushed you back a bit, they'll go for it again to get more 
    initiative (common with Paul and his Deathfist).  This is when you 
    Sidestep, Crouch Dash, and smack them hard!
    Kazuya has a pretty good Okizeme game due to his powerful Crouch Dash 
    attacks and his Wavedash, but in the long run it doesn't quite compare 
    to the evilness of Jin's and the Ogre's.  All of them (Wind Godfist, 
    Thunder Godfist, Hell Sweeps) will hit a rolling opponent for massive 
    damage, and of course will floor them again, afraid to do anything but 
    lie there, especially if a Kaz player is WDing above him.  However, 
    unlike Paul, Nina, Jin, Baek, the Ogres, and Xiaoyu, Kazuya cannot keep 
    an opponent on the ground forever, as his attacks aren't powerful enough 
    or fast enough to chase them all over the arena.  However, there are 
    plenty of options to choose from.  Here are your main Okizeme attacks:
    These are all very straightforward and decent attacks for which to try 
    and keep them grounded.  Your overall best Okizeme attack is the Tsunami 
    Kick, as it comes out extremely fast, will cut through their Low 
    Kick/Mid Kick and Flying Cross Chops (in their early frames), will smack 
    them twice for good damage if they twitch, and slam them back into the 
    floor, too petrified to move.  It will also snuff out Spring Kicks, 
    provided you use it EARLY in their animation - if you pull it too late, 
    they'll smack you and you will instead be on the wrong side of a nasty 
    Okizeme game.  If you've got that Wavedashing down, though, WGF should 
    be all that you need ^_^.
    If you think they'll go for the Ankle Kick (d+3_4 if they have it), set 
    them up by dashing in and out of the Ankle Kick range, and wait for them 
    to throw it out, or if you KNOW they'll try it, d/f to Low Parry it, and 
    rise with WS+1,2, WS+4,4, or if you've got mad speed, a Mist Step Cancel 
    WGF.  While the Ankle Kick has insane priority and will allow them to 
    safely rise if it hits, whiffing it guarantees punishment as they are 
    completely vulnerable until they stand, allowing you to come in and WGF 
    them out of their boots for a huge combo/Tag combo.  If they try the 
    old-school Low Kick, you can duck in front of them and move to d/f for 
    the Low Parry, and follow up with a Twin Pistons for a juggle.  The Mid 
    Kick, however, is slightly tricker.  If you block it or get hit at max 
    range, they'll push you back enough to rise safely.  Like with the Ankle 
    Kick, you should dash in and out of Mid Kick range, let them whiff, and 
    slam them with a vicious Mid hit or WGF if you want a combo to connect, 
    or if you want to fake them out, duck right in front of them, and when 
    you see them twitch for the Mid Kick, go for Twin Pistons!  This will 
    come out faster than the Mid Kick and launch for a nasty juggle.
    For those that Tech Roll, it's a trickier issue.  Tech Rolls can only be 
    punished in their later frames as the first couple or frames are 
    invulnerable in some way, and to make it worse, it rolls them to the 
    side, so your Okizeme hit may need to track to hit.  Remedy this by 
    sidestepping in the direction that they Tech Roll, and greeting them 
    with a f+4 as they rise and pressure with your frame advantage, or if 
    you want something quicker, you can always use the Wind Godfist.
    If they like to roll forwards and backwards, not only can you tell that 
    they are probably novices/intermediates, but they are more open than 
    inmates at Ryker's Island Penitentiary.  Just about any Mid/Low hit with 
    good vertical range will hit them.  If you want to keep it simple, you 
    can use Tsunami Kicks or Stature Smash for tick damage, and if you want 
    real damage from knockdowns, you can WGF/TGF them as they roll for some 
    nice chunks of energy.  If they are the type that waits on the ground 
    for you to make the move (very dangerous players... watch out), you can 
    just duck and wait for them to make a move, then Twin Pistons them since 
    anything they do will get Low Parried or CHed by the WS+1,2.  If they 
    decide to just stand up, resume the game.
    Other than that, Kazuya's Okizeme game is very basic, and should be kept 
    simple.  Don't go for Hell Sweeps and Thunder Godfists every time you 
    see them move, or you may whiff and Kazuya will be left open.  Stick to 
    using fast, quick-recovery moves like Tsunami Kicks and Wind Godfist for 
    your damage, and if they do get up, go back into your confusion tactics 
    to throw them back down and smack 'em around again with more vicious 
    Okizeme games.
    I'll be honest with you: I'm not too good at putting together Custom 
    Strings and explaining all of the changing attack heights, discussing 
    psychological mixups, etc.  I simply use what works at the current 
    situation - like if I think WGF is coming, I do d+1, then I wait for 
    them to make mistakes and start pressuring with staggering/block stun 
    moves like f+4.  Besides, ILuvMomo explained it pretty well in his 
    respective FAQs, so I have nothing really new to add right now.
    On another note, as Reverend C. has been explaining in his new FAQs, 
    I've found that it really is not good to obsess over Custom Strings - 
    doing so will make you into a crappier player, since hardly any of the 
    so-called "effective" Strings are designed with frame advantage in mind 
    - and get this straight, the ONLY times a Custom String should be used 
    is when you have or recieve a frame advantage.  I mean come on, is it 
    good to attack after they've blocked a d+3 or d+1?  Of course not.  
    You're the one that will get hurt, not them.  YOU are at the 
    disadvantage, not them.  I've taken all or most of them out of the FAQ 
    since mine suck ass, and in truth are just not worth it.  If you play 
    correctly and use it wisely, FRAME ADVANTAGE IS ALL YOU NEED.  So heed 
    the warning.  With that said...
    When Namco released the official Frame Data of Tekken Tag Tournament, 
    basically EVERYONE that knew about it had to rethink their entire game.  
    Moves that many thought were safe to abuse were in fact NOT.  Guides and 
    FAQs which were previously hailed as perfect were brought into question 
    (*cough* *cough* VERSUS BOOKS TEKKEN 3 GUIDE *hack*).  Moves that were 
    already thought to be powerful - like the Electric Wind Godfist - were 
    revealed to be a LOT more powerful than one thought.  In short, it 
    brought a lot more organization and thought to strategy instead of 
    having to hope that your move *might* hit if that other move was 
    blocked.  With Frame Data... Custom Strings have largely been abandoned, 
    since previously "safe" strings were now not very safe at all.
    So, how does one properly take advantage of Frame Data?  Well, it 
    generally goes by how much advantage a certain move gives you.  If you 
    decide to follow up your advantage with an immediate attack, you need to 
    know how much of an advantage over them you have.  I've created a simple 
    formula to calculate frame advantage.  Hopefully, this will help clear 
    up confusion.
    Your Follow-Up Attack - Your Frame Advantage = Opponent's Active Frames
    So let's say you're Kazuya, and you stick out a f+4, which hits.  The 
    f+4 gives Kazuya an 8-frame advantage, and he immediately executes a Gut 
    Punch (d/f+2).  The d/f+2 executes in 14 frames.  So it would be 14 - 8 
    = 6.  That means your opponent has 6 "active" frames - frames in which 
    he can move, attack, or block.  NO character has an attack from a 
    regular standing position that exceeds 8 frames of speed (except 
    Yoshimitsu's f,f+4, which is 7 frames).  What this means is that the 
    opponent is FORCED to block/duck/avoid the attack - in this case, the 
    d/f+2 hits Mid so they MUST block or get hit, since a SS will not evade 
    in time.  If they had attacked, the d/f+2 will hit on Counter-Hit.  
    Beginning to see the possibilities?
    Applying Frame Data to your strategy can be a HUGE advantage in any 
    fight.  Your opponent will throw out attacks, hoping they will hit while 
    you can use one attack and immediately know whether they can punish you 
    before OR after you've executed it.  I mean, what will they think, if 
    they get hit with Kazuya's 1,1... and wonder why Kaz didn't finish the 
    attack.  They're thinking "He blew it, I'll kill him now"... and eat a 
    CH d/f+2 and a 60+ damage combo.  The possibilities and options are 
    truly endless.
    So in summation... study the Frame Data.  You can only become a better 
    player by doing so.  Too, too few Tekken players read Frame Data and 
    consequently, they'll have no idea why you're landing CH Wind Godfists 
    EVERY time they attack.  In return, also study the Frame Data of other 
    characters, so you'll know what to do when you are faced with their 
    moves and to know when to hang back or to press the attack.
    Ummmm... I think you should read ILuvMomo's FAQ.  He's got everything on 
    this area of strat perfectly, and I really can't add more than that (and 
    I don't have enough time to either).
    Against those that are happy for Attack Reversals, you will need to 
    learn how to Chicken their Reversals.  Attack Reversals can be an 
    extremely deadly aspect of a character's arsenal when mastered, and if 
    you can successfully take that away from them, they will be crippled.  
    For those that don't know, a Chicken is when you reverse and Attack 
    Reversal by pulling your grabbed limb away and attacking with your 
    opposite limb (so if you had a Left Punch reversed, you'd smack them 
    with a Right knee): when you perform one, the announcer says "Chicken!" 
    (officially, it's called an Attack Reversal Reversal, but I could care 
    less about the official names... for God's sake, they call the Demon Gut 
    Punch a Demon God Fist!  WTF?).  For instance, let's say that Nina does 
    her f,f+3, which Wang reverses via his Attack Reversal.  Wang grabs 
    Nina's leg, but Nina pulls her leg back and punches Wang with her right.  
    That is a Chicken in action.
    How do you Chicken?  Well, it depends on which button you pressed for 
    your attack that got reversed.  If you used 2 or 4, you Chicken by 
    pressing f+2+4 when they reverse, and if you used 1 or 3, you Chicken 
    with f+1+3.  However, there are some moves where Kazuya uses two 
    buttons: his Ultimate Tackle, Glorious Demon Fist, Lighting Godfist, and 
    Lightning Screw Godfist (the Demon Scissors cannot be Chickened).  With 
    these attacks, you must know which limb Kazuya used for the attack that 
    was reversed.  For example, Kazuya's Glorious Demon Fist (f+1+2) has 
    Kazuya punch with his left hand.  Therefore, you must Chicken with 
    Beware, as there are some Attack Reversals that cannot be Chickened and 
    are final once you are reversed.  These are: King's Kick Attack 
    Reversal, Law's Fake Step Punch Reversal, and Wang's Attack Reversal(you 
    cannot Chicken left-based Punches once Wang has reversed it).  As for 
    Parries of any type, they are final: they cannot be Chickened at all.
    Now, be aware that you simply cannot Chicken once you see your attack 
    being reversed - 90% of all players do not have the reflexes.  To remedy 
    this, you must "buffer a Chicken".  By inputting the appropriate Chicken 
    command, you have placed the Chicken command into the game's short-term 
    memory, so if they DO reverse, the Chicken will come out and 
    automatically reverse their Attack Reversal attempt.
    What are the attacks that Kazuya should buffer a Chicken for?  They are 
    usually the staple attacks that you use on a consistent basis, or 
    perhaps they are slow attacks that are MEANT to be bait for a Chicken.  
    An exception to the rule are non-reversible attacks: Kazuya's only non-
    reversible/parriable attack is the Wind Godfist.  Here they are:
    -- Commonly-Reversed Moves --
    WS+1,2 (second hit)
    u_u/f+4,4,4,4 (first and last hits)
    -- Bait For Chickens --
    u_u/f+4,4,4,4 (first and last hits)
    Not included in the lists are Kazuya's Strings.  For his Tenstrings, 
    Tenstring #1 has common reversal points at the 5th, 6th, 8th, 9th, and 
    10th hits, Tenstring #2 has common reversal points at the 5th, 6th, 9th, 
    and 10th hits, and his Ninestring has common reversal points at the 5th, 
    9th, and 10th hits.  Oh yeah, if you want to read about a neat trick 
    with Kazuya's Ninestring, read ILuvMomo's FAQ, as there's not much of a 
    reason to put that in here when he goes over it perfectly.
    This is the jackpot with Kazuya, as Rev put so well in his FAQ.  Kazuya 
    thrives on Counter-Hits because he has SOOOO many moves that cause BIG 
    damage/combo opportunities on CH and Clean Hit.  Of course, you're all 
    thinking "Yep, can you say Demon Gut Punch?".  If so, get that though 
    out of your head (unless you're playing scrubs/beginners).  Kazuya has a 
    much better interrupting tool: the almighty Wind Godfist.  And unlike 
    his Demon Gut Punch and Twin Pistons (to a much lesser extent than DGP), 
    which must be properly timed and set up carefully, the WGF doesn't even 
    need any complicated setups due to its simpleness of use.  Its insane 
    speed will catch just about any attack if it whiffs (short of a jab), 
    and even if they do stick out an attack, chances are that 80% of their 
    attacks will get smashed by the Wind Godfist and its insane priority.  
    The only attacks that have a real chance against a WGF are low jabs and 
    a Chang f,f+1, and they must be thrown ahead of time to smack them as 
    they come in with the WGF.
    However, you can easily remedy this by simply hanging back to let them 
    attack.  If you're fighting guys like Bruce, Julia, and Ling, this is a 
    good idea, as their insanely-fast pokes (i.e., Bruce's 2,4_d+4 mixups, 
    Julia's deadly jab games and f,f+1, Ling's 1,2, 2,1, etc.) will keep 
    Kazuya out and pressured if he's in their face trying to get WGFs.  
    However, sitting back and letting them whiff makes it a bunch easier.  
    Try to accomplish this by keeping them out with simple stuff like d+1, 
    d/f+4,4, 1,1, and d/f+1 - quick attacks with very little recovery time 
    and excellent spacing.  Once you've gotten them back to about mid-range, 
    they'll start to let loose with their longer-range big guns, doing 
    attacks that can get them back in your face, such as Julia's d~D/F+1<2, 
    Paul's Deathfist, Bryan's QCF mixups, Nina/Anna's u/f+4,3,4, and King's 
    1+2,1.  This is where you pull out the WGF once you've pushed them back 
    and Counter-Hit their asses into the sky!  Sure, it sounds disgustingly 
    simple in terms of strategy, but it really is just as easy as it sounds.  
    The WGF is so fast and powerful, it will override almost anything they 
    stick out.
    If you're more into getting a Counter-Hit with your Demon Gut Punch, 
    it's a LOT tougher.  Since it executes so slowly and is easily seen 
    coming, you're probably never going to land it on a good player without 
    them escaping.  However, beginners and intermediates are another story.  
    Perhaps the best setup for the DGP against those types is a simple d+1.  
    No move in the Tekken series infuriates players as much as getting 
    nicked with this for some odd reason.  They almost ALWAYS attack 
    afterwards!  It's not like it matters anyways - you get a 9-frame 
    advantage and if they're dumb enough to attack afterwards, you'll ALWAYS 
    at least 1 frame faster than they are, even if they did d+1.  If you are 
    SURE that they will throw out a slower attack in response (or you know 
    they suck), go ahead and throw out the Demon Gut Punch, then rock them 
    with a massive combo to teach them "UH-UH!"  Beyond that, for a more 
    advanced strategy, you can throw out a lot of Mid hits with guard 
    stun/little recovery, but instead of attacking continuously, you should 
    pause inbetween the hits to see what your opponent will do.  If they 
    choose to block still, continue the pattern, and if they decide to 
    attack, throw out the Demon Gut Punch prematurely: they'll see the mini-
    crouch of the d~d/f and throw a Mid out to teach you not to crouch... 
    but then, your bigass fist will slam into their stomach, and the look on 
    their face will be priceless. =^?
    If you want to use the Twin Pistons, it will apply for all of the DGP 
    strats, but only better, because of the faster speed and recovery.  Why 
    don't I do a section on Twin Piston, you're asking?  It's not that I'm 
    lazy, I'm just efficient (lol).  If there is demand, I will do an 
    individual section, but the strat I listed for DGP will work just fine.
    Another move that works insanely well with Counter-Hits is the Gut 
    Punch.  Not only does it come out faster than the Demon Gut Punch, it 
    does more damage on Clean and Counter-Hit and is done from a standing 
    position, unlike the DGP.  What's better, there are also several combos 
    that you can do off of a CL+CH Gut Punch that can rack up some mean 
    damage, especially if you have the unholy timing to pull off the Wind 
    Godfist for a launch.  And since it comes out from standing at a 
    respectable speed of 14 frames, it's a whole lot easier to time and use 
    than the DGP.  Since it has great priority, it is a nice deterrent to 
    those who like to throw out random power hits like the Deathfist and Bad 
    Habit inbetween their pokes in order to get a Counter-Hit of their own.  
    Block their first attempt and see what they do.  If you think they will 
    throw it out again, do the Gut Punch prematurely and watch them run into 
    it.  Tack on a b+1+4 afterwards to teach them their error.  The best use 
    for the d/f+2 is to throw it when you have a frame advantage - a 
    blocked/connected f+4, connected 1/1,1, a blocked WR_f,f,f+3, a 
    connected d/b+4, etc., since anything they do after will be clipped 
    unless they block/reverse.  And whatever you do, don't get this blocked 
    from farther away, because the recovery is quite horrible (as a 
    parallel, the TGF recovers just as slow!).  If it's blocked in-close, 
    the block stun it creates leaves Kazuya rather safe.  Every time you see 
    them twitch from mid-range, you owe it to yourself to throw this out.
    That's all the strat I could think of for now.  Any other suggestions 
    can be e-mailed to me or sent via Zaibatsu Forum.
    14. Versus Fights #####################################################
    As you know, Tekken is all about competition.  You're going to run into 
    some good comp out there (unless you live in Bumfuck, Egypt), and some 
    bad.  But to win, you need to know how to beat the character they are 
    using.  Face it, not everyone is gonna pick Kazuya (lol), so here's some 
    tricks of the trade in beating the characters that you'll inevitably 
    Difficulty: Easy
    Alex/Roger are, in my opinion, some of the weakest characters in the 
    game.  Although I wouldn't put them at Tier 4, they are definitely lower 
    Tier 3 at best.  They can't really juggle that well, their moves do 
    little damage, and although they have most of King's staple attacks, 
    they possess no Multi-Throws, have slow power hits, absolutely pathetic 
    punching and throwing range, and limited Okizeme tactics.  However, they 
    DO have a few tricks up their sleeves that can put the hurting on you.  
    The first is their f,N+1.  When blocked, it gives them a staggering +41 
    frame advantage, which guarantees at least 50 points of damage from 
    their POWERFUL Animal Godfist, although they have other follow-ups that 
    do less damage (f,f+4, 3+4, d/f+3+4, etc.).  Second, they have a decent 
    Sidestepping game because of their SS+4, which comes out FAST, hits Low, 
    and can start a quickie float combo.  The good thing is, the recovery of 
    a blocked SS+4 is quite horrible, so you know what to do.  Third, they 
    have a VERY good Hop Kick which is exactly like King/Armor King's, so 
    beware of that - one Hop Kick and it's a 1, f,N,d,d/f+1 for you and 50+ 
    points gone with minimal effort.  In a fight with Alex/Roger, you're 
    most likely going to see the Frankensteiner (d/f+3+4) come out a lot.  
