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Kazuya by iLuvMomo

Version: 3.0 | Updated: 12/01/00


A Player's Guide to KAZUYA MISHIMA
version 3.0
by Lee Kian Chong (iLuvMomo)
email : kianchong@netscape.net
ICQ Uin : 6477770
Website : http://www.geocities.com/helsmley
last updated : 01/12/2K


This guide is written using Wordpad usings Courier New (Western) Size
10 Fonts.


If the dots and numbers are alligned then you are set.

Legal Stuff

Tekken and all the characters in Tekken are copyrighted by Namco. Feel
free to print this guide for your personal use. If you wish to
distribute this guide, make sure that it is distributed free and in its
unaltered state, even with typo and grammatical errors. Make sure that
you have my written permission before you in anyway distribute this
guide. Please give credit where credit is due.


What's New
About the Authour
Why another Kazuya Guide?
Why Kazuya?
Kazuya's Weaknesses
Kazuya's Moves
Move Analysis - Throws
              - Special techniques
              - Unblockables
Pre-canned 10 Hit Strings
Movement - Sidestepping
         - Wave Dashing
         - Tagging
Custom Strings
Attack, Countering and Interrupting
To Parry or Not to Parry?
Kazuya's Juggles - Juggle List
                 - My 2 Cents on Juggling
Chicken Buffer
Throw Escape
The Funny World of Tekken - Scrub
                          - Novice
                          - Intermediate
                          - Advanced
                          - Expert
Character Specific Strategy (Vs. Strategy)
Suggestions for Tag Partners
Sites of Interest

What's New

v 1.0 First release of the guide. Rather incomplete and there are still
      some sections not filled in yet.
v 1.1 Added, Yoshimitsu Vs. Strategy, slight mods on Vs. Strategy of
      Hwoarang, Julia, Michelle. Small update on Wave Dash section and
      Sidestepping strategy.
v 1.2 Added "Sites of Interest" Section
v 1.3 Added "About the Authour" Section, "Contents", update on Ganryu,
      Gun Jack, Heihachi, Lee in Vs. Strategy. Also updated my Credits
      list. Other minor updates. Added some more "Wave Dashing" tips.
v 1.4 Added Kazuya's Mist Step Cancel into WGF, corrections on Demon
      Gut Punch, Glorious Demon Fist, Gut Punch and other minor
      updates. Added Ogre and True Ogre to "Vs. Strategy" section.
v 2.0 Partner Analysis added. Corrections to Tsunami Kicks and Axe
      Kick. Demon Gut Punch and Gut Punch update. Other minor
v 2.1 Minor corrections to "Vs. Strategy" as well as WGF section.
      Other minor updates. Credits updated too!
v 3.0 Something *MAJOR* Discovery on Gut Punch on CH. Added To Parry or
      Not to parry section. Some corrections to other sections. New
      info added. Websites also updated! f+1+2 is not that bad after
      all. Almost every section has some updates.

to be added in v 3.1
Any other corrections that people feel need to be corrected and I will
DEFINITELY try to write more when I get a PS2 TTT.

About the Authour

I am an 18 year old boy who lives in Ipoh, a small town in Malaysia.
Currently I am not studying or anything after my SPM (thats equivalent
to 0 Levels). I will be moving to Kuala Lumpur to do my A levels
sometime in June. I would consider myself a hardcore gamer and have
been playing games in the arcades since I was 6 playing the then
popular Street Fighter II series (the ironic thing about this all is
that people under 18 are banned from going to arcades!... so you would
say I had to illegally sneak into arcades time and time again) Anyways,
back to the topic. My first taste of Tekken was Tekken 2 on the
Playstation and I have to say I never liked it in the first place. (to
slow for me) I really got into Tekken when Tekken 3 was released for
the Playstation, and I addictively play Tekken Tag Tournament right
now, spending most of my allowance in the local arcades learning new
combos or practising new strategies. If any of you readers live in Ipoh
(or KL for the matter), do e-mail me as I would be glad to have a game
or two with you. It doesn't matter if you are better than me and if you
beat me because if you do , I will still be learning something new.
Anyways, I am NOT a player with Mad skillz, just an average player who
wishes to pass a tip or two to would-be Kazuya Players.

Why another Kazuya Guide?