    Since it does so much damage, can't be escaped once grabbed, and can be 
    Tagged out of for a free hit (if they tried to block it), this is 
    arguably Alex/Roger's most useful attack.  However, there's a big flaw 
    of this move - you can simply block low and recieve no damage, and 
    Alex/Roger will be grounded and open to a quick Okizeme hit.  Block 
    their Stagger Kicks and respond with a DGP or Wind Godfist, and SS their 
    Konvict Kick and go into your Crouch Dash attacks.  If they throw out 
    the f,N,1 (which is telegraphed by their "Popeye" wind-up), duck and 
    slam them with a Twin Pistons juggle or DGP.  Past that, you should have 
    no trouble smashing their cuddly asses.
    Anna Williams
    Difficulty: Hard
    Ouch.  Ever since Nina has been toned-down SOOOOO much since Tekken 3, 
    Anna has become the Queen of the Williams sisters.  She is by far the 
    most improved character from Tekken 3 (well, the PSX version anyways), 
    and in the right hands is one of hardest characters in the game to 
    fight.  She has the QCF+1, which juggles on CH, comes out in 13 frames, 
    inflicts block stun, and ducks under High attacks.  She also has her new 
    u/f+1<3 which can combo-in a guaranteed f+1+2 on a normal hit (if the 3 
    hits on CH it's a stun AND combo!).  She retains the same old Williams 
    poking tools to use, like d+1,N+4, d+3,2, and d+4,1 as well as a near-
    perfect defensive game with her Attack Reversal and Mid Parry from her 
    FC,f+2.  She has a few of Law's Somersault Kicks, as well as a nasty 
    Okizeme game like Nina's.  However, she isn't quite as good in the 
    Multi's department as Nina is (not that it matters anyways).  She also 
    doesn't really have much she can do about Kazuya's WGF, as it cannot be 
    reversed or parried, and comes out a good deal faster than her own power 
    hits.  She WILL pose a problem to the Hell Sweep/Twin Piston game though 
    since she has a Low Parry AND one of the best Attack Reversals in the 
    game, but once you can Chicken reliably, it won't be too big of a 
    The main thing you need to do is stay away from her.  If you try to 
    fight in-close, you'll get a sorry ass-whooping.  Her main poking 
    attacks are her d+1,N+4, d+4,1, and u/f+1,3, which all set up her 
    u/f+1+2 throw pretty easily.  Be careful about that throw - u/f+1+2 
    executes in 11 frames, requires a 1+2 escape, and can be Tagged out of 
    for guaranteed damage (Tag Slide).  They can Tech Roll the throw, but if 
    they do, a Tag Flying Cross Chop is almost guaranteed - the only way it 
    can be escaped is by Tagging out as fast as possible.  And don't forget 
    about that QCF+1, which comes out at a DAMN fast 13 frames, ducks under 
    High attacks, and juggles on CH.  The main problem with that is that it 
    hits High, and therefore is NOT the best choice for experts - however, 
    good Anna players like to mix it up with the U/F+4 Somersault Kick.  
    Regardless, if either of those hit (well, CH for the QCF+1), you're 
    going to get a VERY painful juggle up your butt.  Not many people know 
    that Anna can deal out some AMAZING damage from one simple combo - a 
    simple CH QCF+1, QCF+1, u/f+1,3, f+1+2 does 74 points of damage!
    All in all though, most will agree that u/f+1,3 is her best move, since 
    it guarantees a free f+1+2 on normal hit, the second hit stuns on CH, 
    has insane speed and priority, and can be mixed up with the u/f+1+2 and 
    QCF+1.  Like Nina, Anna MUST be in-close to win, as her attacks have 
    pathetic range, and her pressure games are only going to work if you're 
    in close.  Keep her out with WGFs, d+1, and your 1,1/1,2,4_d/f+2 mixups, 
    then when you're far enough away to see her stuff coming, send a WGF up 
    her nose.
    Armor King
    Difficulty: Hard
    Armor King, when played correctly, is one of the best characters in the 
    game, a top Tier 2 character and a DEADLY adversary for anyone.  He has 
    the Palm Upper, which hits Special Mid, executes almost as fast as your 
    WGF, juggles, and has only 8 frames of disadvantage when blocked.  He 
    has a powerful Crouch Dash game, as his attacks from the CD are pretty 
    fast, have a lot of priority, and hurt like a bitch.  He has a whole 
    bunch of throws that hurt quite a bit, and his poking game is also very 
    good with his FAST d+1,N+2 and 2,1.  He also has the d/b+4, which is a 
    semi-quick Low hit that can floor you for his powerful Okizeme game with 
    d/b+4, f,N,d,d/f+4, f,N,d,d/f+2, and his quick People's Elbow (borrowed 
    from The Rock, of course).  AK also has the WS+1 Elbow Knife, which 
    inflicts Fall-Over Stun on a normal hit, allowing Armor King to do a 
    quick float combo, and on CH turns them into the BK position, where AK 
    gets a free Palm Upper and MAD damage (I believe f,f+4 and b+3 are also 
    guaranteed).  AK has also been given a ground throw in TTT, and while 
    not as useful as King's due to his various setups (Kick Reversal), it is 
    still useful and can lead into an extremely dirty trick that only works 
    in the arcades: the Armor King Handcuffs, with which AK repeats an 
    inescapeable d/b+1+3_2+4 (without the punches) on an SLD/FCD opponent 
    (doing no damage), which leaves them stunned enough to repeat the throw 
    forever until the time runs out.  And the worst part is that AK's Shadow 
    Lariat (f,N,d,d/f+1) sets this trick up perfectly.  Oh, and if they 
    actually do this dishonorable move on you in the arcade, you have my 
    permission to kill them with whichever hand gun you prefer ^_^.
    However, his Crouch Dash game is not quite as good as yours or any of 
    the Mishimas, simply because he lacks a low attack from the Crouch Dash 
    to stick in there (come on, does D+3 really count?).  The only constant 
    danger from his Crouch Dash is the Palm Upper and Shadow Rising Knee, as 
    his new Multi (which comes out of the Crouch Dash) executes at a very 
    slow 30 frames, and his Shadow Lariat hits High, meaning it can be 
    ducked and punished by a Twin Piston or DGP.  You should never take that 
    move head-on, because the priority is nuts and will smash you in the 
    mouth HARD.  It's also a risk to block it, as he'll recover a whole lot 
    faster than you and can choose to follow up with another Lariat, Shadow 
    Rising Knee if you duck, or Palm Upper/Hop Kick if you attack (and we 
    all know how good AK's Hop Kick is).  His juggles also aren't the most 
    damaging ones, although that is made up for by his extremely powerful 
    jugglestarters, like the Palm Upper and his excellent Hop Kick.  Also 
    beware of his b+3, which has HUGE range, decent speed, and loads of 
    priority: it will probably be AK's most used counterattack outside of 
    the Palm Upper.  What you want to do is get in and pressure Armor King, 
    but also be able to fall back into a defensive mode when needed.  AK 
    fights well on offense AND he's great on defense because his d+1,N+2 and 
    standing jabs are all 8-frame attacks and have insane priority (2,1 is 
    10 frames), so it'll be a bitch getting in.  If you block the Palm 
    Upper, low jab and start your Twin Pistons setups.  If he decides to 
    attack, it should be easier because many of his main attacks leave AK 
    with a disadvantage when blocked.  He can't do much about your WGF, and 
    his power attacks come out slow enough for you to interrupt with WGF or 
    Gut Punch.  A hard match indeed.
    Baek Doo San
    Difficulty: Medium/Hard
    This fight TOTALLY depends on the type of player.  Although most Baek 
    players are mashing fools or Tenstring-happy idiots (which are easy to 
    beat), I've seen (and fought) some extremely good Baek players - the 
    ones that mix up his kick strings, abuse Albatross, Wavedash like crazy, 
    Sidestep like maniacs, and use his deadly Flamingo Cancels to their 
    extent.  If you're playing that type of opponent, you will be in a lot 
    of trouble.  Luckily, Baek is my favorite character outside of Lee and 
    Kazuya, so I fortunately have a decent knowledge of playing him.  
    When used correctly, Baek can be a VERY tough opponent.  Although it's 
    really slow, he possesses the Wing Blade (f,N,d,d/f+3) from his Crouch 
    Dash, which IS a Class 1 Launcher (even fatties when Tagged), so if you 
    fuck up and get hit with it, you'll be sorry.  Baek's got a whole bunch 
    of new punch attacks to help round him out as well: b+1, which hits Mid, 
    comes out VERY fast, does sizable damage, and best of all, auto-SSRs and 
    cancels out of a SS or Flamingo.  He has the b+2, which knocks down on 
    CH and auto-SSLs (but it also has pathetic range).  In my experience, 
    Baek's basic d/f+2 Uppercut is one of his deadliest weapons, bar none - 
    it hits Mid, doesn't require CH to launch, leaves him safe if blocked, 
    comes out pretty fast (I believe it's 14 frames), is guaranteed off of 
    his Punch Parry, and can easily flow into his 1,2,3~f combos (we've all 
    seen how long those can go, right?).  Due to those properties, it is 
    definitely Baek's most useful jugglestarter.
    Baek also has a much better defensive game now since he's recieved an 
    EXTREMELY useful Punch Parry, which leaves him with a staggering 16-
    frame advantage.  I must say I agree with ILuvMomo on this one in that 
    it's probably the best Punch Parry in the game, since it gives such a 
    large advantage, can be cancelled out of Flamingo, has a mere 11-frame 
    disadvantage when it whiffs (although it shouldn't), reverses a few non-
    punch attacks, can recover in Flamingo by tapping b or f regardless of a 
    successful Parry, and can guarantee a 2,2, 1,1, a 4,4, or even a d/f+2.  
    What's NOT good about it?  Another attack to watch out for is his 
    extremely fast Flashing Halbred (3+4_u/f+3+4), which hits twice at 16 
    frames (on occasion the second hit whiffs), does 24 points of damage, 
    connects easily in combos, and sends the opponent across the floor if it 
    hits, allowing a guaranteed f,f+4 if they don't kippup (F on blast hit) 
    immediately.  Although both hits are High, good Baeks will use it to 
    interrupt and/or use it in combos.
    And did I mention his Sidestep game is just insane?  Most Baek players 
    will do his Triple Sidestep (b+3, SSR, b+1 or SSR, b+3, b+1), which will 
    wrap around any opponent in no time flat and hit them in the back.  
    After doing the Triple SS, many Baeks go into his d+4,3,3 links, which 
    can also lead into the Flamingo Stance and more craziness.  Instead of 
    the Triple SS, a staple Baek tactic is to do the Cannonball throw 
    (f+2~3), which comes out faster than the normal version, requires a 1+2 
    break, and can Tag into a painful Tag Throw with Hwoarang (if he's the 
    partner).  The main danger is that the range on that throw is already 
    quite good, and it's longer in Flamingo and the escape window is (I 
    think) shorter than the normal version.  If he SSLs, he can cancel to 
    b+2, which has a mini-SSL built-in to it.  Also be careful of his 
    Flaming Stance.  Baek has _countless_ methods of going in and out of it 
    at any time (Baek's 1,2,3~f is the fastest way to cancel into it), and 
    once he does, his SSing game will simply blow you away unless you can 
    get out a FAST attack.  If you mess up, you'll get a f+2~3 for your 
    troubles or even a Flashing Halbred.  Baek can also cancel his Flamingo 
    into ANY attack with practice - his Right Kick and Punch attacks can be 
    cancelled at will, and Left Kick attacks and throws (including the Punch 
    Parry) require more complex methods, so once a good Baek gets into that 
    stance, he will be the DEFINITION of unpredictable unless you stop it.  
    Remember that Baek can _NOT_ block and is totally vulnerable during the 
    stance - which means that you can go crazy with WGF if you have space 
    since he can't do anything about it (no Parries, remember?).  Be aware 
    that Baek can Wavedash, as well, and his CD is the most Mishima-like 
    (i.e., buffer friendly) when it comes.  Good Baeks can and will abuse 
    WS+4,4,3 and WS+3,3,4 from it, and of course, the f,f+2 throw can be 
    buffered-in from the CD, giving it INSANE range.  
    However, the one attack to really watch out for is his Albatross 
    (d/f+4,4,3_WS+4,4,3).  This is Baek's best move by FAR.  It leaves him 
    safe if blocked (and even safer if he cans it after the second hit), the 
    hits can be delayed for a huge amount of time, can be executed from a 
    Crouch Dash, executes in 13 frames, takes a nice chunk of life (almost 
    40), is totally guaranteed for all three hits from WS/CD... it's 
    practically screaming "Abuse me!".  Baek's WS+3,3,4 is also a threat, 
    since it combos on CH, and if the last hit connects at all, it leaves 
    Baek with 16 frames to hit you with the u/f+3+4 guaranteed (I'm pretty 
    sure WS+3+4 is too, but I may be wrong).  Since this attack flows 
    seamlessly from his Crouch Dash, you need to be ready at all times to 
    block when Baek has a chance to execute it.  It shouldn't be too hard 
    since Baek lacks a Low Crouch Dash attack, so even if he decides to use 
    the FC+3, you can eat it and Low Parry the second - the whole FC+3,3,N+3 
    is only guaranteed if the second hit was a CH.  His Okizeme game is also 
    excellent as well since he has so many ways to float you easily 
    (d+3,3,N+3, d+4,3,3, d/b+4, f,f+4, WS+4,4, etc.).
    Baek is not perfect, however.  He STILL lacks a truly well-rounded 
    punching game, and most of his kick strings hit High, which is prime 
    time to unleash a Demon Gut Punch or Twin Pistons on them, or you can 
    back up and WGF him in the middle of his strings to show him the error 
    of his ways.  However, that will only be a solution against 
    intermediates/beginners - good Baeks also only use a few of his kick 
    strings and don't bother with the lot of them, since a few of them are 
    nearly un-counterable (the WS+4,4,3 for example) and very much abusable.  
    Since Baek's jab is 10 frames just like you, you can afford to USUALLY 
    play jab games with him.  Baek's WS+4,4,3 WILL shut you down unless you 
    can work around it, so play extremely carefully and WGF or d/f+2 without 
    error when you have an opening.
    Bruce Irvin
    Difficulty: Hard
    What can I say?  Bruce is simply one of the top characters in the game.  
    His arsenal is kinda limited, he can't really beat down the Mishimas and 
    Changs whenever he wants, and he may have trouble with the Ogres, but he 
    just about reigns over everyone else right after those guys.  Why?  
    Because he has an extremely powerful jugglestarting string (3,2,1) that 
    comes out fast, has high priority, it totally safe on block, does an 
    assload of damage itself, and combos if the first hit is a CH (or if the 
    second hit connects at all)... can we say "ABUSE ABUSE ABUSE!"?  He's 
    also one of the fastest pokers in the game, with his ultra-annoying 
    mixups from his 1,2 combos and 2,4_2,d+4.  You'll also see f+2,f+4 a lot 
    since it hits in 10 frames and does VERY good damage from two hits.  
    Bruce is also a top-notch juggler; he has extremely-easy and damaging 
    juggles that can be done from his excellent Hop Kick, d/f+2, and his 
    Double Facebreaker (d/f+1,2) which is like your Twin Pistons but only 
    combos on CH, has only -2 disadvantage on block, and sets up a free 
    U/F+4 to that dreaded three-hitter (explained below).  He's also got the 
    b+1, which comes out pretty fast, stuns on CH for all sorts of nastiness 
    to ensue, ducks under a few attacks if done right, and hurts.  And 
    Bruce's d/f+2 easily competes with Yoshi's... this launches EVERYONE.  
    Yep, Gun Jack, Ganryu, TOgre, EVERYONE gets launched by that d/f+2.  Not 
    to mention it hits Mid and has little to no disadvantage if it's 
    blocked!  Bruce's jab game is also nasty... comes out in 8 frames, and a 
    CH 1,2 gives him a ridiculous +12 advantage - that equals a a throw, or 
    better yet, a guaranteed f+2,f+4, and 65 easy points of ridiculous 
    damage (as a side note about the f+2,f+4, it is also guaranteed if Bruce 
    blocks Kazuya's WGF close, so be smart and don't go crazy with it!).
    But nooooo, that's not the half of it!  Once he hits you with a 3,2,1 
    (or pretty much anything that launches), he's gonna go into that three-
    hit motherless bastard of a combo that everyone knows and hates - Triple 
    Knee Combo!  They're called the Cheese Knees for a reason, you know.  
    When fighting Bruce, those three words are your DEATH.  Yep, one b+4,3,4 
    after anything resembling a jugglestarter and 60% of your life is GONE 
    with oh-so-minimal effort.  Ok, so maybe I'm blowing it out of 
    proportion, but seriously, is there anyone in the game that can equal 
    that kind of unreal combo damage with such ease?  Nope (well except that 
    little whore Julia, of course).  No one I've ever played that I connect 
    a CH 3,2,1, b+3, b+4,3,4 on has ever won easily against me (and it's 
    just sad if Bruce is Netsued!).  And let's not even get STARTED on 
    landing two combos with that THING in it!  This one move is why you'll 
    rip your hair out fighting Bruce.  He's the BFG 9000 of TTT (Doom 
    reference).  And he can always do that illogical b+4,3,4 in a Tag combo, 
    and knock off lots of the red life!  AND the range is HUGE!  I swear, 
    you can pick them off the ground from what seems to be four feet away 
    and juggle their asses to oblivion!  Fuck the Haha Step, _THIS_ is a 
    goddamned game imbalance!
    All is not lost, however.  First, Bruce's arsenal is pretty limited, as 
    most of his power hits come out really slow, and they all track poorly, 
    so a picking a good Sidestepper like Bob, Baek, Ling, or Michelle as 
    your partner will give you a big advantage.  Second, some of his 
    attacks, such as the f,f+3, b,F+4, f,f+2, b,B+4, and d/f+3 have poor lag 
    and recovery time, so punish any blocked attacks with your WGF and Twin 
    Pistons.  Also watch out for the 3,2,1.  You don't really have anything 
    that can go head-to-head with that since it has insane range, damage, 
    speed, and priority, so wait it out until you block the third hit, then 
    go offensive so he can't go into it again.  If he's stupid enough to go 
    for the 4 ender of the 3,2,1, block/Low Parry and kindly punish him.  He 
    also has VERY few Low attacks, (like Bryan) so much of the time you can 
    block his strings high and/or duck them (the Low-hitting b,B+4 
    guarantees a b+4,3,4, d/f+3,1, or d/f+3, b+4,3,4 on CH, but it's REAL 
    slow, so don't worry).  The SS+1 is also dangerous - while it has 
    limited range, it comes out VERY fast and guarantees a d/f+3,1 or d/f+3, 
    b+4,3,4 on CH.  Just beware of getting launched, although avoiding 
    Bruce's sick jugglestarters is the bitchy part...