Other than the fact that I have nothing better to do than to write my
first FAQ on my favourite character, I feel that there have been some
points not covered by other FAQ authors. The FAQs by Reverend_C and
Exar_Kun have given me great inspirtation to write this FAQ so in some
instances my strategy may sound similar to theirs, so I would like to
give them great credit for their initial FAQ. Also, I feel that almost
all the guides OVERemphasize Kazuya's Demon Gut Punch. Sure it is a
very good and important attack of Kazuya, but the problem is that the
move can be tag escaped in Tekken Tag Tournament when compared to
Tekken 2 thus making the move less powerful than it should be. I'm not
saying its useless, but it is terribly hard to hit the Demon Gut Punch
on CH against good players consistently. I would say the Demon Gut
Punch is similar to Paul's Deathfist - it is hard to land on good
players but IF it does land you are in a major world of hurt. I'm sure
I will get a lot of hate mails and mail bombs from people for saying
this though. As this is my first ever FAQ, all those fussy critics out
there, please be kind on me, kay? Also before reading this guide, I
expect most players to know the basics of Tekken Tag as in how to quick
recover, and for Kazuya how to do CD's and WS moves.

Why Kazuya?

For one moment lets try and forget him having one of the best juggle
starters, the Wind God Fist. And lets forget that he has the Hell
Sweeps which is stronger than Heichachi's. And lets forget he has all
those Mishima trademark attacks (shining fists, tsunami kicks etc.)
Kazuya kicks ass NOT because of his Demon Gut Punch ,WS+2 (which when
followed up, will almost spell the end of the fight, if not the end of
the fight, for your opponent). The Demon Gut Punch (now known as DGP)
stuns you opponent for hell of a long time that you can follow up with
some painful blows or a juggle. Even a roundhouse kick is extremely
damaging (which I will get to later). Kazuya has a regular Gut Punch
(think of it as a burger sans the cheese) which is easier to initiate
but does not stun as long (you can still get some pretty good hits from
it though...) and IMO is better than his Demon Gut Punch. Besides just
recently, I found out (more of by accident) that Kazuya CAN indeed
launch with a WGF after a Gut Punch and Juggle for Major damage.

Among the midst of all the Demon Gut Punch glamour, many players forget
that Kazuya has the Twin Pistons which is MUCH better than Jin's sorry
offering. The Twin Pistons is a very useful move as it will juggle as
long as the 1st hit connects. Sure some people will argue that it does
not juggle as high as a WGF and there aren't as many juggle options as
there are after a WGF, but hey, we are talking about a move from a WS
position. There aren't many moves which comes out of WS position this
fast, has this good a recovery (take that Heihachi) and most
importantly JUGGLES! His WS Twin Piston is a very useful especially for
CD mix-ups.

Moreover, Kazuya's Hell Sweeps isn't as pathetic as say Heihachi's as
his will trip on the first hit, if you delay the Hell sweep (I'm not
saying that Heihachi's Hell Sweeps is useless - it can be devastating
when used in combos.) Plus, Kazuya has the Mist step from which you can
initiate the Hell Sweeps in an instant and more deceptive manner, thus
making it almost impossible to block. Speaking of Mist step, his Mist
step cancel is the easiest and fastest way to get a WGF, Hell Sweep or
TGF from.

There are a hell load of reasons why you SHOULD play Kaz that
I won't bothering mentioning here as this will make the FAQ too long,
so just read on. Kaz is MY favourite character (along with Bruce) in
Tekken Tag and you can always see me playing him in the arcades.

Kazuya's Weaknesses

1. His grunts are weird.. he goes *eeYikes* or something. Totally
2. His Wind God Fist (like Heihachi's) hits special medium now and this
   kills of the crouch dash guessing game...or does it....
3. His Demon Gut Punch is tag escapable *boo!*
4. His Hell Sweeps causes him to stagger (what do you expect for such a
   powerful kick) when blocked.
5. Lack of moves (but at least the moves he has are very good) which
   means he gets a bit predictable at a higher level of play.
6. Some of his moves take forever to come out. Example the Glorious
   Demon Fist (f+1+2) and longer than forver to recover.
7. No netsu power up with a lot of characters.
8. Darn... no Tag slides or cross chops! (though mist step after a tag
   in is a nice substitute) That means he can't tag in that extra lil
   bit of damage
9. He can't combo as well as say Heihachi or Jin.