    Bryan Fury
    Difficulty: Hard
    Bryan is another character from Tekken 3 that hasn't recieved many new 
    attacks, but the ones has has recieved have made him one of the best 
    characters in TTT when played right.  First off, he has a new Punch 
    Parry, which guarantees a free Mach Breaker off of a Left Punch Parry, 
    or a Stomach Hook off a Right Punch Parry, which guarantees a f,f+4, 
    d/f+3 combo for insane damage.  Second, his WS game is by far the best 
    in TTT, as he's got the WS+1 Snake Uppercut, which is a Mid-hitting 
    jugglestarter that comes out fast and tosses them extremely high (the 
    tip of Class 2 jugglestarters), the WS+2, which leads into the 
    Fisherman's Slam and a 50-60% juggle, and finally, the dreaded WS+3, 
    which stuns on CH, has a TINY escape window, executes in 13 frames, has 
    _INSANE_ priority, and can lead into a WS+1 combo.  Not to mention that 
    ALL of those can be executed from his QCF Rolling Dash, which ducks 
    under all High attacks and lots of Mids.  His Sidestepping game is also 
    top-notch, with his fast SS+2 (loads of priority too) and his nasty 
    SS+1_1~2 guessing game.  He also has his nasty Chains Of Misery 
    (FC,d/f,d,D/F+1+2), which does big damage, intimidates like no other 
    throw, and can be mixed up with his WS game with his d+1 and is 
    guaranteed after a CH WS+3 and after he Low Parries a kick (gotta be 
    FAST!).  He's also got the annoying 3,2,1,2_4 mixups, his slow-but-
    powerful d/f+3 Snake Edge which can start some powerful floats, and of 
    course, the phat, fast, and dreaded Mach Breaker (f,f+2).  Thankfully, 
    he doesn't have Bruce's Cheese Knees or Gatling Combo, because if he 
    did, he'd be a top five character hands-down.
    However, the main reason Bryan is not a top-level Tier 1 contender is 
    that he lacks BIGTIME in Low hits.  He's only got the d/f+3, which comes 
    out SLOW and has a nasty block stagger recovery, and his little shin 
    kick enders from his strings, which do pathetic damage.  His Strings are 
    also the worst in the whole game, as they can all be blocked High as 
    there are no Low hits (doesn't mean too much as Strings are worthless at 
    high-level play, but some Strings' first few hits are good for poking... 
    which does not hold true for Bryan), and his Mach Breaker hits High, so 
    you can either duck that and punish him with your WS+1,2, or you can 
    Crouch Dash under it and WGF him out of his boots for a nasty combo.  
    And as for his WS game, if he throws out the low jab, stand up and 
    block.  Sure, that may leave you open for the Chains Of Misery, but if 
    that happens, tap 1+2 to escape, as its the only truly safe follow-up 
    after the d+1 setup and if you're facing the typically-skilled Bryan, 
    that's exactly what he's gonna go for.  If not, you'll block any of the 
    WS moves with no disadvantage to you, and 1/2 of the time you'll get a 
    free hit after blocking them.  If he continues to crouch and throws out 
    a low hit like FC+3 or FC+4, just eat it.  The small damage you will 
    take is nothing in comparison to a Fisherman's Slam or Snake Uppercut 
    combo.  Also beware of Bryan's Hands Of Doom/Wolf Bite mixups 
    (b+2,1,2_4).  If that first punch hits on CH or if the second hits at 
    all, he can drop another Wolf Bite on you or something even worse (CH 
    b+2,1, b+3,2,1, f,f+2 = OUCH OUCH OUCH!) and send 60% of your life down 
    the toilet.  However, remember that they hit High, and the last Mid kick 
    ender is slow enough for you to stand and block, or jab/d+1 out of.  
    Just don't try to take them head on - the priority is HIGH.  He can also 
    cancel the second punch with a Sidestep, or just fake the first hit with 
    b+2,f+1 (doing it like b+2,f+1~u_d will fake out BOTH hits!), so make 
    sure you don't counterattack until his punch has come out and is 
    Difficulty: Medium/Hard
    Devil is by far the most underrated Mishima in Tekken, but a good Devil 
    is a very frightening entity.  Many don't consider him in the Tier 1 of 
    characters... but then again, what the fuck do they know?  Devil is no 
    doubt right up there with the other Mishimas (and he IS better than the 
    Changs).  Everyone thinks he is nothing but a beginner's Kazuya and has 
    nothing exclusive to him to make him stand out.  Sure, the scrubs always 
    throw out his lame laser Unblockables, hoping to God they'll connect, 
    but any good player sees juggle practice for those that do.  Sure, he's 
    kinda juggle-challenged compared to Jin and Heihachi (and probably not 
    Kazuya), but he can hold his own with the power juggles that he has, and 
    when you factor in the SS+2, I'd say he's better than Kazuya at 
    juggling.  However, most would be surprised if they knew that the Korean 
    masters call him cheap and ban him from tournaments (word is he's now 
    being called the best in the game by the Koreans).  Why?  Well, he's got 
    the same Wind Godfist as Kazuya - which, suffice to say, is excellent 
    and almost unstoppable.  Also unknown to many players is that Devil CAN 
    actually do the Wind Godfist with f,N,d/f+2 even if he does not have the 
    Mist Step (this was 100% PROVEN by Namco in case you want to bitch about 
    it), making it just as fast as Kazuya's Mist Step Cancel WGF, and added 
    to the fact is that Devil's WGF has the largest horizontal hitting range 
    of all the Mishimas, which means that in the long run his WGF edges 
    yours out.
    He also has an excellent Sidestepping game all because of his new move, 
    the Devil Twister (SS+2).  This is one of the best Class 1 Launchers in 
    the whole game - it does HUGE damage, is simple to do, ducks High 
    attacks during the wind-up, launches them HIGH HIGH HIGH into the air, 
    can NOT be Tech Rolled upon landing, which guarantees a juggle, and 
    finally, you can of course Tag out of it, and certain partners can Tag 
    on their Unblockables guaranteed due to the flight trajectory!  AND 
    that's not even counting Devil's excellent Sidestepping range and speed.  
    HOWEVER, to be honest, the move is pretty slow coming out, has horrible 
    recovery, and is easily reversed, so the good Devil player will only 
    throw it out when you've whiffed a slow move, or if he's dodged around 
    you.  But that's what makes the move deadly - it's a disgustingly-
    powerful mistake punisher.  Even if his partner isn't the greatest at 
    Tag juggles, Devil can do a simple TGF,3 or u+1+2 (flip), 1, WGF, 4~3 
    for SICK damage.  He's also got the old Tekken 3-style d/f+2, which 
    staggers them on normal hit, leaving Devil with SICK frame advantage to 
    mix up with Twin Pistons, Hell Sweeps, and Wind Godfist.
    That's not it, however.  He also has the horrific weapon that everyone 
    knows and hates in Tekken - the dreaded, cheesy, overpowered Twin 
    Pistons.  And ironically, Devil, the most basic Mishima, has the best 
    Twin Pistons in the whole game.  It's basically a friggin' POKE that 
    juggles.  It comes out (without any need for setups) from a standing 
    position (d/f+1,2), executes in 13 frames, has more forward movement 
    than Jin or Kazuya's, no recovery time on either hit (as opposed to 
    Heihachi's), combos guaranteed from the d/f+1, starts juggles that can 
    remove 25% or more health, has INSANE priority... in other words, it has 
    'ABUSE' written all over it.  And a good Devil will do just that.  This 
    one move is why IMHO I think that an expert Devil is probably the 
    hardest Mishima to fight against.  A simple d/f+1,2, 4 combo does almost 
    50 points of disgusting damage.  This one move will literally stop 
    everything you can throw at him, unless you can get a WGF out at god-
    like speeds to override him (I don't recommend it), get that d+1 out 
    REAL early, or if you're partnered with Yoshi and use that b+1+4 or 
    f,f+4 ^_^.  My suggestion is to pick a partner with a Punch Parry or Mid 
    Parry (Law, Bryan, Ganryu, Baek) and bring him out against Devil.  
    Reverse his Twin Pistons attempts, and he will be crippled, pure and 
    simple.  However, chances are if you're fighting a Devil that uses Twin 
    Pistons, you're fighting a good player (come on, when do you ever see a 
    scrub or beginnner use Twin Pistons unless it's an accident?  He 
    probably fucked up doing his laser or something...), so hold back on 
    using partners with normal Attack Reversals unless you know he cannot 
    Chicken them.  To get back to reality, though, Devil is pretty 
    predictable.  He has the least moves of anyone in the game and only 
    really has the basic Mishima attacks with which to attack you - but 
    that's also why he's so powerful.  The few, yet crippling, ways around 
    the Twin Pistons are probably the biggest reason I think that in the 
    long run Devil will lose against a competent defense, so again, your 
    best bet is to pick a partner with a Mid Parry or Attack Reversal (Law 
    is a good choice) and use your Mid Parry/Reversal to take away his Twin 
    Pistons.  Of course, that only leaves the WGF... ^_^
    Eddy Gordo/Tiger Jackson
    Difficulty: Easy
    Well, this is where your work is cut out for you.  99.9% of Eddy players 
    are button-mashing idiot scrubs that know little about Tekken itself and 
    only like the funny-looking animals and pretty pictures =^), so 
    basically you can do the Roundhouse to Triple Spin Kick all day long and 
    watch as they totally lose their composure.  The Wind Godfist also 
    snuffs pretty much everything Eddy can throw out.  Eddy has huge delays 
    inbetween his links, so you can use that normally-useless Demon Scissors 
    to cut through his BS and smack him around.  Your only real problem is 
    if you're actually playing a <gasp> GOOD Eddy player who uses his 
    arsenal instead of just his 3~4.  In that case, you had better watch out 
    - these guys are some of the deadliest players you'll face in Tekken.  
    Don't go head-to-head with Eddy too much, because b+3 will snuff 
    literally anything you throw out.  However, Eddy still lacks a good 
    arsenal of punch attacks (although the new b+2 is pretty good, and b+1+2 
    is a good poke), and he STILL has quite a bit of recovery and lag time 
    after his attacks, so you can pretty much throw out WGF after WGF and 
    demolish him with no sweat.
    Forest Law
    Difficulty: Hard
    Forest was by far the best character in Tekken 3.  When played 
    correctly, he was unstoppable.  However, he's been toned down quite a 
    bit in TTT, but he's still deadly.  His Fake Step no longer has as many 
    combo options afterwards due to the changed properties of his 3,4 (the 
    3,4 will only combo on Counter-Hit now), his Dragon Storm (b+1,2,1) is 
    weaker now in that the b+1 hits High, his b+2,3,4 is pretty useless by 
    itself since it no longer combos even on CH, but since he's recieved so 
    many new moves, it's almost made up for.  His new WS+2 hurts like hell, 
    launches very high and is easy to set-up, his Poison Arrow (f+2~1) does 
    huge damage and more importantly can set up EXTREMELY DAMAGING Tag 
    combos with certain partners (WATCH OUT FOR PAUL!), and his F+1+2 comes 
    out quick, hurts a lot, gives him a +1 frame advantage on block, and 
    causes a Master Counter-Hit (i.e., Bounce Juggle) on CH.  And not to 
    mention his combos are still very easy and extremely damaging, and you 
    still have one of the best characters in the game in the right hands.  
    However, once you recognize his patterns of Somersault Kicks, are 
    careful in defending his b+1,2,1, always remember to Tag out of the stun 
    from his Poison Arrow to avoid the nasty Tag combos, use the Low Parry 
    after blocking his d/f+1 and b+2, Law doesn't have much he can use 
    against you... on offense.  On defense he's probably the best character 
    in the game, due to his insane arsenal of Parries... hell, he's got an 
    un-Chickenable Punch Reversal (and it even reverses some of Yoshi's 
    sword attacks!), Mid Parry, Low Parry, universal Low Parry, so he can 
    deal with pretty much anyone's attacks.  What you have to do is outsmart 
    him and attack him where he isn't defending.  Bait him by throwing out 
    lots of High/Mid attacks (Gut Punch, Glorious Demon Fist), then when 
    he's gotten into parrying your High/Mids, cut low and hit him with Hell 
    Sweeps.  Law's big problem is also that he's quite predictable.  Most 
    players have seen his BS a hundred million times before, and he doesn't 
    really have any truly advanced tactics to use (i.e., Wavedash, Haha 
    Step, Crazy Legs, etc.).  Beware of his Low Dash (FC,d/f,d,d/f), because 
    a good Law will mixup the Dragon Slide with his WS+2 to punish the 
    foolhardy, but since the new WS+2 is slower than the old WS+2, it 
    shouldn't be a big threat.  However, he also can't do anything about 
    your Wind Godfist, so if he's one of those players that is Fake 
    Step/Parry-happy, give him a WGF and watch him drop his jaw as you 
    juggle away 40% of his energy. =^?
    Difficulty: Medium
    Ganryu is a big surprise in Tekken Tag Tournament.  He was probably the 
    worst character outside of Kuma in Tekken 1 and 2.  You think he's like 
    as fast as a snail, but nothing could be farther than the truth.  For a 
    tub of lard, Ganryu is pretty damn quick, and has a lot of moves to 
    handle just about any opponent.  He has the Twin Walls (b+1+3_b+2+4), a 
    Punch Parry that guarantees a 1+2 back throw and sizable damage, which 
    could spell trouble for your Twin Pistons and 1,1,2 attempts.  His 
    1+2_d+1+2 inflict guard stun, come out fast, do huge damage, and have 
    little to no recovery, which translates to an abusable move from a 
    distance.  His crouching game is also top-notch due to his Sit stance 
    and the mixup he can pull from it (i.e., d+3+4, 1 hits Mid, d+3+4, 2 
    hits Low). Also beware of his b+1+2 Unblockable, which has no warning 
    charge-up, ducks under LOTS of attacks, can be cancelled into the Splits 
    (b+1+2, D), which avoids ALL High and Mid attacks, or can be cancelled 
    into the Fake Tackle Upper, which stuns on any hit, allowing some really 
    sick combos.  His WS+1+2,1+2 is truly awesome - if the second hit 
    connects, Ganny has a 23-frame advantage!  And you've always got to 
    beware of that f+1 - one CH, and the WHOLE annoying f+1,2,1,2,1,2,1 
    chain hits guaranteed.  He possesses a solid Okizeme game due to his 
    insanely-fast d/f+3, f+1+2, 1+2, and his deceptive-looking d/f+2+3.  
    He's also got the Sumo Pop (b,d/b,d,D/F+1), a Class 1 that sneaks under 
    LOTS of High and Mid attacks AND pushes them back if blocked.  Even his 
    slow Salt Upper (b+2) has its uses - huge block stun and guard break, 
    starts juggles, and ducks under a lot of High attacks (and even a few 
    To be brutally honest, Ganryu does not truly lack in many areas.  He 
    possesses excellent stamina (meaning he takes less damage than most), 
    yet also deals a lot of damage in his strikes.  He is also pretty hard 
    to juggle consistently due to his weight, yet the simplest of his combos 
    can decimate 1/3 of their life bar (i.e., b+1+2,2, d+4).  He has a solid 
    SS game with his SS+1+2 (identical to the d+1+2), and SS+1, which hits 
    High, but does huge damage and comes out insanely fast.  Most of his 
    best attacks are fast and cause block stun and guard break, and use of 
    his Twin Walls can shut down MANY opponents who rely on their punches.  
    However, all is not peachy with Ganny.  He does have a weakness here and 
    there to exploit.  Foremost is his speed.  He may be darn quick for a 
    big guy, but he's no Ling Xiaoyu, so you can still outspeed several of 
    his key attacks with the Wind Godfist, WS+1,2, d+1, and even d/f+2 when 
    timed right.  As many Gan experts also point out, he also relies way too 
    much on WS+1+2,1+2 and d/f+2+3.  Even if they are great moves, anyone 
    who uses two moves to win a battle will lose in the long run.  He can't 
    play a jab game with your 1,1,2 since his basic jab (2) is 14 frames - 
    the slowest jab in the game.  Ganryu's primary set-up is his 2,1, since 
    it gives him a 12 frame advantage with which to set-up WS+1+2,1+2, 
    d/f+2+3, or even b+2.  Ganryu's attacks also don't track too well, so 
    use that Mist Step to SS frequently when you have room to manuever to 
    get around his attacks and juggle the big guy.  While it may be 
    difficult to juggle him with conventional juggles, a quick WGF, 1, TGF,3 
    can do the trick quite nicely.  He also can't really do jack against the 
    WGF due to its irreversibility.  Just don't let him get into super 
    turtle mode, and you'll do ok.
    Gun Jack
    Difficuly: Easy
    Even though Gun Jack is most likely the best Jack in the game and a 
    powerful opponent when mastered, against Mishimas, the Jacks just suck.  
    Everything he does can be countered/interrupted by the Wind Godfist and 
    1,1,2, and he's a huge target for Okizeme.  Even landing one f+1+2 will 
    spell the end of his game if you follow up with B+1+4.  And since he's 
    so damned slow, you can pretty much SS circles around him.  But be 
    careful and stay outside of throw range - Gun Jack has a LOT of throws, 
    and one d/b,F+1+2 can REALLY fuck you up.  You must also be aware that 
    Gun Jack's standing 2 is 10 frames AND can net a guaranteed d/b,F+1+2 on 
    CH, so make sure you have the advantage when trying to play jab games.  
    In all honesty, you shouldn't have much trouble here though.
    Heihachi Mishima
    Difficulty: Medium/Hard
    Heh... Old Man Hei is by far my best character in every Tekken, and no 
    doubts about it, he's one of the most feared and respected characters in 
    Tekken Tag.  When played correctly, he's just as good as Kazuya.  While 
    he isn't as brainless as he used to be in previous Tekkens with the 
    cheap WGF/Hell Sweep mixups, a good Heihachi can slap down Kazuya in a 
    heartbeat, although his horrible stamina, bad recovery, and poor Netsu 
    capabilities hold him back.  Hei's CD mixups are not very good anymore 
    because he has no Mid attacks from the CD (unless they cancel into WS+2, 
    u+4, or even d/f+1,2), and his Hell Sweeps suck ass.  However, his 
    juggles are the most varied, easiest and most powerful in the whole game 
    for such little effort (due mainly to his huge array of jugglestarters), 
    his WS+2 does a lot of damage, stuns them for a nice Deathfist or TGF 
    (AND the stun is inescapeable), has a built-in mini-SSL, a 0-frame 
    disadvantage if blocked... AND he possesses the deadliest weapon in the 
    whole game - a Special Mid, irreversible Electric Wind Godfist that just 
    kills your WGF (and Jin's EWGF!).  This one move alone can almost 
    cripple Kazuya by itself if Hei gets a chance to unload.  Worse though 
    is a Heihachi that has Wavedash down pat.  These nightmares will haunt 
    you even when you're awake.  Fortunately, there are about 20 people in 
    the world that can do that consistently, and more importantly, with 
    skill.  First off, Hei's EWGF is so damn hard to pull off in the first 
    place, you'll be lucky to find a player that can pull off more than 
    three in match play (Hei must do his EWGF like f~N~d~D/F~2 and press D/F 
    and 2 within 2 frames, as opposed to Jin's, which can be done like 
    f,N,d,D/F~2 and press D/F and 2 within 3 frames), although his regular 
    WGF is still incredibly deadly.  Second, a Wavedashing Hei that actually 
    knows what he's doing is even harder to find.  As for the Hell Sweeps, 
    my GOD are they pathetic now... Hei needs a CH to actually sweep them 
    off of their feet!  AND that's not even counting the -26 frame 
    disadvantage Hei gets if its blocked!  And as noted before, Hei takes 
    damage VERY poorly... one big Tag combo and it's "pEaCe OuT!", plain and 
    simple.  And since Hei is a nasty bastard, he has a Netsu of 7 on 
    average, and most characters could care less about him.  You must be 
    careful with using WGFs, though, because Hei is the only Mishima that 
    can get a guaranteed 1,1,2 after blocking Kaz's WGF close (Hei's arms 
    are quite long).
    However, a good Heihachi will not fall upon his Hell Sweeps, and more 
    importantly, will be CONSTANTLY attacking, so there won't be too many 
    chances to smack him in the interim of his attacks.  His new b+1 is a 
    premier setup for his attacks since it hits Mid AND gives him a crazy 
    15-frame advantage on CH (but nothing is truly guaranteed).  Beware of 
    his Twin Pistons... while they recover like shit if blocked (28 fucking 
    frames of disadvantage!), it pushes you far back, and if it hits (which 
    WILL happen since it's only a 13 frame attack), YOU ARE GOING TO BE HURT 
    BADLY.  You never want to trade or interrupt the Demon's Breath (1+2), 
    which is kind of like Heihachi's panic button - it comes out like 
    lightning at 12 frames, guarantees an u/f+4~3 on CH (unless they quick 
    recover by hitting f the moment they land), and has priority out the 
    ass.  Luckily, a lot of Hei's attacks have poor recovery (TGF, 
    f,N,d,D/F+4, f,f+2, d/f+1,2, 1,1,2, Hell Sweeps) and poor lag time (b+2, 
    f,f+2, TGF, f,N,d,d/f_D/F+3), so you will have ample time to counter 
    after he misses his main attacks.  Above all, you must be CAREFUL when 
    counter-attacking - one miss and he'll make you SOOOOOO sorry for it!
    Hwoarang (a.k.a. Bob)
    Difficulty: Medium/Hard
    Definitely one of the most improved characters aside from Anna in Tekken 
    Tag, our man Bob can be extremely deadly in the right hands, but it 
    seems these days that it's all about the scrubs picking him and doing 
    d+4,4 and 3,3,3,3 the whole damn day.  If you are fighting one of those 
    types, remember to ALWAYS duck under the last hit of both attacks and 
    punish them with extreme prejudice with a CH Demon Gut Punch.  However, 
    if you're fighting a good player (i.e., one that uses Bob's punches to 
    full effect, Wavedash, Crazy Legs, Triple Flamingo SS), you're going to 
    have a nice (i.e., PAIN IN THE ASS) match on your hands.  Bob's kicks 
    are INSANELY fast in-close, where he fights his best game.  Beware his 
    standing 4, because it will stagger on CH and leave Kaz open for a NASTY 
    f,f+4, d/f+2, 1,2,4 combo - the good Bob players will use this 
    FREQUENTLY.  There are three ways to escape it, however.  If you get hit 
    with the CH 4, hold Down to fall to the ground and Bob will fly over 
    your head, leaving him wide open.  If he already gets the f,f+4 on you 
    (which leaves you with your back turned and gives Bob a free d/f+2 pop-
    up), IMMEDIATELY attempt a throw.  You'll turn around and eat the d/f+2, 
    but instead of launching you you'll stagger, which you can escape.  And 
    you can also simply Tag out once you're hit with the f,f+4.  
    The main attack to be aware of is Bob's WS+4~4.  This is unquestionably 
    his best attack, much like Baek's WS+4,4,3.  Not only is it insanely 
    fast (11 frames), it hits twice, hits grounded opponents, does decent 
    damage, can be cancelled out of the Crouch Dash, leaves him with a 7-
    frame advantage on hit, is perfectly safe if blocked, has VERY good 
    range, and best of all, leaves Bob in the RFF stance, where he can 
    dominate with his standing 4, d/f+2, huge-range d/f+4, and other 
    attacks.  If you watch some of the Korean movies for Bob, you'll see 
    that almost everyone just ABUSES the hell out of this move to no end - 
    and the sad thing is, there's not much the opponent can do!  NEVER 
    attack Hwoarang if he connects with this attack - you'll eat a CH 4, and 
    take a 2, 2, 2,4,3 juggle (or some equivalent), or worse, eat a f+4~4 
    and an even bigger juggle.  Once he enters RFF, you MUST back off, or 
    you'll be eating CHes all day.
    Also beware of the Crazy Legs... this is when Bob uses his 3+4 to 
    interrupt his special movements (walking, dashing, CD, Flamingo) by 
    switching Stances, at insane speeds, making his legs look spazzy to 
    confuse you and allowing Bob to attack with extreme confusion and speed.  
    If he goes into the Crazy Legs, pull out your WGF as soon as possible so 
    he can't get you confused and bait you into dumbass mistakes.  Although 
    it's easily seen coming, yes, we all get hit with the d+4,4 sometimes.  
    Remember to ALWAYS duck the last hit if it's not a CH, but if it is, 
    you'll just have to grit your teeth and take his 40% juggle.  After 
    knocking you a safe distance away, lots of Bob players like to 
    Supercharge (1+2+3+4) to set up their d+4,4... when they do, immediately 
    block low, dukc the second hit, then rise with DGP for a CH stun and 
    massive damage.  And also watch out for that f,N,d,d/f+4... one mistake 
    and you'll have a Class 1 slammed up your ass.
    Bob's biggest weaknesses are that he lacks in punching attacks, but the 
    punches he does have are pretty effective.  His 1,1,3,3 is extremely 
    annoying, does excellent damage, is delayable inbetween hits, and is a 
    guaranteed combo if the first 1 hits on CH.  His next weakness is that 
    he is lacking in Low hits - he only has a few, and none of them are 
    really effective when you compare it to your Hell Sweep.  He's also 
    lacking a fast, mid power hit like a Deathfist or Demon's Paw... his 
    power hits (RFF 3~4, f,f+4, RFF 3,3, etc.) are pretty damn slow.  None 
    of his attacks are faster than 10 frames, so interrupting shouldn't be 
    very hard here.  As Kian Chong Lee brought across to me, Hwoarang is 
    very much a CH dependant character, even moreso than Julia since she 
    does have a few attacks that don't need a CH to do lots of damage (ding 
    ding, d/f+2~1 or u/f+4 sound good?).  With Bob, you need to just throw 
    out the attack and hope to interrupt, basically.
    Difficulty: Easy
    Although Jack-2 is probably the best Jack in the game due to his speed, 
    Okizeme, and frame advantages... he's still a Jack, and you're still 
    Kazuya.  You shouldn't have too much trouble here.
    Jin Kazama
    Difficulty: Very Hard
    Wow.  If anyone is truly advantaged in Tekken Tag, it is without a doubt 
    Jin Kazama.  Jin was already a top five character in Tekken 3 where he 
    made his debut, but in Tekken Tag, he's been given just about 
    EVERYTHING, and nothing has been taken away.  He has no apparent 
    weaknesses.   Jin is BY FAR the best character in Tekken Tag Tournament.  
    He's got the Electric Wind Godfist, which comes out just as fast as 
    Heihachi's and is a lot easier to do (although some might debate whether 
    Kaz's WGF is better or not).  Although it hits high, a good Jin player 
    lets his opponent attack, then throws out EWGF to hit them because he 
    knows damn well NOTHING can stop an Electric Wind Godfist.  While it can 
    be reversed or parried, Jin can work around this by buffering in a Tag 
    (~5), which automatically makes his WGF/EWGF a Special Mid AND 
    irreversible (although the Special Mid property is notoriously 
    unreliable), and like stated above, a good Jin uses EWGF to counter, not 
    to attack.  And if it's blocked, HE gets a +4 advantage!  Let's not 
    forget he has the most elaborate Crouch Dash game of all the Mishimas, 
    with his WS+2 Uppercut (which is the best WS+2 in the game), his weaker-
    though-still-semi-useful Twin Pistons (WS+1,2), and Tsunami Kicks, as 
    well as the f,f buffered moves like the f,f+2 Demon's Paw, Left Splits 
    Kick, and Stonehead - ALL of which can be incorporated into Jin's near-
    invincible Wavedash.  Oh yes, and we can't forget Jin's b+4, which comes 
    out in 16 frames, has ridiculous priority, stuns on CH, has almost no 
    recovery time, AND is a great juggle finisher, not to mention the 
    extremely-useful b,f+2,1,2_d+2 which do insane damage in Jin's juggles, 
    as well as Jin's powerful Hell Sweep (although slightly weakened), which 
    CAN be a guaranteed knockdown at any range if done at EWGF-speed... AND 
    it starts combos!  Add all of those factors up, and you'll see why a 
    good Jin player is damn near IMPOSSIBLE to beat.
    Fortunately for Kazuya, he is the originator of a lot of Jin's attacks 
    and many times over, his versions are much better.  First off, Kazuya 
    has Twin Pistons, which does NOT need a CH to combo AND comes out in 11 
    frames, unlike Jin's which come out in 13 frames and requires CH for 
    both to hit guaranteed.  Kazuya also has his regular WGF, which is 
    better than Jin's EWGF most of the time due to it's much longer range, 
    guaranteed Special Mid blocking, irreversibilty, and faster execution 
    (via Mist Step).  Jin's EWGF is also still not as good as Hei's simply 
    because by even buffering a Tag, sometimes the thing will just whiff a 
    crouching opponent for no reason, unlike the other Mishima WGFs, which 
    makes the (E)WGF~5 trick for Jin not 100% reliable.  Jin is also lacking 
    in Low hits and he still has trouble defending them (even with the 
    universal Low Parry), so using Hell Sweeps often will usually prove to 
    be effective against him.  If you block his EWGF, wait a split-second, 
    then throw out d+1.  If Jin tried EWGF, he'd get snuffed or you'll 
    simply duck the EWGF, leaving Jin open to Twin Pistons or Demon Gut 
    Punch.  Also beware of Jin's b+1+4, because just like yours, it is an 
    effective surprise attack when used properly (watch out for that d/f+2+3 
    that he uses to set it up!).  If he Wavedashes, you need to make sure to 
    snuff it EARLY, or you, to be frank, WILL FUCKING REGRET IT.  Use d/f+4 
    and d+1 to WS+1,2, and once you've stopped his WD momentarily (don't 
    give him an opportunity to get into it again!), send him on a space trip 
    ala WGF, then go into your own to turn the tables on him and destroy him 
    with your better CD Cancel - WS game.
    Julia Chang
    Difficulty: Very Hard
    Julia is extremely annoying, and in the right hands can be almost 
    impossible to defeat.  However, there are quite a few things keeping her 
    from being as good as the Mishimas - a quick jugglestarter that is safe 
    to use (u/f+4 has shit recovery), no real power hits, too much 
    dependency on Counter-Hits, her massive recovery time after her attacks 
    and jugglestarters, and the fact that 90% of her moves are steaming 
    piles of monkey shit.  The attack you want to watch out for is Julia's 
    standing 1.  Easily the best jab in the game, it comes out 8 frames, 
    recovers with no disadvantage, and combos into the 1~1,1 and 1~2,1 on 
    CH, which can see 60% of your life away in one juggle (and will probably 
    drop about 5,740 elbows on ya).  However, both attacks have a massive 
    recovery time and if they're blocked, Julia is screwed (especially if 
    they try to Tag from 1~1,1, which increases the frame disadvantage to 28 
    fucking frames!).  Also beware of her mixups (like 1~1,4,3_1~1,1) - 
    after the second 1 or d/f+1, block or Low Parry.  If you get the Low 
    Parry, Twin Pistons or WS+4,4.  If she decides to go into the uppercut, 
    you have just enough time to stand and block that - if you blocked high, 
    chances are she'll get off the Bow & Arrow Kick and mess you up.  
    Julia's d/f+4 also deserves mention - it has a LOT of range and chains 
    directly into the Mountain Crusher, arguably her best new move.  On CH, 
    the first two hits will connect, but it's much more deadly as a juggle 
    finisher since it does insane damage.
    Also beware of the Mad Axes throw (qcb,f+2).  No doubts about it, this 
    is the best throw in the game - the time to input the f+2 in the throw 
    has - and I say this with full meaning - INSANE slop time. She can do 
    qcb, SS, BACK DASH _OR_ DASH, then hit f+2 and pull off the throw.  
    That's how much slop time you have!  To make matters worse, it's the 
    fastest throw in the game (10 frames), has ludicrous range, an almost-
    nil 5-frame escape time, and does a respectable 42 points of damage.  
    Some Julia players like to set this up after a low jab, d~D/F+1 (which 
    comes out mad fast with no recovery time), or u/f+1 (I believe RedfooT 
    used this to fool Seok once in the World Finals).  Be careful about the 
    d~D/F+1, as good players just love to delay the second hit so they can 
    CH stun you for a free u/f+4 or d/f+2,1 and a LOT of damage.  If you 
    happen to get hit with it, Tag your ass out of that stun and cancel the 
    run-in (u/b~b).  Again, be CAREFUL about the f,f+1 - it will stuff 
    EVERYTHING Kazuya throws out except for his d+1, and you need to throw 
    that out VERY early.  Luckily, the Elbows do pathetic damage, have 
    little range, and knock Kazuya far away, so Tech Roll and defend against 
    her attacks until you see an opening.
    This is one of those fights where Kazuya NEEDS to turtle up.  Kazuya is 
    not as fast as Julia is, and if you eat a jab on CH you're going to be 
    quite sorry.  I know it's much harder than it sounds to avoid an 8-frame 
    jab but you really need to have a competent defense to win against 
    Julia.  Getting some distance on her is a primary goal here - if she 
    gets pushed back, Kazuya can go into the CD mixups, which Julia DOES 
    have problems dealing with.  Julia players usually use d/f+4 to snuff 
    WD/CDers, but remember that Twin Pistons and WGF are faster, so if you 
    so much as see her twitch, it's juggle time.  The good thing is that 
    Julia has hardly any frame advantages from her attacks, and in general 
    her attacks have very bad recovery and/or lag time.  If you can d+1 her 
    out of her major attacks, rest assured that Julia will lose her cool and 
    be open for attacks like the WS+1,2.  It's extremely unwise for Julia to 
    go head-to-head with that since it ducks under jabs and by the time she 
    notices it's out, she needs to block or get juggled.  You NEVER, EVER 
    want to try to out-throw her because you will ALWAYS lose to the Mad 
    Axes and its insane cheesiness.  Her SS game is to be feared, with SSR, 
    3+4, SSR being EXTREMELY effective at landing Julia 4,4,1's on your back 
    if you so much as whiff an attack.  Her combo damage is unreal for a 
    skinny little Indian wannabe - one Wonder Combo (jugglestarter, d+2, 
    FC,d/f+4,3, d/f+4,2<b,f+1) will see 40% of your life gone with minimal 
    effort, and that's not even accounting for the million or so Party 
    Crasher elbows she'll drop on you in most combos.  If you happen to have 
    a partner with a Mid Parry, or better yet a Punch Parry, employing that 
    against Julia will SIGNIFICANTLY weaken her since 90% of her effective 
    moves are punch attacks.  Julia especially has trouble with Bryan due to 
    his 8-frame jab, deadly Punch Parry, awesome jugglestarters, huge damage 
    potential, and evil frame advantages.  The main thing is NEVER 
    underestimate her.  That's why she kills 90% of the of TTT's characters.
    Jun Kazama
    Difficulty: Easy
    Jun is not QUITE as bad as I thought, but she still isn't good.  She's 
    just like Wang - atrocious Frame Data, horrible stamina - except unlike 
    Wang, she has no power and can't juggle to save her life!  However, one 
    thing that Jun actually is decent in is her Okizeme game.  A lot of her 
    attacks leave the opponent grounded in extremely odd positions and allow 
    her to tack on some free hits here and there.  And just about anyone 
    will love to rant on how good the SS+4 is - stun on CH allowing a 
    basically-free 3+4, quick speed, INSANE range.  It hits High though, so 
    you know what to do.  Her FC game is also decent, with her FC,d/f+2 
    allowing a free WS+3 on CH and crap like that.  Also beware her standing 
    2, which launches EVERYONE, Jack or no, for a little juggle.  This is 
    probably Jun's best move (it's sad, I know, but true).  Good Jun players 
    also love using her standing 4 to CH attackers since it's an 11-frame 
    attack (I think), so be careful with going crazy on the WGFs or she'll 
    CH you out of it sooner or later.  She also has an Attack Reversal, so 
    buffer those Chickens.  But other than that, there's really nothing to 
    fear.  Her mixups are pretty pathetic and her infinite strings that the 
    scrubs love are even crappier.  You should be fine.
    Kazuya Mishima
    Difficulty: Hard
    Hmmm... well, I think you can figure out how to beat this particular 
    character at this juncture... ^_^
    Difficulty: Medium
    While I don't agree with Exar Kun that King is the cheapest in TTT by 
    any means (Jin, Julia, and TOgre take that one), he is still quite 
    annoying to play against.  His punching game with 2,1, while weaker in 
    TTT, is still quite effective and can pin an opponent down pretty 
    effectively due to its frame advantages and 10-frame speed.  Since he 
    can't combo a guaranteed f,hcf+1 after a 2,1 anymore, he's not quite as 
    advantaged, but be aware that the f,hcf+1 still has ludicrous range, 
    _INSANE_ damage (TECH ROLL DAMMIT!), AND a 10-frame execution (which is 
    just as fast as Mad Axes).  King is a throwing machine, remember - the 
    d/b,F+2 is going to come out a lot as well since it does a lot of damage 
    and leaves the opponent in PLD right at King's feet for a nasty OB trap.  