General Idea on Playing Kazuya

Although some may tell you that Kazuya is a pure pitbull/ offense
character, do not believe them. Kazuya should not be played on the
offense all the time. By saying this I mean that against certain
characters who are faster than him (say the Changs, Law) Kazuya will
be in deep trouble if he goes pitbulling all the time. Does CH 1~2,1 or
CH 4 sound good to you? Well Kazuya does NOT have pokes that are faster
than 10 frames, a fact which will be severely punished by them if you
blindly pitbull. With that said, Kazuya should play defensively on the
counter. Remember, WGF, is your best friend since your WGF, not only
has high priority, it is the fastest WGF in the damn game. 1 damn frame
can make a difference. Besides, WS+1,2 is another good move if you
should duck any high moves. Combined, WGF and WS+1,2 make Kaz the
unstoppable force that he is. Lets not forget Hell sweeps shall we?
The only time Kazuya can be offensive is when your opponent is on the
ground. Don't believe what people tell you, his Okizeme game is very
dangerous because of his CD. I will go into more of this later in the
Okizeme section.

Kazuya's Moves


Command          Name                         Escape    Property

1+3              Bitch Kicks                  1
2+4              Hip Toss                     2
f,f+1+2          Stone Head                   1+2       #1#2
FC_d_db+1+2      Ultimate Tackle                        #3
1+3_2+4_2+5      Steel Pedal Drop             1         #4
1+3_2+4_2+5      Skull Mash                   2         #5
1+3_2+4_2+5      Reverse Neck Throw           n/a       #6

#1 Opponent can quick recover after this throw.
#2 Jun can tag in after this throw can finish with Reverse Arm Bar.
#3 Same as general tackle everyone has, except Kazuya can only con-
   tinue with ultimate punches.
#4 Left side-throw
#5 Right side-throw
#6 Back-throw

Special Techniques:

Command                 Name                    Range        Property

1,2                     Double Punch            h,h
  =<2                   Demon Slayer            h
  =4                    Stature Kick            l
1,1<2                   Shining Fist            m,m,m
WS+1,2                  Twin Piston             m,m          JG
d/f+1                   Entrials Smash          m            HS
f,N,d,df+1              Thunder God Fist        m
  =3                    Mid Kick                m
  =4                    Hell Sweep              L
f+1+2                   Glorious Demon Fist     m            CFS
f,N                     Kazuya Mist Step        n/a
  =df+2 [~5]            Wind God Fist [tag]     sm           JG
  =df+1                 Thunder God Fist        m
  =df+4,4               Hell Sweeps             L,L
WS+2                    Demon Gut Punch         m            CFS DSc JG
df+2                    Gut Punch               m            JG CFSc
2,2                     Demon Back Hand         h,h
f+2                     Soul Thrust             m            GB GS KNDc
f,n,d,df+2 [~5]         Wind God Fist [tag]     sm           JG
f,f+3                   Split Axe Kick          m
f,f,f_WR+3              Leaping Slash Kick      m            GB
f+4                     Axe Kick                m            GB KS
WS_df_f,n,d,df+4        Rising Kick             m
  =4                    Tsunami Kick            m
f,n,d,DF+4,4            Hell Sweep              L,L          BS
u_uf+4,4,4,4            Spinning Demon          h,L,L,h      BS
4~3                     Demon Scissors          M
db+4                    Stature Kick            l


Command            Name
b+1+4              Lightning God Fist
B+1+4              Lightning Screw God Fist

f,f,n+2122:3:4:4::1::2:1 *Tenstring*
f,f,n+2122:3:4:4::3::2:1 *Tenstring*
f,f,n+2144:2:4:3::2:1    *NineString*

Move Analysis:

Unlike other FAQs, I am not going to rate any of the moves because even
if the move seems sucky to me, someone out there may have found a good
use for it that I haven't, I'm not the lead designer of Tekken Tag so
who am I to judge anyways? But I'll try here and there to point out the
excellent moves that you should use often (but not over abuse). First
off though, I must stress the strategys I have written here is based on
vs. Humans and not vs. CPUs. If you need some strategy as to how to
beat the CPU in record time, go look up other FAQs (I'm sure there are
some out there)


Command          Name                         Escape

1+3              Bitch Kicks                  1
The good ol Kazuya kick (which Jin also learnt) Gives you two good
kicks in the face and leaves your opponent on the floor near to you,
close enough to use some okizeme tactics. I think the df+4 kick is also
guranteed. However, use this only when your opponent starts breaking
your stone head throws as most players default to 1 for their throw

2+4              Hip Toss                     2
Throws your opponent over your shoulders to the ground. Your basic 2+4
throw which leaves no window for Okizeme. *yAwn* Next please!

f,f+1+2(~5)      Stone Head                   1+2
Kazuya's best throw. Does a little more damage than your normal throw
(33 pts)  but has so many uses. First of all you can do it from a CD or
dash buffer it, which is ideal for those custom strings. Secondly if
Jun is on your team, you can tap 5 to have her safely tag in (damage is
suprisingly less...). Lastly, your opponent will be on the ground close
to you and the df+4 kick is almost guranteed (if I'm not mistaken, you
can escape the df+4 by tapping 2 very quickly). Even if it isn't (since
in TTT, your opponent can tech roll after a roll) you still have lots
of options for okizeme (like say another throw? -evil laugh). In fact,
if they have developed a habit for techrolling, then nail them with
UF+3 which you should pleasantly know is guranteed. After a Stonehead,
this is a good opportunity for you to do some wave dashing and put
pressure on your opponent. Perfect for OB trap setups :)

FC_d_db+1+2      Ultimate Tackle              special
Use this on slow witted opponents or those who don't know how to break
reverse this throw. This move is so bad because your opponent has loads
of time to escape from this throw, and even if it connects he can
reverse it to his advantage (1+2 just before they hit the ground and
before you know it they are on top of you) . Moreover this move is slow
to start of with and your opponent may have already whupped your butt
before you could even grab him. Sadly, Kazuya doesn't even have and arm
lock to add more damage (and mix things up). Come on Namco... what are
you doing to him?

1+3_2+4_2+5      Steel Pedal Drop             1
Its a side throw. It does more damage than a normal throw. It can be
easily escaped unless your opponent was committed to an attack before
you grabbed him which means he would probably have no idea you were
going to throw him anyways. Against a good player though, never use
side throws.

1+3_2+4_2+5      Skull Mash                   2
Read above.

1+3_2+4_2+5      Reverse Neck Throw           n/a
Its a back throw therefore it cannot be escaped. Does a good deal of
damage (40% actually) but nothing in the range of Heihachi's or Yoshi's
back throw. 2 WGF's will more than excede the 40% damage so I seldom
use this throw, of course WGF will take a longer time to initiate.
However when your opponent is on the ground, you can still follow up
with okizeme tactics though.

Special Techniques

Command                 Name                    Range

1,2                     Double Punch            h,h
Two fast punches that hits high. Not really useful except when used in
juggles, but then I myself prefer 1,1 more than 1,2 as 1,1 comes out
faster, and if the 1,1 connects, the 2 follow up is guranteed. Just a
small note, 1,2 has more forward momentum than 1,1 so WGF, 1,2, df+4,4
will always connect but for WGF, 1, 1, df+4,4, the last kick will miss.
(you have to do the tsunami kicks by inputting f,n,d,df,f+4,4)

1,2<2                   Demon Slayer            h,h,h
Why do the Mishima's bother teaching their children this move. Other
than being damaging, this move is rather poor. Slow,three consecutive
high hits. Use this move when I play Kazuya and you will probably be at
the receiving end of a Twin Pistons. Of course on the last hit
(backhand), Kaz's body is surrounded with electricity. The only time
I'd used this move is when playing against a scrub (but then the move's
recovery time is soooooo slow that you probably get hit in return if it
is blocked). Lastly this move doesn't knock down and has no guranteed
follow-ups, but if it does connet, it will push your opponent far away
enough to be safe from retaliation. Use this move in juggles (easy and
moderately damaging since Kaz has so few juggle options) or if you KNOW
that your opponent is trying to parry your 1,2<4 stature kick combo
with a command low parry (example : King's db+1+4) NOT a generic low
parry (df).
p/s I have come to a conclusion that this move may be the 'best' move
    in the world of Tekken if used correctly, only second to Devil's
    flying lazer. LOL

1,2<4                   Stature Kick            h,h,l
A good move overall since the last kick is quite hard to see coming but
since this is the only other option other than the Demon Slayer (and
good grief I myself wonder who'd use the Demon Slayer in a higher level
of play) the Stature Kick will be  expected and thus low parried (Demon
slayer hits high, so holding df will be safe if you complete the
whole combo) or even blocked. If it is blocked, be prepared to eat a WS
move. Some WSmoves are guranteed after a block stature kick like the
Chang's WS+4. However most of the time though, this move is useful for
ticking away the last bit of your opponent's life. Throw this once in a
while and use it SPARRINGLY for heaven's sake. One last thing about the
1,2, 4 combo, its really fun to do in the WGF, multi jab combo since it
has a lot of air time and is bound to annoy your opponent.