    Although slightly less common, the QCB+1+2 is VERY deadly, requiring a 
    1+2 escape and guaranteeing a BK 3, which needless to say does WAY too 
    much damage.  The d+1,N+2 is his fastest poke, and unlike in T3, it 
    doesn't mysteriously whiff the 2nd hit anymore.  King's new f+4 is also 
    an extremely useful weapon due to its speed, priority, range, and guard 
    break capability.  King's Disgraceful Kick (b+4) is also more effective 
    since it still hits extremely fast, and now can net King a guaranteed BK 
    3 (the Mule Kick to the nuts, a personal favorite of mine ^_^) on a 
    close Clean Hit.  And let's not forget those ultra-powerful and annoying 
    Multi-Throws of his, while kind of pointless at high-level play, are 
    extremely frustrating to be hit with when you're not a Multi-Throw 
    escape expert.  The starters you'll see the most are his f,N,d,d/f+1+4, 
    SS+2+4, f,D/F+2+3, and f,D/F+1+3_2+4.  If you see King Crouch Dash, 
    throw out a d+1 immediately - they all come out slow as hell and will be 
    snuffed.  If he SSes, you can always bet he's going for the SS+2+4 
    starter - rise with a DGP and teach him to learn some new shit.  The 
    other two f,D/F starters are telegraphed with a little Rolling Dash-type 
    movement, so you can usually hit him before he gets you.
    Your best bet is to turtle here.  King's pokes are just way too fast for 
    Kazuya to just blindly rush in for WGFs and Twin Pistons, but King is at 
    a BIG disadvantage if you can keep HIM out.  Like the Williams, King 
    thrives on close-range tactics like his punching game and throwing, and 
    if he can't get those out he's going to lose, plain and simple.  
    Fortunately, King's jugglestarters (aside from the Hop Kick) are plain 
    crap, his juggles themselves are quite weak, and his Tag game is also 
    not very good (due to said jugglestarters).  But the main thing to 
    remember - LEARN THOSE ESCAPES!
    Difficulty: Easy/Medium
    Kuma/Panda was the worst character in Tekken 3.  However, it's been 
    reversed in TTT.  Kuma/Panda are MUCH better in TTT, which they can owe 
    to the Tag system, f+1~1,1, a better f,f+2, and their new Hunting 
    Stance.  Kuma/Panda can be an actual threat in TTT if played correctly, 
    but if they're fighting Mishimas... well, it's not pretty.  Kuma/Panda 
    may be better in TTT, but that doesn't mean shit when the Wind Godfist 
    is factored in.  Although Kazuya's juggling will be a little impeded by 
    their low juggling height and crappy floating time, the WGF will go 
    under the f+1 if your timing is good, and even if Kuma/Panda falls 
    faster, you'll still be able to land more-than-average amounts of hits 
    because they're so damn big, so a WGF, 1, TGF,3 works quite nicely.  And 
    if you land f+1+2 or CH d/f+2, the fight is over with a guaranteed 
    B+1+4.  Another thing to definitely look out for is the f,f+2.  This 
    could possibly be the best Class 1 Launcher in the game - it hits Mid, 
    does decent damage, hits grounded opponents, comes out pretty quick, 
    launches to an insane height, and ducks under many High attacks.  And 
    better yet, it doesn't blindly whiff like it used to in Tekken 3.  
    However, it's still a little slow and is no match for a WGF thrown out 
    beforehand/at the same time.  Twin Pistons aren't as useful here since 
    they won't juggle Kuma/Panda, but due to their insane priority and speed 
    it's still helpful.  Just beware of that f+1, due to its huge range, 8-
    frame speed, and huge combo possibilities on CH, the Hunting Stance 
    since it ducks a LOT of attacks (It doesn't duck WGF though), as well as 
    that f+1+2 with its speed and free 1+2 on hit, and you'll be ok.
    Difficulty: Medium
    I've played with Kuni a couple of time to get a handle on her, and I 
    think she's best classified as the thinking man's character.  She's 
    unquestionably one of the weaker characters in the game.  She has 
    nowhere near as many abusable moves that Yoshi does, but the ones she 
    possesses are still really deadly - d/f+2, standing jab, and better 
    D/B+3,3,3,3,3 since hers tracks REALLY well (unlike Yoshi's).  She also 
    has a few launchers Yoshi lacks (f,f+2 is a prime example) that really 
    round out her juggling abilities.  However, her big problem is that a 
    lot of her attacks are just slow as hell and recover as such, and the 
    fact the she has poor damage capabilities and even worse stamina means 
    that you won't have too much trouble here.  Just make sure you stay a 
    good distance away, since she needs you in-close to win.  Beware the 
    f+1+4 throw - the minute you are caught with it, hold D/F to escape and 
    leave her with her back turned to you.  Prime time for a back-turned Hop 
    Kick (BK u/f+4) and combo.  She has a decent Okizeme game, however, due 
    to her D/B+3 links, which track the opponent unlike Yoshi's, and her 
    various quick Unblockables (d/b+2, b+2, f,f,N+2).  Many Kuni players 
    will set it up with their 2+4 throw because it leaves them so vulnerable 
    on hit, so have that 2 escape ready.
    Lee Chaolan
    Difficulty: Medium/Hard
    Don't let Lee's stereotype as a weak character fool you.  An expert Lee 
    is DANGEROUS.  He has one of the top pressure games in Tekken Tag, the 
    fastest kicks in the game (his f+4 and standing 4 are 10 frames), a 
    solid juggler with practice, and his Hitman stance is one of the 
    trickiest stances to deal with as he has a whole arsenal of attacks and 
    mixups from it: the Mid-hitting 2 (Scatter Blow), which does GOOD 
    damage, has insane speed, and juggles to set up a free f+3+4 or 
    f,f,N+3,4<4, the Low-hitting 4 (Shin Slicer), which starts floats but 
    comes out slow, the High-hitting 3 (Scan Kick), which has _insane_ range 
    and starts an auto-throw if it hits on Clean Hit), and the High-hitting 
    Freaker Jabs (1,1,1...) which can continue infinitely in place.  Be 
    aware that Lee can fake out his 1 into the Scan Kick with 1~3, which not 
    only looks cool but works quite well.  And when you factor in that it 
    auto-blocks High/Mid attacks and has a very useful Sidestep (u,N or d,N) 
    with forward movement, it's quite tricky indeed.  Lee also has the 
    effective Blazing Kick (d,d/b+4), a Class 1 Launcher that comes out with 
    decent speed, but ducks under High/Mid attacks, and pushes them far away 
    when it's blocked.  Although it can be d+1'd, if employed from the 
    correct distance it can be a useful tool.  Generally though the good Lee 
    players will use d/f+2 and u_u/f+4 for their jugglestarters.  One thing 
    to be aware of is Lee's Triple Fang (b+1,1,2).  If done like b+1<1,2 (so 
    the 2nd 1 is pressed just as the first hit connects), it is changed into 
    a more damaging version that knocks down AND has guard break a'la EWGF.  
    Most Lee players like to break off the string from the 2nd hit into the 
    Hitman stance (b+1,1,3+4) since they'll then be forced to deal with 
    Lee's confusing attacks and guard stuns off the Hitman.
    Lee also possesses the ultra-annoying d+4 Laser Edge mixups, which can 
    chain into the whole Laser Edge Combo (d+4,4,4,4... all the hits can be 
    delayed, AND Lee can go into Hitman by tapping 3 after the last kick!), 
    go into the Machine Gun Kicks (d+4,N+4,4,4), go into the High Kick to 
    Somersault (d+4,N+4,u+3), or even go into a surprise Silver Cyclone 
    (d+4,N~4~3+4) for the stupid people that don't duck it (or unless it's a 
    big guy trying to Tech Roll after a combo, in which case it is 
    GUARANTEED!).  Lee's b+3,3 combo is very annoying, does more damage than 
    you'd think, hits Mid-High, and comes out fast, but the deadliest thing 
    is that it can be chained into an auto-throw (b+3~3~4) if Lee hits the 4 
    on the exact frame of the High kick being blocked (if it's done right, 
    the Mid kick is cancelled into the High kick) for easy damage 
    (thankfully, it doesn't happen too often since the timing is insane).  
    Lee also has the tricky d/b+3 Bunt Kick, which hits Low very quickly, 
    stuns slightly on CH, and hits grounded opponents, as well as the 
    classic Low Dash (FC,d/f,d,D/F), which chains into the Dragon Slide, or 
    can mixup into a WS+2 uppercut for a nice juggle.  When played right, he 
    can give you a tough match.
    However, Lee also has his downfalls, and they are significant.  He lacks 
    a fast, powerful Mid hit like a Deathfist or Demon's Paw, has mediocre 
    juggles (his powerful juggles are HARD to do!), takes a lot of damage 
    due to his Low stamina, has no real power in his attacks, and has a weak 
    defensive game.  But that doesn't mean it's going to be easy for Kazuya.  
    You're going to see the Hop Kick a lot since it's arguably     Lee's 
    best jugglestarter when employed correctly, but d/f+2 will come out just 
    as often since it's safer (but a little slower).  If he does it with 
    u/f+4, you'll have just enough time after blocking to smack him a good 
    one.  If he decides to use u+4, you won't be able to counterattack (most 
    of the better players use u+4).  If he goes into the Laser Edge 
    bullshit, hold d/f to Parry the next kick, and rise with Twin Pistons.  
    If he goes for the Blazing Kick, WGF him out of it as quickly as 
    possible, because if you're hit with it, you're good as finished since 
    just about every Lee player picks a Tag partner like Hei, Bruce, or 
    Julia to kick your ass all over the place with one juggle, since Lee 
    cannot do many easy and damaging juggles.  Also beware of his b+3 mixups 
    - if the Mid kick comes out first and not the High kick, you can duck 
    after the Mid kick and the High kick will whiff.  It shouldn't be a 
    problem though because hardly anyone can reliably mixup with the b+3 and 
    the Mist Trap autothrow due to its absurd difficulty.  Also be aware 
    that some Lee players (like myself) will use the Lee Knuckle (2,2) for 
    CHes since if the last hit connects, Lee has a whopping 9-frame 
    advantage, and anything they throw out afterwards will get clipped with 
    the f+4 or standing 4 (which can lead to a juggle)Your best bet is to 
    counter the b+3 with your d+1, and after it hits, go into your WS game.  
    Make sure that once you see Lee go into the Hitman in-close, KNOCK HIM 
    OUT OF IT!  If you get hit with the Scan Kick or the Scatter Blow, 
    you're going to have to deal with a.) an OB trap or Okizeme from the 
    Scan Kick, or b.) a ridiculously-easy-and-very-damaging 
    f+3+4_f,f,N+3,4<4 juggle off the Scatter Blow.
    Lei Wulong
    Difficulty: Medium/Very Hard
    This fight all boils down on how good your opponent is.  Most Lei 
    players love to charge in with the Razor Rush and try to enter an Animal 
    stance from it to confuse you.  Most novices go for the whole 
    f,N+1,2,1,2,4~u_d and end in the Crane Stance, to go into the 3,4,2,3 
    combo (and the final hit never comboes and has short range).  Stop their 
    efforts by throwing out a d+1, which will stop any of his dances and 
    give you the advantage to go into a Twin Pistons and a possible combo.  
    If he's the type that likes the Play Dead position, do not rush in - he 
    can go into the Spring Kick (PLD 3+4) to pop you up or he can go for a 
    quick float with the first hit of the Rave Spin (PLD 3) and juggle you 
    up.  If he is playing dead, wait him out, or charge in with a d/f+4,4.  
    If he tries anything, he'll get kicked twice and you'll have the 
    advantage.  And of course, your WGF will kill any of Lei's attacks 
    rather easily.  The problem is if the Lei opponent knows how to do the 
    Haha Step.  If he does, you're in for a real match.  The Haha Step is 
    done by continously tapping b+3~4~b, which makes Lei do cancelled Back 
    Turns, flying backwards faster than anyone can run, Wavedash, etc.  Even 
    the fastest WDer will NOT catch a Haha-Stepping Lei.  The thing that 
    makes the Haha Step so dangerous is that at anytime, Lei can cut it 
    short, like a WD, and go into a Razor Rush or Rave Spin at the slightest 
    opportunity.  Like ILuvMomo said in his respective FAQ, the Haha Step 
    alone can make Lei one of the hardest characters to fight in TTT.  I'm 
    being quite serious in saying that there is NO proven method to beat a 
    Haha Step.  Your best bet is to WD after him, and when he goes into the 
    Razor Rush, duck under it with your Thunder Godfist to pimp him good 
    (many thanks to bluu and Shauno for this tactic!).
    Ling Xiaoyu
    Difficulty: Medium/Hard
    Ling is REALLY fucking annoying.  She's the fastest character in the 
    game by far and her pokes have INSANE priority (1,2 comes out 8-frames 
    and stops everything).  She's also one of the best SSers in the game, 
    with her tricky Rain Dance (b+3+4) and its auto-SSR (which she can use 
    for her Triple SS: SSR, b+3+4, SSR, and BAM, she's behind you), as well 
    as her BK SS which covers INSANE distance.  And let's not forget about 
    that ultra-annoying d+1+2 Art Of Phoenix stance, which will evade pretty 
    much every High and Mid attack (WGF included) and has several 
    jugglestarters from it (such as 1+2, d+1+2~1+2, u/f+3, U/F,N+3, etc.).  
    And did I mention she's a great juggler?  Yep.  One CH FC+3,2,1,4, 1,2, 
    d/b+1 or f,F+1+2~1+2 = 1/2 your life gone with minimal effort.  Her 
    d/f+2~1 is also kind of annoying since it juggles and also hits grounded 
    opponents, but if you block it you can mess her up pretty bad since the 
    recovery is 17 frames.  However, she has a few apparent weaknesses.  
    One, she takes damage incredibly bad, so not only can she not give a 
    beating, she can't take one either.  With one CH WGF or d/f+2, she's 
    going to have to play catch-up for half the round since she won't be 
    able to do much herself.  Two, she has pathetic range with her attacks - 
    she needs to be close to you ALL the time to be effective.  That means 
    you need to go into turtle mode and counter most of her attacks with 
    your Wind Godfist and Twin Pistons if she decides to follow.  Just make 
    sure to throw out your attacks in advance so she doesn't have a 1,2 or 
    d/f+2~1 waiting for you when you attack.  And as anyone will tell you, 
    one d/f+2~1 = juggle time.  And finally, her last weakness is that in 
    order to do her damage, she usually needs her back turned to do so.  
    Capitalize on this by hitting her hard when she goes for the b+3+4, or 
    after she whiffs or has her attacks blocked - she suffers from huge 
    recovery.  If you want to hit her out of the b+3+4, you could SS to the 
    left first to stay on axis with her (since b+3+4 has a built-in SSR), or 
    Mist Step if you're a frame-counting maniac.
    Michelle Chang
    Difficulty: Hard/Very Hard
    Michelle plays very similar to her daughter, but in many opinions, an 
    expert Michelle is better at high-level play than an expert Julia (I 
    don't really agree with that).  While she isn't as good as Julia in 
    juggles or stamina, Michelle's juggles are simpler and still do a lot of 
    damage, and she benefits from having better jugglestarters that don't 
    require a CH to connect (i.e., d/f+3+4, SS+3,4, etc.).  Michelle also 
    has a lot of moves that are unique to her that Julia doesn't have, such 
    as her d/f+3+4, which sneaks under almost any High/Mid attack, has 
    little recovery (if both kicks are blocked) and pops them up for any 
    juggle, Tag or otherwise.  She also has a better SS game due to her 
    myriad of options - the jugglestarting SS+3,4, her triple SS (SSR, 3+4, 
    SSR), which can open up a free 4,4,1 and crazy juggle if you're caught 
    unaware, the SS+1, which comes out very fast, does good damage, and hits 
    Mid (probably Mich's best power hit), and the SS+2, which executes in 19 
    frames, hits Low, has 0 disadvantage on block, recovers crouching for 
    the FC,d/f+4 mixups, and a WS+4 is guaranteed on hit.  It's safe to say 
    that SS+2 is going to be her most abused attack.  The only real 
    disadvantage is it's frame execution (ILuvMomo will tell you ALLLLLLL 
    about it, he hates the move!), but there's so much to gain if it hits or 
    even if it is blocked.  However, the good thing is that since it's a 19-
    frame attack, they'll only use it at a decent distance, as using it in 
    close will get her ass kicked.  And let's not forget those cheap, 
    annoying jabs of hers, which on CH leads into 1~1,1 or 1~2,1 and a 50-
    60% juggle.  Don't let her get in a crouched position, because her FC 
    and WS game is also very effective.  If the Bow and Arrow Kick is 
    blocked, WGF her into the sky for a sick juggle.  Beware her annoying 
    f,f+1 elbows, as it does not knock down like Julia's, and instead 
    guarantees a f,f+1,4 combo and also allows her to throw on more elbows 
    for another cheesy, silly-looking juggle.  Again, as said before, 
    Michelle has VERY poor stamina, so it shouldn't take too much effort on 
    your part to defeat her.  Her throwing game is pathetic too, as she has 
    no double-button escaping moves, so I don't think that she's QUITE as 
    good as Julia in the long run.
    P.S. - Go read Rev's new Michelle FAQ.  Great stuff!
    Difficulty: Varies
    Mokujin/Tetsujin are arguably the better of the two impersonators in 
    TTT.  Mokujin/Tetsujin can be pathetic or deadly depending on who 
    they're impersonating.  Like Unknown, Mokujin/Tetsujin cannot mimic the 
    Ogres and Devil/Angel.  Unlike Unknown, Mokujin/Tetsujin can mimic the 
    heavy characters, and they also have good stamina and functions almost 
    universally with the Netsu system (which means if Mokujin/Tetsujin is 
    the legal man in and imitating Heihachi and you're teamed with Jin, 
    Mokujin/Tetsujin will take 4 hits before Jin gets angry).  Gold Tetsujin 
    always has a Netsu of 5 for EVERY character, whether they're Ling or the 
    Ogres, whereas Unknown does not recieve or affect her and her partner's 
    Netsu.  All I can say is make sure you know your fighting stances so you 
    can discern who you're fighting against.