1,1<2                   Shining Fist            h,h,m
If you already know how to play Jin or Heihachi then you might as well
skip this part. Being a Mishima trademark move, the Shinig fist is one
of the better moves passed down the generations. The 1,1 hits quick and
will most likely be your poking tool of choice. The last hit hits mid
and knocks down, which means your opponent won't be able to duck all
day. Moreover, the last hit comes out pretty fast, therefore, your
opponent will not have enough time to WS you, but he will still be able
to interrupt you with d+1. Therefore, 1,1 is ideal in custom strings
since you can train your opponent to block high before going low with a
stature kick combo, Hell sweep(s) or a simple throw. In addition to
that, the 2 can be delayed and thus you may sucker your opponent into
eating the 2. Another advantage is that if the first punch connects the
follow up is all but guranteed. Small note, you may need to delay the
last punch a bit though since the last punch will inexplicably wiff at
times which opens you up. However if your opponent blocks the last
punch (2), be prepared for some hurting as there is a slight delay in
recovery. Lastly since it hits so quick, the punches are uncounterable.
Do not over use this though since characters with quick 8 frame jabs
will punish severely... people like the Changs who can get a 1~2,1 (CH)
*ouCh!* since your basic jab is 10 frames. Boo! The Shining Fist is
best used off sidesteps or mist steps in Kazuya's case when you know
that you don't have enough time to initiate a WGF.

WS+1,2                  Twin Piston             m,m          JG
This is MUCH MUCH better than Jin's Twin Piston (which is only
guranteed if the first hit hits on a counter). Thanks to Chinky-Eye for
bringing about this topic in the Zaibatsu forum. In fact this is the
most important move (along with the WGF) in Kazuya's arsenal. Without
this, Kaz would not be as good. Basically , Kaz double uppercuts your
opponent into the air for an juggle. For characters like Hei or Jin
this would be good but since Kaz has air juggling capability isn't as
good, it still doesn't diminish the Twin Piston's usefulness. This move
has forward momentum and is useful in custom strings. More importantly
though, if the first hit connects the second hit is guranteed. Just
make sure you don't whiff this move or you will be at the wrong end of
Paul's Deathfist. I don't understand why every single Kazuya FAQ out
there rates this move 3/5 (average move) because I myself find this
move extremely useful. This move recovers REALLY well. I mean if
Heihachi's Twin Pistons are blocked, he has a bit of recovery time,
enough for him to be smacked, but Kazuya's recovery is almost instant.
Of course one may argue that it can only be pulled out from the WS
position, compared to Angel/ Devil's Twin Pistons which are very
abusable. Use this in any situation that you would use Jin's WS+2, only
remember.... it comes out faster but doens't juggle as high. For
example if you blocked a Hell sweep and your opponent is recovering
from the sweep stagger, it is more advisable to pull off the Twin
Pistons because if you connect with the Demon Gut Punch, it won't count
as a CH, so a juggle is a smarter thing to opt for. Also, this would be
a better move to opt for since it comes out wayyyyy faster than the
Demon Gut Punch, recovers amazingly fast, has insane priority AND the
Demon Gut Punch can be tag escaped. Learn to do the Twin Pistons after
an instant Crouch (d~db,N+2 or d~df,N+2) for an instant WS+1,2 and
after a Crouch Dash Cancel for Crouch Dash Mixups purposes. PLay this
way, Kazuya IS a force to be reckoned with. Wave dash into WS+1,2 is
very much abusable.... Just ask Jang. Drawbacks? The Twin Pistons just
REFUSES to juggle big characters. But then the solution would be .....

WS+2                    Demon Gut Punch         m           FS DSc JG
THIS ??? I don't understand why each and every Kazuya FAQ author so far
says that the Demon Gut Punch is the most important move of Kazuya.
Sure, it hits mid, comes out of crouching. Stuns your opponent for
almost eternity, has high priority, recovers moderately, but expect to
be smacked hard if this is blocked. It stuns both on CH and on Clean
Hit, and does good damage.

BIG F***in' DEAL! Both kind of stuns ARE tag escapable! The DGP is by
far the most overated move by most people. On CH, you will get a Double
Over Stun which is much longer than the Fall over stun caused on a
Clean hit, making damaging combos like the infamous DGP (CH), TGF,3
possible. However, gone are the days where the DGP on CH would do BIG
damage and the stun was unescapable. It is worth nothing though that
the escape window for the DGP on CH is much smaller compared to that on
Clean hit (think of of CH DGP as Jin's b,f+2 and Clean Hit DGP as Jin's
b,f+2,1) That doesn't make the DGP a totally worthless move, it just is
more risky with less guranteed paybacks now in TTT.

This is basically Kaz's wildcard strategy, a last resort if you will =
to get your opponent into eating the DGP on CH. I mean COME ON... if
you hit this move its probably curtains for your opponent. The problem
however with this move is plain and simple = tricking your opponent
into eating the DGP on CH. I mean the DGP isn't the fastest move to
perform from WS position so it is kinda hard to actually hit your
opponent on CH. Which half-decent opponent would be stupid enough to
eat wait for you to do a DGP after a d+1 jab? Of course Kazuya can do
the DGP using a trick I dub as Instant Crouch (it may have other names,
but I call it this) - Simply input d~db,N+2 or d~df,N+2 and he will do
the DGP as if from a standing position. Think of this move as Paul's
Phoenix Smasher on CH or Nina's Divine Cannon Combo - its hard to hit
on CH in the first place, but if it does, your opponent will be in a
major world of hurt. The situations where you can use this move however
are rather limited. First, and in a rare occasion, you should choose
DGP over the Twin pistons if there is some distance between you and
your opponent (say after d+3) and you know that the Twin Pistons will
wiff (or get blocked). If your opponent is tagging out and you are in a
FC position, use the DGP since you most probably will get a stun (be it
Clean hit or CH) If your opponent should escape the stun by tagging
out, you can DGP him, but it is worth noting that your opponent can
avoid it by cancelling the tag run in (u~ub)

After this move, you have some lovely follow ups which I will get to
later in the Stun Juggle section. I'll repeat in case you haven't been
paying attention all the while,the biggest draw back of this move is
that your opponent can quickly tap 5 to tag out and thus cancel the
stun, but if you look at his hand when he plays(which a good player
should always try to do), you can prepare for the tag in and whack your
opponent hard with the juggle starter or power move of your choice.
Another catch though is that the player can push F to escape the stun
(much like Jin's b,f+2,1 (ch) ) which makes this move even more
useless. As far as the DGP usefulness though, it is good at beginner or
intermediate level of play but almost useless against good players.

d/f+1                   Entrials Smash          m            HS
Actually, I haven't figured out how to use this move properly yet, but
somehow since not many people actually use this move they eat it
easily. It looks like Bryan's df+2 punch. I usually use this move after
my df+2 hits but not on CH and I know my opponent is trying to use a
slow move to counter (Phoenix Smasher/ Deathfist anyone?). If this
hits, your opponent will be slightly stunned giving you initiative but
no free hit is guranteed. If this is blocked, your opponent will be
pushed back but retaliations with quick moves is still very possible.
Use this in a good string and your opponent will more than likely eat
this. This move can be used in a juggle to push your opponent far away
from you so that you can have enough room for a tag in, but for this
purpose, I'd rather finish the juggle off with a WGF~5.

f,N,d,df+1              Thunder God Fist        m
  =3                    Mid Kick                m
  =4                    Hell Sweep              L
Well well, what can I say. To say this move is slow and can be easily
countered is true. But then since this is Tekken Tag and your opponent
at some point of the game has to tag in (unless of course he plays to
lose or your game is so pathetic) you can use this move to anticipate a
tag and hit him hard. The follow up for this move (both the Mid kick
and Hell sweep) can be easily interrupted by quick moves. So this move
is bad? HELL NO! This move should be used if possible in your juggles.
What do you do if you tag your sorry opponent with a DGP? Finish him
with a TGF,3 of course! This will make your opponent sorry for trying
to hit you in the first place and he will fear the wrath of the DGP as
it will take off LOADS of damage. The other instance in a juggle where
this move can be used is after a Class 1 launcher (ie Yoshis 4~3,
Hwoarangs f,N,d,df+4 etc ). The TGF is also a very good combo finisher
for WGF juggles. Please note however that the TGF after a WGF will only
connect on Big characters. If you are playing against a opponent with
low intellect and low reactions, you can use this in your crouch dash
guessing game, after doing loads of Hell sweeps and your opponent is
too slow to react (but seriously though, even my Sis will be able to
block this move as it comes out so slowly). Moreover, if the initial
TGF is blocked, both the Mid kick (3) and Hell Sweep (4) follow up
comes out so slowly you can be jabbed out of it. The Mid kick or Hell
sweep Follow up *MAY* hit players who are too hasty in retaliating with
a power move, but those are scrubs we are talking about, so there. I
strongly advise against using the Hell Sweep follow up in all cases
since it does slightly less damage when compared to the Mid Kick. Of
course, you are welcome to try it for some variety. All in all a good
move but only if you use it at the right place, and at the right time.

f+1+2                   Glorious Demon Fist     m              JG  CFS
So what if it hits mid and stuns as long as it hits.... if it hits.
A lot of players like this move because it looks cool, and it does,
since Kazuya takes a small crouching step forward and punch your
opponent so you may be able to duck some high attacks. Sadly though,
this move takes such a long time to come out that any opponent who is
awake would be able to poke you out of it, or at least block this move.