    Nina Williams
    Difficulty: Medium/Hard
    Nina has been THE most raped character ever in Tekken (excluding Wang 
    from T2, of course).  She was awesome in Tekken 3 (behind Law, Paul, 
    Jin, and Heihachi though) and an expert Nina was pretty much 
    unstoppable.  However, in TTT, just about ALL of her good moves have 
    been weakened.  Her Divine Cannon comes out in 20 freaking frames, even 
    if it appears to come out no slower than it did in Tekken 3 (if Nina's 
    DC was also 20 frames in Tekken 3, would it be any less of a great 
    move?).  The only chance of her connecting it is akin to Kazuya landing 
    a Demon Gut Punch on CH - as in, it's freaking impossible on a good 
    player.  Her Geyser Cannon (d/b+4,3) is also very weakened now due to 
    the low block stagger and slower start... AND like before it STILL 
    requires a CH to combo!  The d+4,1, arguably her best poke, hits Sm,h 
    instead of l,h in Tekken Tag, so you can now block it standing, AND it 
    no longer gives you a free d/f,d/f+1 on CH.  And on that subject, the 
    d/f,d/f+1 has been raped to shit too.  Back in Tekken 3, it was totally 
    guaranteed after a CH d+4,1, AND it did 50 points of damage... in TTT, 
    it's slower to come out and does 33 points!  The same goes for the 
    u/f+1+2 - it's like 16 frames to execute now and can be Tech Rolled SO 
    easily (although that's not a good thing since a Tag Flying Chop is 
    almost guaranteed if they do).  
    However, beware that her EXTREMELY effective poking game is still mostly 
    unchanged - so Nina can STILL keep many opponents on their toes whenever 
    she wants.  Ninas like to use d+4,1 for pressure (even though its now 
    Sm,h and slower), d+1,4 for mad-speed poking, d/f+3 mixups for 
    everything and in combos, and her standing jabs for poking and 
    Tenstrings (although any Nina using a Tenstring is pathetic).  And don't 
    forget about her really nasty juggles - one miss, you get a Divine 
    Cannon and a 40% juggle for your troubles, and unlike what some people 
    say, the d/b+4,3 is a great interrupter as well as her highest lifter.  
    Also beware of her Attack Reversal and buffer those Chickens unless 
    you're going crazy on your Wind Godfists (provided you're smart and do 
    it from a decent distance).  You shouldn't need to worry about the Bad 
    Habit (f,f+3_QCF+3), as it has poor tracking and is SSed easily, or her 
    Low Parry, because the DC (or pretty much anything else) is no longer 
    guaranteed after it.  Thankfully, Nina's Multi-Throws are fairly useless 
    at even medium/higher-level play due to their huge lag time coming out.  
    Nina also needs to stay IN CLOSE to be effective... if she's not near 
    you, Nina will die, plain and simple.
    Difficulty: Medium/Hard
    Ogre has both lost some things in TTT, and gained a lot more.  He's 
    still one of the best characters due to his insane damage, range, 
    excellent Okizeme game, simpleness, and super-cheap standing 4, which 
    stops almost any attack and still does INSANE damage.  It can STILL be 
    done out of Sidestep too with SS, b+4.  He also has the fastest and 
    largest Sidestep in the game, and a great FC/WS game with his Infinity 
    Kicks and mixups with FC,d/f+2.  Ogre also possesses one of the cheapest 
    Okizeme games in TTT with his u/f+3,4,3, b+2, f,f,N+2 (Kuni's 
    Unblockables!) and FC,d/f+2.  He has gotten some changes from T3 though.  
    The WS game is not as powerful anymore for Ogre since the DGP is so much 
    weaker in TTT.  The SS+4 is now the Low-hitting Azteca Shoot, which is a 
    hunk of ass compared to the old SS+4 (which like I said before CAN still 
    be done - look how bad JOP abused it!).  Ogre remains a top-tier 
    character in TTT, although IMHO he's not as good as True Ogre and his 
    His Okizeme game is still powerful as hell - arguably one of the top in 
    TTT - and if he lands one stun, you're getting a standing 4 for your 
    troubles and seeing 60% of your life gone.  What you need to do is get 
    in and pester him with Twin Pistons and WGF, since his attacks are slow 
    and need room to come out. His 1,1,2 is particularly pathetic now, 
    requiring a CH to make the whole thing guaranteed, but if he blocks the 
    WGF in-close, you're getting the 2,2 in your face instead.  Also to be 
    noted is Ogre's d/f+1.  This is just like Bruce's d/f+1, which has 
    insane priority, comes out VERY fast (not sure about the frames... 12?  
    13?), and has an 8-frame advantage on hit, which means... free d+1!  And 
    we all know how good Ogre's FC game is, don't we?  What you need to 
    watch out for is his FC game with his d+1, FC,d/f+2, WS+3,3,3_d+3_f+3 
    links, and his WS+2.  While his WS+2 isn't quite as powerful anymore 
    since it can be Tag escaped and has lost the block stun, it can still 
    decimate your life bar in a hurry if you flail away like a moron.  His 
    main weapon is the d+1 to WS+3 Infinity Kick links, since it cannot be 
    interrupted on hit and they'll have to block.  If that WS+3 connects on 
    Counter-Hit, there goes 40% of your life.  However, if you block the 
    d+1, that's a different story.  Interrupt the WS+3 with your own d+1, 
    and go into Twin Pistons, as Ogre's attacks aren't fast enough to 
    interrupt them.  FC,d/f+2 can be Low Parried with practice.
    Paul Phoenix
    Difficulty: Easy/Hard
    It all depends on the player.  If he's a cheapo 10,000-Deathfist-a-match 
    moron, you can have lots of fun smashing his ass into the dirt :).  
    However, if he's the Paul that only Deathfists to counter whiffed moves, 
    uses his juggles to the extent, employs Paul's mad poking games and 
    killer Okizeme, knows when and where to use his Thruster (QCF+1), you 
    have a real fight on your hands.  Paul's been really rounded-out in TTT, 
    but like always, at high-level play, he gets pretty predictable.  Paul's 
    poking game is top-notch - he's got one of the best jabs in the game (8 
    frames, 9-frame advantage on hit!), his Deathfist is 13 frames, the 
    Falling Leaf Combo (d+4,2), while weakened horribly, still comes out 
    VERY fast and in close can be extremely hard to see coming.  And 
    unbeknownst to many Tekken players, Paul also has one of the evilest 
    Okizeme games in the whole Tekken universe.  The d+1 and d+4,2 will stop 
    any Forward/Back rolls, Flying Cross Arms, and Handspring Kicks.  SS, 
    d+4,2 or f+1+4 will stop Tech Rolls.  The f+1+4 will stuff Ankle Kicks 
    and Side Rolls.  The f,f+3,4 will cut through any Low/Mid Kicks AND get 
    Paul a free f,f+3,4, 1, QCF+2 combo.  Paul can even duck to fake the guy 
    into standing with a Mid Kick, and eat a FC,D/F+2,1 combo for lots of 
    damage, or if they're really stupid, stand and reverse the Mid Kick and 
    put them on the floor.  His options are nearly limitless, so you NEED to 
    be careful and do NOT let him floor you.  Paul also has a sick throwing 
    game because his good throws (d/f+1+2, f,F+1+2) come out faster than 
    your normal throw, do a lot of damage, combo from a standing 2 or CH 
    QCF+1, and require a double-button escape.  The one you REALLY need to 
    escape at whim is the f,f+1+2 - easily Paul's best throw, it can be 
    Tagged out of for a LOT of extremely-damaging attacks (Bob/Baek 
    d/b+3+4!).  Also beware of Paul's qcb crap... many players like to go 
    into the qcb+1 to counter attacks and set up combos, and the qcb+2 
    blasts them into a comfy range where Paul can see their attacks easy and 
    counter accordingly.  The qcb+3,2,1_2 is best used in combos, but it is 
    also a decent tool for mixing up.  Good Pauls also like to mixup from 
    the Rolling Dash (QCF) which can be cancelled into a FC position with 
    d/f (so it would go like d,D/F), which can allow Paul to set up the 
    WS+2, FC,d/f+,2,1, or even a close d+4,2.
    Like tragic said in his T3 book, an important thing to remember is to 
    NOT lose your cool when Paul hits you and takes away 1/3 to 1/2 of your 
    energy in one hit.  Paul's main weapon is his Deathfist (as much as I 
    hate it, it's true), and if you take it away from him by poking him out 
    of it (with d+1 and 1,1,2) or by smacking him with a FAST Wind Godfist 
    every time you block it, he'll be a lot less scary.  If you DO get hit 
    with it though, mash D/F+2 to stop your roll-back or he'll get a running 
    shoulder tackle if you try to Tag or stand up.  Just beware of his jabs 
    and duck, and make use of your Twin Pistons to punish him.  Block his 
    f,f+3,4 and d+1 him out of the follow-ups.  Also watch out for that 
    WS+2... it starts juggles, comes out fast, hits Mid, and juggles very 
    funny (lol)... ^_^
    Prototype Jack
    Difficulty: Easy
    P.Jack is a little different from the other two Jacks.  He's more of a 
    juggler than Jack-2 or Gun Jack due to his better launchers, but overall 
    he doesn't have as many good attacks to use.  However, he does have a 
    few attacks that can have him hold his own in a fight - Paul/Hei's 
    d+1,2, his excellent SS game (SS+1 induces block stun as long as you 
    don't attempt to Tag out), hits grounded opponents, and is a Class 1 
    Launcher, SS+2 hits Mid, has huge range, and goes into an auto-throw on 
    Clean Hit, and a decent Okizeme game with SS+1 and the f+1+2.  The 
    b,d/b,d,D/F+1 is also noteworthy as it inflicts huge block stun, is a 
    Class 1, and hits grounded opponents. However, it doesn't do much to 
    solve the problem - Kazuya goes through the Jacks like crap through a 
    goose.  Anything they do can be cut down with the 1,1,2, Twin Pistons, 
    and WGF.  An easy fight for you.  Just don't get hit if you can help it 
    - any time a Jack hits you, that means HUGE damage scored...
    True Ogre
    Difficulty: Easy/Very Hard
    It depends on the player.  If they're one of those guys that just picks 
    him and mashes 1+2 to do the Hell's Inferno, you can easily Sidestep 
    twice and kill him with some combos so freaking disgusting, they should 
    be illegal in 48 states.  If they are the type that stays at a distance 
    and uses his insane punching range to get CH's with his WS+2, juggles 
    mistakes with his d/f+1+2, SSes your Wind Godfists into standing 4, uses 
    his nasty-as-hell Okizeme game, you are going to have a LOT trouble.  
    True Ogre masters are actually VERY dangerous because if you make the 
    simplest of mistakes, he can (and WILL) decimate 1/2 of your life with 
    little effort (i.e., d/f+1+2, f,f+4, d+1, FC,d/f+2).  You're also going 
    to hurt a lot if he gets you on the ground - f,f+1+2, d/f+1+2, FC,d/f+2, 
    FC,f+2, and SS+4 all do insane damage, come out reasonably fast, and hit 
    grounded opponents!  What you must do is make sure you TECH ROLL AT 
    EVERY POSSIBLE TIME!  However, the same does not go for him - he's the 
    biggest target in the game, but is lighter than the other big guys, 
    which means attacks that may not launch/effect the big guys work 
    normally on him (for example - Armor King's Palm Upper and Kazuya's CH 
    WGF flip him over, launchers launch higher on him than with Jacks) and 
    allow HUGE, disgusting combos that would not work on Jacks or 
    Kuma/Panda.  Be aware that he can escape juggles with 3+4 in the air, 
    but I find it gets him into more trouble than it's worth ESPECIALLY 
    since a Mishima can just Wave after him.  A shitload of your attacks 
    will hit him on the ground (TGF, WGF, f+1+2, d/f+2, etc.) and damage 
    him.  Just be careful and try to get in on him slowly and carefully - he 
    doesn't need to get in on you due to his insane range.  Don't go crazy 
    on the Wind Godfists since he can SS them and standing 4 you, or if he 
    blocks, 2,2 you.  ONLY use WGF to interrupt attacks - once you do, one 
    or two Wind Godfists, and he's finished.  Can you say "Wavedash Hell"?
    Unknown (playable on PS2 only)
    Difficulty: Varies
    Unknown is both more limited and and advantaged over Mokujin/Tetsujin.  
    When played by a human (PS2 only), she has the worst stamina in the 
    game, and regardless of CPU or human, she does not recieve Netsu (and 
    neither do her partners), and she cannot mimic the Jacks, the Ogres, 
    Kuma/Panda, Ganryu, or Devil/Angel.  However, unlike them, she can 
    change mimics on the fly during a match by pressing the L3 button on the 
    Dual Shock controller (the left joystick), which allows for some 
    extremely confusing fights and some SICK SICK SICK-looking juggles.  
    Like I said before, your best bet is to memorize the fighting stances 
    and capitalize on her mistakes.
    Wang Jinrey
    Difficulty: Medium/Hard
    Yes, you read correctly.  Wang can be a tough opponent to beat in Tekken 
    Tag Tournament if you don't know what you're doing.  While he may be the 
    overall worst character in Tekken Tag (which I don't really agree with) 
    take hits like a bitch, have the most atrocious Frame Data ever in a 
    Tekken game, and have only a handful of good moves, a good Wang CAN 
    contend with a good Kazuya when played right.  First off, he's a great 
    anti-Mishima because their Left Punch (1) attacks, such as the Flash 
    Punch Combo, Glorious Demon Fist, Left Right Combo, Twin Pistons, etc. 
    can NOT be Chickened if Wang reverses with his Attack Reversal 
    (b+1+3_b+2+4).  I don't know why this is true, but it is, and it's 
    abusable.  Second, Wang has some EXTREMELY powerful juggles that he can 
    unload.  Wang can set these up with his d/b+2, which is probably his 
    best jugglestarter since it has a passable recovery time of 10 frames 
    AND flips them into SLD position, allowing some inescapeable ground hits 
    if tailored correctly), his f+4, which hits Mid and gives frame 
    ADVANTAGE (!) on block, the d/b+4,2, which combos on CH (the last hit is 
    identical to the d/b+2, but with more recovery) and executes fast, but 
    you're still better off using d/b+2.  The recovery is 10 frames long, 
    but it comes out pretty fast and is great for a mistake punisher and for 
    landing side juggles (since Wang's SS is fast and wide).  All Wang needs 
    to do is d/b+2, 1, d/b+4,2, d/f+1+2 and 50% of their life is gone, 
    presto.  They can't Tech Roll the d/f+1+2 either, since the d/b+4,2 hits 
    so low to the ground (preventing the Tech Roll).  Third, Wang has the 
    always-cheap G-Clef Cannon (1~1,1) which is a Tag launcher, combos on 
    CH, executes in 8 frames, and does around 25% damage by itself, but 
    unlike the Changs, is not great for mixups since Wang is lacking a 
    1~1,4,3 or other equivalent.
    Finally, and probably the most important, Wang has a sick SSing game, 
    all due to one move: the Horse Tamer (SS+1+2).  This is most likely 
    Wang's best move.  Although it takes 19 frames to come out, has slightly 
    limited range, and will most likely be blocked, that's a good thing - 
    the advantage is 27 frames!  Yes, 27 frames.  While there aren't any 
    actual guaranteed attacks, according to the Frame Data he DOES get a 
    Dragon Throw (d/f+1+3+4, but it's easily escaped) or guaranteed dash-in 
    throw.  You know what that means, right?  WANING MOON (d/f,D/F+2+4)!  
    This is Wang's most important throw BY FAR.  1+2 escape command, quicker 
    execution than a normal throw, sets up a free hit (since they are 
    knocked into a BK position), OR can be Tagged out of for some SICK stuff 
    (like Kuma u/f+1+2 (misses), which sets up a free back throw for Kuma, 
    or Yoshi's f,F+1+4, which can only be escaped by Tagging out).  Wang can 
    also set this up with a QCF+1 (modified WS+1) and use the frame 
    advantage (even if blocked or hit) to get a free WM if they take the 
    bait and try to attack.  He also retains the Paul/Hei Deathfist, which 
    we all know about, right?  All of these factors combined can spell 
    trouble for even an adept Kazuya.
    However, it's kind of moot since Wang has a disdvantage after almost 
    every one of his attacks is blocked.  AND he takes hits like a bitch, 
    too... one time I killed him like so: I got a CH d/f+2, and let him 
    fall.  Then I threw out a WS+2, which slammed him on CH as he tried to 
    do d/b+2, so I continue with TGF,3... and he's dead?  Yes, four hits.  
    But I'm telling you now, above all, DO NOT UNDERESTIMATE HIM!  If you 
    get hit with a CH 1~1,1, a Waning Moon, a d/b+2_d/b+4,2, a SS+1+2 (or 
    even if you block it), or a CH Deathfist, you're fucked...
    Difficulty: Hard
    Yoshimitsu has always been one of the best characters in every Tekken 
    when in the right hands.  In Tekken 2 he was totally unstoppable, as one 
    FC,d/f+3 or d/f+2 saw the end of the opponent (Yoshi had a little-known 
    infinite in Tekken 2) in only a few juggles.  In T3, his d/f+4 and 
    b+1+2~ANY pretty much owned the game.  In TTT, he's still got that d/f+4 
    Savior Boot (although it's nowhere as good as it used to be), those jabs 
    that are just like Paul's (which is bad for you), and lets not forget 
    the d/f+2 "Uppercut" (it's more like a freaking WGF to me... it's so 
    damned abusable!), which has ludicrous range, priority, juggles on any 
    hit, mad speed, inflicts freaking block stun if Tag is buffered, sets up 
    an easy 40-point combo... he's got it all.  And he's also recieved a LOT 
    of new moves, a much better SSing game with his new SS+1 CH 
    jugglestarter (which also inflicts block stun), SS+4 CH stun move, 
    insane interrupting (and anti-Wavedashing) with that ridiculous _4 
    FRAME_ b+1+4 of his (which also sets up awesome Flea juggles like b+1+4, 
    1+2,1+2, f,f+4), and of course, the b+3+4 which evades literally any 
    move in the game.
    Yoshi's still has the f,f+4 (Fubuki, Knee, whatever the hell you wanna 
    call it), which executes in 7 frames (faster than anything in the game 
    except his b+1+4), has extreme priority and range, is basically annoying 
    as hell, and can help add some nice hits onto his combos.  He's also 
    retained the d+3+4 and other crazy healing moves.  Yoshi is THE man in 
    Tekken Tag and when played correctly, a top Tier 2 character.  However, 
    he does have a few weaknesses.  First, he doesn't inflict all that much 
    damage with his attacks.  Second, his juggles aren't the strongest, and 
    the powerful ones are damned hard to do.  Third, his Fubuki, while fast, 
    has a significant recovery time which allows you to smack him with a WGF 
    (I think, not sure...) if he starts going crazy with it.  Fourth, his 
    Poison Breath (b+1+2~ANY) now hits High and recovers slower than it did 
    in T3, so less juggles are possible.  Finally, his throwing game is also 
    not that good... he only has one command throw and it's a pain to do in 
    the heat of battle without getting hit first, but be warned that it will 
    combo off of a standing 2 guaranteed (I think), so watch out and don't 
    rush in, or you'll get beaten up by his superior poking game.  There 
    isn't much you can do about his d/f+2 and 1_d+1 pokes... just block them 
    and back off, let him whiff, and trash him when he does...