However in the event that this ACTUALLY connects, you can do a single
Tsunami kick to kick your opponent into the air for a small juggle. If
it does NOT connect... Hoo boy are you going to be sorry... this move
recovers real bad and you will get juggled for all your effort. A good
thing though is that this move does some solid damage and stuns even on
a whatever kind of hit. The only useful situation for the Glorious
Demon Fist would be to punish wiffed slow-recovering attacks, but I
feel that is better done with your WGF (comes out faster, easier
Since Kazuya actually extends his hands quite a bit when performing the
Glodious Demon Fist, it is an excellent move (and the only REAL
situation where it is useful) to catch tagging OUT opponents. However
using it in such a situation may result in hitting your opponent in
the back so some of the juggles has to be changed (oh what the heck
just do WGF, df+4,4)
Another situation where this move may prove to be useful is when your
opponent tags in. You can use the GDF to nail your defenseless opponent
but do not forget that if he has tag slides or cross chops, you may get
hit instead. Worse, if he should tag cancel, and he ends up blocking it
you are in deep shit.

Those who say that Kazuya should just use df+2 are correct in some
sense but then f+1+2 was created for different purposes unlike df+2.
Besides for df+2 you need to have a clean and CH to land a stun,
something f+1+2 can do on any hit.

Lately, I have been messing around with f+1+2 when I am playing with
scrubs. It is an excellent move to catch people carelessly tagging out
as I mentioned before. The damage is excellent pay off for the risk
you are taking AND the Juggles of it are rather flashy... i think.

f,N                     Kazuya Mist Step        n/a
  =df+2 [~5]            Wind God Fist [tag]     sm           JG
  =df+1                 Thunder God Fist        m
  =DF+4,4               Hell Sweeps             L,L
This baby is what seperate Kaz from the other Mishimas (or Kazama if
you'd like).  After doing f,N , Kaz does a small sidestep. After his
mist step, Kaz can easily perform an instant WGF or Hell Sweep, or he
can opt to go into his crouch dash. Performing moves from his mist step
is quite useful especially if you can't perform a quick crouch dash.
Have your opponent stunned with a DGP and can't seem to be able to
connect with the normal TGF? Try doing the TGF after a Mist Step.
Performing moves after Mist step allows the moved to be pulled out of
no where especially where the Hell Sweep is concerned. Since the Wind
God Fist has been tonned down to hit sM, your opponent will block low
when he sees you starting to crouch dash... but what if he doesn't see
you CD? What if you suddenly come out of a small sidestep with a quick
Hell Sweep.  He will more than likely eat the Hell Sweeps and since
Kaz's Hell Sweep trips on the first hit, you can easily follow up with
another Sweep for okizeme purposes. But best of all, he doesn't
necessarily have to do one of the follow up moves as he use his normal
arsenal of moves (1,1 / 1,2 etc). Use this move in your strategy and
I'm sure your opponent will be cursing you when you are done with him.

I must stress that although the motion to perform the WGF from Mist
step may seem faster, the WGF still comes out at the same speed because
of the small SS caused by the Mist step, if you do the full Mist Step
thingie. However,thanks to Reverend_C's input, if you do the WGF off
Mist Step REALLY quick (f,N and immediately df+2, essentially doing WGF
from Mist Step at the speed of an EWGF) Kazuya will cancel the Mist
Step and go into his WGF, thus making it faster in terms of frames need
to pull out a normal EWGF. Just for those frame freaks, an EWGF takes
at least 15 frames to pull out (f,N,d each requires 1 frame each
making that 4 frames and df+2 is the completion of the EWGF itself is
11 frames making it 14) while the WGF off Mist Step Cancel is pulled
off in 13 frames since Kazuya can skip the d command. When done this
way, Kazuya's WGF will launch higher than usual like it would for an
EWGF done the conventional way. Do remember that although the WGF can
be technically done in 13 frames, I doubt that many can pull it off
consistently unless you are a cyborg or something.

f,n,d,df+2_f,n,df+2      Wind God Fist            sM         JG

*DISCLAIMER* Whatever you may have read and believed, Kazuya does NOT
             have an EWGF (and there is not EARTH Wind God Fist btw) so
             I don't wanna hear any more morons saying that they swear
             on their sorry Chimpanzee's butt that they saw someone or
             something do an EWGF with Kazuya. I will only believe that
             Kazuya has an EWGF if I SEE thunder and HEAR lightning
             when he does the WGF.