    15. My Best Partners For Kazuya #######################################
    It's a rule that some characters work well and complement their 
    respective partners better than others.  I mean, who would win, a 
    Kazuya/Alex team or a Kazuya/Jin team?  Of course, it would be Kaz/Jin 
    because they are both strong characters that compliment each other well 
    (Kazuya has a better WGF and WS game but less juggles and less moves, 
    while Jin has a better poking game, better juggles, better Okizeme, and 
    more variety), while Kazuya/Alex is kinda pointless (Alex has crappy 
    stamina, crappy juggles, crappy... everything).  I'm not going to list 
    all of the characters and tell you how they are as partners - the fun of 
    Tekken Tag comes from making your own teams and customizing them to your 
    liking.  These are my favorite personal teams with Kazuya.
    1.) Kazuya/Baek
    I love Baek.  He's my favorite character in TTT along with Kaz and Lee, 
    so I placed him in a team with Kazuya and see if they go good together.  
    Baek has just about everything that Kazuya lacks (except juggles) - a 
    Class 1 jugglestarter that can set up those nasty TGF juggles (even if 
    it is kind of useless at high-level play), a nigh-unbeatable WS game 
    with the WS+4,4,3 (which is one of the Top 5 Most Abusable moves in the 
    game), WS+3,3,4 (since it combos on CH and an u/f+3+4 is guaranteed 
    afterwards), one of the top SSing games in Tekken Tag (with his b+3 
    Flamingo Stance, b+1, b+2, etc.), better poking, better throwing game 
    with his f+2+3 (or Flamingo f+2~3) and f,f+2, the ultra-effective d/f+2, 
    which launches almost everyone and can go into his annoying 1,2,3~f 
    juggles, and he also possesses a better Okizeme game.  His only real 
    weaknesses is that he doesn't do the most damage, lacks in Low attacks, 
    has slightly weak juggles, lacks in punching attacks (although the ones 
    he has are very good), and recieves no Netsu with Kazuya (don't know 
    why, exactly... didn't he work for him in T2?).  A good team for those 
    that love to attack away.
    2.) Kazuya/Jin
    I'd be stupid not to say it.  Kazuya/Jin is probably the best team in 
    the game.  They compliment each other in just about every area.  What's 
    worse, they BOTH have extremely powerful WGFs (and Jin, of course, has 
    the EWGF), good poking games, an excellent WS game, the most dangerous 
    Wavedashes in Tekken Tag, powerful juggles, good stamina, powerful 
    attacks, excellent Okizeme (with Jin anyways)... master the Wavedash to 
    WGF/EWGF/Twin Pistons and you will be unstoppable, plain and simple.
    3.) Kazuya/Lee
    Kazuya and Lee together are actually an excellent team in their own 
    right.  And don't even argue about this one: they are THE coolest-
    looking team in Tekken Tag by a mile (come on, purple tux Kazuya with 
    Lee's black tux?  It exudes pimpness).  Lee is actually a good juggler, 
    but the only hitch is that his good juggles are damn hard to do.  
    However, his Class 1 Launcher (the d,d/b+4) is quite effective when 
    employed correctly, and allows Kazuya to come in with those crazy 
    Thunder Godfist combos.  Lee also has one of the top poking/pressure 
    games in Tekken Tag with his d+4,4,4,4, d,d/f+4, b+1<1,2, and b+3,3.  
    He's also got those nasty and effective Infinity Kicks, which are 
    effective against anyone.  A great team.  The only hitch is that Lee 
    takes damage poorly and that he lacks in Mid attacks and power hits.
    4.) Kazuya/Heihachi
    Juggle heaven.  Nothing beats getting Kazuya's WGF~5 out and having Hei 
    come in with a 50+ damage combo and leaving their mouth hanging stupidly 
    as their bar flies deep into the red ^_^.  While their style is pretty 
    similar, Heihachi relies more on getting his EWGF/WGF to hit, while 
    Kazuya relies on his Hell Sweep/Twin Pistons a lot more.  Nothing much 
    to say, they compliment each other very well, but the two have no Netsu 
    together and neither has a Class 1 Launcher, so be warned.  Flail away 
    with those EWGFs ^_^.
    5.) Kazuya/Bruce
    This team should be banned.  No, I'm joking.  But seriously, no team can 
    do as much damage in Tag juggles as Kazuya and Bruce.  One WGF~5, and 
    it's a 3, b+4,3,4 and 120+ points of their life gone.  Not to mention 
    that Bruce's poking game is top-notch, and that his jugglestarters are 
    incredibly simple to use and employ, and you have one of the best teams 
    in the game.
    6.) Kazuya/Angel
    Be aware that this team is only available on the PS2, since trying to 
    select Angel with Kazuya in the Arcades will only result in Devil being 
    automatically chosen - and we all know how horrible Kazuya and Devil are 
    when teamed, right?  The reason this team is so good is that Angel and 
    Kazuya Tag normally when paired together, and don't morph like Kazuya 
    and Devil.  Need I say why Angel is so damned good?  Ummm... Twin 
    Pistons?  Insanely-powerful Wind Godfist?  SS+2~5 to b+1+4 (AND 
    B+1+4~)/TGF combos?  An actually effective Thunder Godfist?  And did I 
    mention Twin Pistons?  Hee hee.
    16. Submitted Strategies ##############################################
    Kazuya VS. Anna Strategy
    From: Reverend C.
    Well, Anna is a REALLY good CH character... and she has the BEST jab... 
    But a lot of her moves hit high... take some risks and duck, then 
    retaliate with WS+1,2.  A good Anna will not risk losing frame advantage 
    and give up free hits... so don't expect free 1,1,2 and free WGFs.  Anna 
    will mostly rely on her jabs, which gives Anna advantage, so don't 
    retaliate after blocking jabs - that's Anna's strength.  You'll be 
    jabbed outta whatever you do; they're just jabs, but they REALLY add 
    up... watch out for Anna's u/f+1,3, that's her best move: a few of those 
    and you're dead, and it can also be mixed up with u/f+1+2. Anna can also 
    throw A LOT... everytime you get hit with a 1 jab, watch out for 
    d/f,d/f+1 and regular throws... read the pattern of your opponent... if 
    opponent does a lot of u/f+1,3 and get blocked, watch out for u/f+1+2.  
    Anna is faster than Kazuya, and most of her moves move her forward and 
    keep her on offense for a long time... but if you just block and turtle 
    ALL DAY, Anna can't do much... and optimize the fact that Anna rely on 
    high hits... duck it and do WS+1,2... good Anna players don't use 
    QCF+1... but if your opponent uses Anna's QCF+1, WS+1,2 and make them 
    From: Cel
    Let me see...my sparring partner is Jwoarang who plays a very good 
    Anna... I hope this helps:
    When you see Anna do the Rolling Dash (QCF), duck because most of the 
    time Anna players will do the QCF+1, which is high.  Try to TP him or 
    DGP Anna once you duck the elbow near you.  However when you block the 
    elbow don't react; she has a frame advantage when you block it, so just 
    wait and block whatever move he follows up for it.  Just be careful when 
    you block the elbow and then she throws you with the u/f+1+2; it's 
    almost always hard to see it so always be ready to escape by tapping 
    1+2.  This is why it's best to learn to anticipate to crouch the elbow.  
    In some cases Anna QCFs and instead of doing the elbow, he does the 
    U/F+4 Somersault Kick which is mid. It's so fast to see the change so 
    when you see something unusual while Anna QCFs (because when she QCFs 
    you should be ducking) stand up and block the Somersault Kick or risk 
    getting juggled.  
    When Anna does her custom strings and suddenly does the d+4,1~d 
    (Sidestep Cancel), she can follow it up with SS+2 (low) and SS+1+2 (mid, 
    mid). In this case after she does the d+4,1 Sidestep I'd try to 
    interrupt the Sidestep with 1,1 (I'm not sure with this).  I think it is 
    useless do d+1 her because she is Sidestepping so be quick enough for 
    the 1,1.  When you're not quick with the 1, block the whole thing 
    standing (it's ok to be hit with SS+2; just don't get juggled by 
    SS+1+2.). I think between these transitions there is a point when Kaz 
    will be able to interrupt.  Just don't get hit with a CH u/f+1,3 because 
    a f+1+2 is guaranteed.  Be careful when you tag.  Most Anna players will 
    try to find a CH QCF+1.  When you don't have any choice when you Tag 
    (and the Anna player you are fighting against is waiting for your next 
    character to come in, so Anna can QCF+1 you) just don't react or you 
    will get CH by the elbow and you'll eat a very damaging juggle which can 
    erase 50% of your lifebar.  Also don't get CH with d+3,2.  Be careful 
    with this. Anna players love to try to interrupt you with this so be 
    careful.  If you can see her doing this block the first hit low and the 
    next hit high.  Most Anna players are aggressive; so try to be more 
    aggressive and just don't get CH by her attacks; try to fight her with 
    d+1,FC+4; WGF, Hell Sweeps, etc. Well that's enough for now. I'll post 
    again when Jwoarang chooses Anna against me...
    From: Reverend C.
    A few corrections on Cel's post... f+1+2 is ALWAYS guaranteed after the 
    kick in u/f+1,3, CH or not - on CH, you get a free juggle (like d+4,1, 
    1,2, f+1+2, etc.).  d+4,1~SS will beat 1,1, SS+1+2 will counter and 
    juggle, SS+2 will duck and juggle... your best bet is to just watch and 
    block.  It's actually quite easy, because both SS+2 and SS+1+2 are 
    pretty slow.  As for tagging in... just cancel the Tag run-in 
    (u/b~b)like you're supposed to and you wouldn't get any problems... you 
    won't get any problems against ANYONE if you just cancel the run.  And 
    DON'T do d+1,FC+4... that's what Anna wants.  The d+1 doesn't give you 
    advantage the way standing 1 does... so Anna'll ALWAYS beat you with her 
    d+1~N+4 and d+2~N+4... and on CH, it does pretty good damage on its 
    From: MacJ_007
    This was Ricky's strat against my Anna. Because before when I used an 
    elbow, I usually use d+1 then D+3,N+4 after that.  After the elbow he 
    ducks it, and then does a DGP or TP.  It juggled/stunned my Anna almost 
    all the time.  Since then I changed my strat after the elbow - I do 
    u/f+1,3 now.  They wont duck it or they will get hit with the 3.  So I 
    mix it up with u/f+1,3 or u/f+1, u/f+1+2 or u/f+1, d/f+2.  One of these 
    will hit for sure so watch for it.  I usually do d/f+2 after Anna throws 
    a u/f+1,3.  Be ready to break throws.  The u/f+1+2~5, f,f,N,1+2 is very 
    damaging, so watch out for it.  The d+4,1~SS+2_1+2 can be stopped by a 
    d+1.  Someone did a Mist Step when I threw a QCF+1 and Wavedashed my 
    elbow somehow.  I've only seen it once, so I don't know if you could 
    exactly do that.  Maybe I just did it too slow.  I just wish Kaz got a 
    Punch Parry, that would be easier.  Just Punch Parry her QCF+1 all day, 
    Kazuya VS. Michelle Strategy
    From: Reverend C.
    Two things to watch out for: SS+2 and f,f+1.  Both are extremely safe 
    and extremely fast.  When SS+2 is blocked, it has no lag, and puts 
    Michelle in FC.  On hit, a WS+4 is guaranteed (sick).  The f,f+1 is 10 
    frames, and unfortunately for Kazuya, f,f+1 CAN beat out everything 
    Kazuya has... and on CH, Michelle gets guaranteed juggle.  As always, 
    1~1,1/1~2,1 CH does MAD damage... 1~1,1 is a great tag juggle starter 
    (it actually juggles higher when tag is buffered).  Other than that, 
    always watch out for 1, 4, f,f+1, etc.  Michelle is a GREAT CH character 
    (not as dependant on CH like Julia, but equally capable, since Michelle 
    has just about EVERYTHING Julia has)... so when playing against 
    Michelle, never do more than 1 or 2 moves, and watch your frame 
    situation... if the frame advantage does not favor you, stop and 
    regroup. Kazuya's WGF, d/f+2, and d/f+4 are great moves, but not as fast 
    as Michelle's fastest moves...
    From: MacJ_007
    Now about Michelle strats, they're a bit similar to Julia.  Just watch 
    out for 4,4,d+4_4,4,1.  Low Parry the second if you can.  Her elbows are 
    a killer as well.  Sometimes they do f,f+1, 1, f,f+1, 1, SS+3,4, pokes 
    like that.  Her d/f+3+4 is slow.  If you block it, then you could juggle 
    her, and d/f+2 will surely hit for a nice chunk of damage.  Watch out 
    for FC+1, D/F+4,3_FC+1, D/F+2_WS+4_WS+2,2_WS+2,1,1 mixups. People like 
    Ricky and Redfoot do a SS+2, which is an automatic crouch, then D/F+4,3. 
    And also watch out for CH 4. Usually they Sidestep then 4. Ricky does 
    SS~f,SS~f - a front dash, which is harder than backdash, and front dash 
    tracks backdashers.
    From: ILuvMomo
    Well, the thing about Michelle is that she has a severe lack of throws, 
    so at least you don't like have to worry about Mad "Asses" (D_J: LOL)...
    From: jjt
    After you block Michelle's f,f+1, remember that the _only_ move that a 
    Mishima has that has priority over her is the d+1 (8 frames).  If you 
    try anything else, you'll probably eat a CH 1~1,1.  Also, f,f+1 doesn't 
    track at all, so even a little baby SS cancelled will make f,f+1 whiff. 
    As a result, Kazuya's Mist Step works really well versus Michelle. Don't 
    bother ducking when up close vs. Michelle.  She has only single button-
    escape throws, so you at least have a 50/50 chance there, and that's 
    much better than ducking and eating an u/f+4 juggle.
    From: Cel
    Michelle is a very difficult opponent to beat (like Julia).  If you 
    block a f,f+1, you do d+1.  That would give you the initiative and make 
    a Michelle player think twice in making a WS guessing game.  When A 
    Chang player whiffs a string like FC,D/F+4,3 or a d+4,1, you should 
    1,1,2 or WGF (this WGF has got to be a fast one).  Be careful when you 
    poke, because you might get CHed by a d/f+3+4 or a 1~1,1.  Low Parry if 
    you can - Parry the second hit on strings like 4,4,d+4_4_1 or d+4,D+4. 
    Blocking a f,f+2 will give Michelle a 19-frame disadvantage, so take 
    advantage of the situation (only problem is, who does a f,f+2?).  Watch 
    out for his SS games - SS+2 makes her recover crouching, so after 
    blocking it, do a d+1 to gain initiative and make her think again of her 
    WS games (I'm not sure of this, though).  Blocking the SS+3~4 will give 
    you a 10-frame advantage.  Don't tag recklessly or you may eat a d/f+3+4 
    on CH.
    From: Cel
    Oh yeah, a Michelle player might try to keep on Sidestepping while you 
    are grounded.  Michelle will wait you to make a mistake in getting up so 
    she can unleash a SS+3,4.  So be cautious while standing up, and don't 
    try to kick her out of her Sidesteps or you'll get it.
    Kazuya VS. Julia Strategy
    From: new_blood (a.k.a. Cel)
    I myslf have a hard time figthing Julia when I use Kaz. I hope this 
    After a blocked 1~1,1, try using Mist Step Cancel WGF as fast as you 
    can. I'm not sure about this one if this is guaranteed, but I've done it 
    for a couple of times.
    A Kaz player should know the difference between 1~1,1 and 1~1,4. Good 
    Julia players will alternate 1~1,1 (or even just use the first two hits 
    of this string) and 1~1,4. Low Parry the 4 in 1~1,4, followed by a 
    d/f+4,4. If she thinks he can get aways with 1~1,4 and finishes it with 
    the 3, you have a lot of advantage and punish her with a WGF, a Hell 
    Sweep or a throw. Also know the difference between: 1~1,1; d/f+1,1; 
    1~1,4; d/f+1,4.  After a WS+2 it is for sure that it will be followed by 
    a 4, which makes 1 guaranteed. I've seen Julia players set this up when 
    they jump towards you, making them recover from crouching position, thus 
    a WS+2 can be done. Parry the 4, or even block the whole string when 
    they become hesitant. Punish them if you block the whole string.
    Be careful after a Julia player sidesteps; she can buffer the QCB (for 
    the QCB,f+2 mad axe), and as she sidesteps, finish with the f+2. This 
    throw is arguably the fastest and best throw in the game, so you should 
    have quick reflexes to escape with 1+2 or duck it and try Kaz's TP. 
    Julia can also buffer it after her bread and butter more, d~D/F+1. 
    This move is advantageous for her, and AFAIK even if you block this she 
    still has the advantage (I'm not so sure with this, that's because of 
    the -8 block disadvantage to her, yet if I make a mistake interrupting 
    this I fly high to the sky). After the d~D/F+1 portion she can buffer 
    the Mad Axes, so duck and TP her. Or after blocking it, try a d+1 to 
    interrupt the 2 (I'm sorry I'm not also so sure with this). She can 
    BY THE 2 because it will cause a double-over stun, making her u/f+4 sure 
    and her d/f+2,1 guaranteed. If you get hit in any way by the 2, then say 
    goodbye to your lifebar (pray she makes a mistake!). One 
    weakness I've seen is this can easily be SS, so if you are quick enough 
    you can SS this. About the d~D/F+1, she can trick you by whiffing it, 
    and if you attack her while she whiffs it, she will follow it up with 
    the 2.  Don't get to backdash happy against her or you will get knocked 
    down with her f,f+1. After blocking this move I believe she can also 
    buffer the Mad Axes. Also she can follow this move up with a d+1 (the 
    follow the d+1 with her FC and WS guessing games). Also she can follow 
    this up with the fearsome 1~1,1. The best way to interrupt her after 
    blocking the f,f+1 is to d+1 her to stop her momentum. I forgot, she can 
    also follow this up with a f+1, if you attack with a high move after 
    blocking it, so really be careful.
    Her 4,4 strings is one of the most irritating part while fighting 
    against her. After the second 4 she can follow this up with a d+4 (l), a 
    4 (high), a 1 (mid). But most of the time Julia will just stop 
    at the second for, giving her access to her FC and WS games. But the 
    real problem is the 4,4 string, so LEARN TO LOW PARRY the second 4. 
    AFAIK even though you've been hit by the first 4 you can still Parry the 
    second. I've done it a few times, yet I'm having a hard time parrying it 
    because she sometimes goes off axis with a SS and 4,4 me. This is when I 
    really hate Julia when she sidesteps and do 4,4. 
    Mediocre Julia players will use b+3 a lot. Her b+3 can be easily 
    detected, so block it and finish up with a Hell Sweep or maybe a WGF (I 
    think TP has less range to make it guaranteed after you've blocked b+3, 
    unless you've blocked it at a very close range). The b+3 makes her 
    access her WS and FC moves. I've experienced that when I become to 
    hesitant to CD I get interrupted with a 1~1,1, so plan out your CD/WD 
    games very carefully. Tag cancel while tagging in because she can wait 
    you for an u/f+4 or a d/f+2 or even a d~D/F+1. Don't try to outpoke her 
    because Kaz will lose to her in poke wars. Be on the defensive side when 
    fighting against her. Oh yeah, I forgot you got to watch out for her 
    3xSS, which will make her face your back, thus guaranteeing a 4,4,1. 
    Watch out for this and be careful while being on the offensive. My 
    suggestion is to try to stop whatever you are doing/trying to do when 
    you notice her triple Sidestep and jump forward before she unleashes the 
    From: Night
    A few notes - 
    b+3... there's a big-ass debate about how good this move is, both on 
    standing and as Okizeme... TZ Frame Data says it gives +2, but this 
    could be wrong. f,f+1 - d+1 might work on SOME Julia players after 
    this, but a good technique that expert Julias use after f,f+1 is blocked 
    is to tap d/f, this Low Parries an enemy d+1 and ducks a high jab.
    Anyway, what I can suggest vs her 3xSS is to abuse the d/f+2... this 
    tracks SS like a bitch, and can be of great use against Michelle (as I 
    find out to my misery) even though Julia won't rely as much on a SS game 
    as michelle, d/f+2 is still useful..
    From: ILuvMomo
    Duh, what's so hard? WD WD WD WD WD. Its Julia which has a hard time 
    beating Kaz... not the other way round. LOL.
    From: DayFul
    LOL, Wavedash in to an elbow, Wavedash in to d/f+4 (as we know Mishimas 
    need distance to get in to their WD game... d/f+4 has the range to piss 
    all over it). If I'm feeling really lucky, I'll throw you out of your 
    WGF with Mad Axes. And Julia has a major speed advantage I think your 
    overating WD a bit (you made Hei sound god-like in the VS. strats). Hey 
    do any of you guys WD in to d/f+2, as i've started using that quite a 
    bit... pretty handy IMO.
    From: bluu
    Quick tip:
    When you succesfully Low Parry her annoying low string (bow, arrow)don't 
    do d/f+4,4, go for Mist Step WGF. Do it FAST!!!
    There will be a best scenario, and a not too bad scenario. The best 
    scenario is that you get a guaranteed WGF juggle! Any Mishima has a 
    guaranteed (E)WGF after a succesfull Low Parry (D_J: on kick, that is). 
    But due to the Mist Step Kazuya should be easier.
    The not so bad scenario happened when you push it too fast. What will 
    happen is that you won't get a WGF but a d/f+2 instead. This is actually 
    better then d/f4+4 because the d/f+2 WILL CLEAN HIT and does higher 
    damage than d/f4+4. Not to mention that you have more frame adv. after 
    connecting d/f+2 then d/f+4,4.
    So general rule after Low Parry with Kaz is too do a FAST Mist Step WGF. 
    You do it fast enough you'll get WGF, you do it too fast you'll get 
    d/f+2. Either way is better than d/f+4,4.
    Oh yeah, watch spacing. Make yourself out of 1 and elbow range. Her 
    movement is slow, you got WD. I dunno what Cel (New_Blood) meant with 
    don't backdash but IMO backdashing away from the elbow is a good strat.
    Oh yeah I have saved "Tactic to beat Mishima Julia Bruce SVGL worker" 
    threads. I'll search for it and copy some Julia stuff by the elites. I 
    dunno if you already saved it.
    From: ILuvMomo
    For the most part, Julia has a hard time keeping her opponent away. 
    Maybe Wavedash is an understatement... how about Lightdash. Trying 
    d/f+4, 4, or even d+1 when the opponent Wavedash (also Lightdash) 
    towards you is very dangerous. The d/f+4 hits you gain d/f+4,2 and thats 
    all. Its not worth the pay off versus WGF on CH and juggle. WGF CH 
    juggle is WAYYYYYYYYYY more damaging for Kazuya, remember? Also WD to TP 
    is much much safer than WD to Gut Punch. Gut Punch gives -14 when 
    blocked, but does guard stun a bit if it is in close, but TP is 
    completely safe. Besides both of them have about the same range (though 
    d/f+2 edges TP here). And I'm not overrating WD. If you thought I made 
    Hei sound like God, you should just read the vs. Jin section. Trust me, 
    a good Wavedasher is almost impossible to beat, let alone beat 
    And waddya mean fake Low Parry (D_J: d+1+3_2+4) can't be used in your 
    opponents face? LOL. Just look at Hameko's Bryan. He fake Low Parries 
    right in front of his opponent 2-3 times in a row. Well here is a tip 
    from Shafi, try using 1 or d+1 to buffer the Low Parry. Hence 1,d+1+3, 
    and D+1, FC+1+3. Most of the time when your opponent will be too afraid 
    to counter you after seeing the first Low Parry. Heck, I just throw out 
    fake Low Parries at times for the heck of it. Actually I'm seriosuly 
    considering but then after finishing the whole load of crap of VS 
    strats, I guess I wil just stick it in. Not that they are very good 
    anyways since the last few are quite half assed.
    From: DayFul
    Night, d/f+2 to punish SS sucks... Julia can cancel her SS with 1~2~1 so 
    it's a no go. Also she can cancel the recovery of her spin too it's 
    3+4~F then whatever you want to put in there, great Mad Axes buffer too. 
    I'll stop there or else i'm just going to write out my move description 
    of Julia's spin (Both descriptions have a lot of different stuff in 
    From: bluu
    Although 1~2,1/1~1,1 is 8 frames, and d/f+2 is 14, you're SSing before 
    the 1~2,1/1~1,1. Your 1~2,1/1~1,1 won't be 8 frames if you include the 
    SS animation.
    From: ILuvMomo
    You can't just stand there and have them LD at you all day - if you do 
    that, you're screaming "You own me!". You should check out the thread on 
    avoiding EWGF... some good stuff in there (shame about Analquin's 
    posts). If EWGF was that avoidable, and LD can be defeated that easily, 
    you'd figure everyone wouldn't be rating Mishima's Top Tier anymore. 
    Fact of the matter is, that LD OWNS you. The minute you let your 
    opponent LD, you are always on the defensive, no matter what. The d/f+4 
    is 14 frames and EWGF will eat it. The 4 is 10 frames, but it is high... 
    LD will go under it. I suppose I just suck at WD... cancel in to WS 
    moves is an alternative. Use WD cancel to d/f+4,4. Safer. Ok, not 
    overrated, but not invincible.  Not invincible but very close to it. 
    Once you get into LD its almost impossible to beat him out of it. Best 
    is again to stay in defensive mode and guess.
    From: DayFul
    Well, I've lost count of the amount of times Rev has said a turtling 
    Chang is the most difficult to beat. You can beat out EWGF with a 4, 
    bitch timing, but it can be done. BTW should be able to get the FAQ to 
    you tonight it's best to look through my stuff first before sorting out 
    the format.
    bluu, Julia can cancel her SS at any time with 1~2,1, 1~1,1 etc. That's 
    one MAJOR advantage she has over Michelle she is far less vunerable when 
    she SS, Michelle has to cancel her SS then use 1.
    From: bluu
    I've found out that with Kaz the clean hit d/f+2 does 31 pts damage, 
    better than d/f+4,4 which does 28 pts damage.
    From: new_blood (a.k.a. Cel)
    As for the b+3, when used while Julia is standing, I see it as too slow 
    and a good opponent will be able to Low Parry/block it immediately. IMO 
    can be good for Okizeme purposes, as it also brings you to FC position 
    (just makes sure your opponent won't Tech Roll and block the b+3). Yeah, 
    that is the problem using d+1 after a blocked f,f+1. Julia could Parry 
    your d+1, leaving you open. I guess this is where the real mind 
    games begin; I think when you expect her to input a d/f or d+1+3_d+2+4, 
    do a fast mid attack like a d/f+1 to stop any intitiative.
    Yeah, backdashing is good to make those elbows whiff, as long as you got 
    the proper distance (I think you should be one jump away as you backdash 
    in order to make f,f+1 whiff. The problem is just me (I have a bad habit 
    of backdashing too often, so when this habit starts I eat a lot of f,f+1 
    and WGFs) so I said in my previous post not to be backdash happy. Thanks 
    for the tip about mist step WGF after a manual Low Parry. I thought that 
    would never work.
    From: Analquin
    Note from author (orignally):
    Devil_Jin here.  I decided to post Analquin's "strat" because put 
    bluntly, he's a fucking idiot and has little clue as to what he's 
    talking about, and I just wanted you to see his laughable excuse for 
    "strategy".  I'm sure anyone who knows him wholeheartdely agrees with my 
    So for your amusement, here's his "strategy", in its unedited, unaltered 
    format.  His dialect is totally baffling.  Now, I am telling you now:
    DO NOT TAKE HIS ADVICE.  He really is an idiot.
    8/3/01 - D_J here again.  I can't stop laughing at how badly Annaquin 
    had us fooled with his "strategy".  Goddamn, what a masterpiece
    Dayfull: you think that you can beat a WDer just like a turling mode. 
    Let me explain you why Kazuya is 1000 more dangerous than Jin when he 
    WD. First a way to wd is really safe with Kaz is jsut f,f,N ( which is 
    finnaly not a WD but a dash forward cancel into standing guard ). After 
    that smatarss motion the N will be counted as neutral so the guard is 
    active BUT Kazuya is a Killer too way powerfull because If everybody 
    attack on this neutral guard d/f+2 will generate a WGF in pure 12 frame. 
    Guess what happen, Kaz can just turle in front of you with ff,N all the 
    day and Julia can't even side step without to fly. That why Michelle is 
    better than Julia in compet I think. Second thing: If the guy WD with a 
    correct motion f,qcf,b,f... Kaz will include a fucking Sidestep randomly 
    and when double it with a normal side step you are fucked. And now the 
    WGF and hell come out from any WD motion as TP.
    Third thing: The fucking side step is something to focus on, if Kazu do 
    f,n,f,n,f the smartass will turnaroud out on your right and receive any 
    moves from you by WGF+juggle. If he does f,N,f,N,f,N he will turn around 
    on your left and now WGF,WGF,u/f+4,(4),4,4 become a joke to do.
    So the best advise I can give you is side step right block as fast as 
    you can and abuse 2+3 and d,d/f+1,DB+1,u/b,b. But may be dayfull you can 
    use the Kick game of Julia to piss of Kazuya :-). MGAHAHAHAHAHAHA
    From: DayFul
    Analquin, you can SS a WGF, also did you know that a 10 frame standing 4 
    can interupt a WGF or EWGF when timed correctly even a 1 can as well 
    (the timing is MUCH harder though becuase of the hit area). BTW, 
    Analquin you are crap LOL shame I can't go to Euro 3, SS+3... LOL 
    considering the Laser Cannon crap you fell for (D_J: I CAN'T FUCKING 
    BELIEVE WE FELL FOR THIS SHIT!  HAHAHAHAA!). I think you need to 
    realize you have been humiliated. And as we have established Julia can 
    use d/f+4 with the correct distance. O I LOVE abusing d/f+4 against 
    Michelle players who try to abuse elbows they go fucking nuts.
    From: bluu (in response to Analquin's post)
    From: DayFul
    Jesus, I know bluu. WTF is f,f,n? Does Julia have a D/B+1 move? Julia 
    has a backflip... damn I've got so much to learn about Julia I suck. Sod 
    it he's gayed up another thread with his twisted logic. I can't take him 
    seriously anymore I thought he would at least be decent i'd piss all 
    over him and his Michelle/Anna team, d/f+3+4,d+4,1 isn't that the 
    pinacle of skill?
    7. Upcoming FAQs ##################################################### 
    Tekken Tag Tournament Baek Doo San FAQ - To Be Announced
    Tekken Tag Tournament Lee Chaolan FAQ - To Be Announced
    That's all for now...
    17. Review Of Versus Book's TTT Perfect Guide #########################
    Being a big fan of the Tekken 3 Ultimate Guide (and Versus Books 
    products in general), as well as being one of the more rabid fans that's 
    been waiting for this for like months, I went over to my local 
    Electronics Boutique and picked up the TTT Perfect Guide for a bargain 
    of 12.72$ (they were on sale I assume).  I was already well-aware of the 
    cut text that was in the original version, but I picked it up anyways.  
    There were about four of 'em there, all stacked up next to the Prima TTT 
    book, which I read as well (and laughed pretty hard doing so).  Giving 
    my opinion, I'll tell you about some of it...
    Presentation - 8/10
    Very nice job on the front cover.  The poster is also kick ass, and just 
    happens to be of my favorite part in the intro ^_^.  I was a little 
    dismayed at the back cover... no text to describe the guide, just a few 
    pics and their two-word description.  But overall, very good.
    Strategy - 5/10
    What the fuck happened?  True to tragic's words, this thing was the 
    incarnation of "rush job".  TWO, yes, two, pages of strategy per 
    character, when the original promise was a whopping 14.  Due to time 
    constraints and lackluster work ethic, 90% of the strat was cut.  The 
    guide runs at 140 pages, out of what was supposed to be 400.  But as it 
    is, the strategy that is there is very good, and focuses on the 
    character's best moves and such.  A few omissions simply baffled me... 
    there was NO strat for several of the character's key moves (i.e., 
    Yoshi's f,f+4, Kazuya's WS+1,2, Hei's EWGF, Lee's Infinity Kick links, 
    etc.) and there were several mentions of the Wavedash... yet NO 
    explanation as to what it was or how to do it.  I hate publishers.  Yes 
    I do.  I am most certainly mailing ttt@vsbooks.com and bitching my fool 
    head off.  They even had a disclaimer on the inside cover explaining how 
    Empire 21 (the publisher) was IN NO WAY RESPONSIBLE for the cut text!  
    Well, that was noble of them (fucking pricks).
    Combos - 3/10
    My God.  I am telling you now, you will find about 20 combos in this 
    entire guide, compared to the 20+ PER CHARACTER in the Tekken 3 guide.  
    Most per character is three to four, least per char... NONE (Kuni, I 
    feel for ya).  Ouchies.  That Bob/Jin Tag combo is sick, though.  How 
    did this happen?  Even with Castel as Combo Editor too... Jesus H!
    Screenshots - 9/10
    Excellent quality guys, good job.
    Basics Section - 10/10
    IMHO the best part about the guide.  The basics are explained so in-
    depth, it makes you wonder what the hell happened to the rest of the 
    Secrets Section - 0/10
    WHAT IN THE FUCK IS _THIS_?  It tells you on the back "EVERY SECRET" in 
    big-ass, bold lettering.  Yet, you will not find a secret mentioned 
    ANYWHERE in here.  What in the hell?  I mean, I do know them all 
    anyways, but how about throwing those non-Internet players a fucking 
    bone, right?
    OVERALL - 6.5/10
    Ok, ok, it wasn't THAT bad.  It definitely reads like a more 
    sophisticated book with REAL strategy as opposed to the VS Book Tekken 3 
    guide's whack strat ("Hwoarang's Sky Rocket is a no-risk attack."... 
    HAHHAHAHAHA), but at the same time, you can FEEL the rush-job vibes 
    pouring off of the damn thing.  It truly is tragic (no pun intended) 
    about the outcome of what was touted as the biggest, baddest, best 
    strategy guide for a game in existence.  But it is at least a good book 
    for those just starting or are at the intermediate/beginner stage of 
    learning.  But for us experienced players, this is a big letdown.  
    Please though... PLEASE do not slack off next time guys... PLEASE!!!
    19. All About Me ######################################################
    Well, you've read through these 100+ pages of my FAQ, so it's only fair 
    I tell you about myself, of course.
    My real name is Mark Campbell.  I'm 17 and a senior in High School.  I 
    live in Brewster, NY, about an hour north from New York City.  My 
    favorite music is mostly punk rock, and my favorite bands are blink-182, 
    NOFX (the greatest punk band ever!), Nirvana, Green Day, The Ataris, 
    Lagwagon, and Sum 41 (notice most of them are California bands... jeez, 
    they got everthing there!), although I like anything that's got a sick 
    beat.  I'm in a punk rock band called Alien-8 with three of my friends.  
    I play guitar (with a sweet Fender Stratocaster, and a Seymour Duncan 
    pickup).  I think I'm not too bad so far (I can play all of my favorite 
    songs and a few others) for only playing a year or so.  I have like 
    three younger brothers (Chris, Connor, Steve) and a little sister too 
    (Sarah).  Every now and then I have a girlfriend... but at the moment, 
    I'm blissfully single, which means I can stare at any sexy beeyatch I 
    want, thank God (lol).  I started playing video games when I was 6 
    (Super Mario Bros., of course), and first played Tekken 1 when it came 
    out for Sony PlayStation in 1994 (I'm pretty sure it was 1994...) and 
    was hooked.  I bought Tekken 2 and 3 the day they came out, and just 
    recently picked up Tekken 1 for the nostalgia factor.  I didn't get 
    really serious about Tekken play until about 5-6 months ago, when I 
    became one of the earlier members of the Tekken Zaibatsu (started 
    January 17, only about two weeks after the forum was set up).  On 
    November 10, 2000, I recieved my PS2 and TTT, which has become my 
    favorite game for a while.  Ever since then, I've been sharing my info 
    and strategy to other Tekken players (and flaming the scrubs that 
    populate 80% of the Tekken Zaibatsu Forums these days...), and here you 
    are, at the pinnacle of my Kazuya skills.  For the time being, at least.
    20. In Conclusion... ##################################################
    Well, it's been a while, hasn't it?  The first version of my FAQ came 
    out in about February 2000, where I was a smart-ass little scrub that 
    got flamed like a hundred times a day from my mentor, Reverend C., with 
    his 30-inch male organ and general bad attitude that everyone knows and 
    loves these days.  Thank God I've seen the light.  And here it is, the 
    end of August 2001, and it's fucking finally FINISHED!  Totally, no more 
    updates.  I don't give a shit anymore, I want my fuckin' life back!  
    Woo-hoo.  I hope this FAQ helped you out and guided you into becoming a 
    good Kazuya player.  Keep on the look out for more FAQs from me 
    sometime.  Until then, pEaCe OuT.

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