Just in case you don't know how to do this move, it is  CD+2. Another
vital move that is in every Mishima's strategy. Although the WGF has
been tonned down so much so that it now hits special medium, it's use
hasn't diminished one bit. Sure you don't have no crouch dashing game
to fool your opponent with anymore, but I myself use this move whenever
I see an opening. See your opponent winding up for a Deathfist? WGF
immediately. You blocked Laws flip kick... WGF of course! This move
comes out fast (and even faster if initiated from a Mist step) and has
superb recovery time so use it to counter or interrupt your opponent.
Even though Kaz does not have much damage opportunity after popping
your opponent up into the air, you should still use this move. Why?
Remember this is Tekken Tag, and you can easily buffer in the tag
button so that your partner tags in immediately to finish off the
juggle. Unlike Old man Hei where all his strategies are based on
popping your opponent up into the air with WGF, Kaz on the other hand
is blessed with other moves like his DGP, Gut Punch and Twin Pistons
(the latter playing a very important part in his strategy). So even as
useful a move like a WGF can be, lets all remember that Kazuya has
other options to fall back on. Also since the WGF is now non parriable
and non-reversible, you should still NOT abuse this move because your
opponent can still poke you out of it (d+1 is all that is needed) and
when blocked, your opponent is guranteed a throw if you do ANYTHING but
duck. Rememer this is NOT heihachi's EWGF.

Big Note, thanks to Bluu and all his experiments (darn, I wish I had a
PS2 for my own) if the WGF is blocked at its maximum range, the WGF
will push your opponent too far away so that normal jabs can't reach
you, and almost all the throws will wiff. Therefore even if there is
some recovery for a blocked WGF, since it pushes so far away you can't
be hit, the WGF is practically invincible.
However, if you do WGF too close to your opponent, then opponents with
longer hands may be able to poke you. This is such the case with
Heihachi who is guranteed a 1,1,2 after blocking your WGF in close.

Speaking of WGF hitting sM, if you are those players who are still
bitching around because Namco made the WGF hit sM instead of Mid (thus
crippling the CD mix up strategy) all I have have to say is you aren't
playing Kazuya right. The main use of the WGF has to be to counter, and
for that purpose, it does it better second to none. The WGF ducks under
most high attacks, and even some mid hitting ones, comes out quick (13
frames if you do it from Mist Step cancel) and has good priority which
is second to none. If you use the WGF to counter youropponent and to
punish wiffed /slow recovering attacks, I don't even care if the WGF
hits high, mid, low, special mid, special whatever as Long as it hits.
While some may say that by changing the WGF to sM Namco has weakened it
a lot, I'd think otherwise.As someone in the Tekken Forum said (I'm
sorry I forgot your name, so <insert name here>) the WGF is not the
best launcher in the game, it's THE tekken launcher.

If WGF is done at EWGF speed, Kazuya's WGF will launch higher (like it
would for Heihachi's EWGF) making combos like WGF, WGF, WGF possible.
Sadly, Namco must have forgot (or refused)to add the Electric animation
and block stun to Kazuya's EWGF.. but then he has the WGF off Mist Step
Cancel which is a dangerous weapon in it's own right.
The only drawback from this move is that if it hits on CH, your
opponent will be flipping in the air and some of the combos like WGF,
1,1,1,1, WGF cannot be done (though because of the flip you will be
able to tag in a 4~3 at the end of your combo). Just be thankful it
isn't as pathetic as Jin's. Now if only Namco would at a bit of
Electric animation to Kazuya's WGF....

f,n,d,DF+4,4           Hell Sweeps              L,L
Another bread and butter move passed down by his father. The Hellsweeps
of Kazuya is an important tool in his CD guessing game with Twin
pistons. The special properties of Hell sweeps which will KND and place
your opponent in PLD (face down, feet away) position is a valuable
thing indeed and is used to set up various things like the OB trap for
example. Kazuya also has different properties for the 2nd kick of his
hell sweeps which I will discuss in detail further on. However, Kaz
must have gotten lazy or something because he does two low sweeps and
stops, while Hei has so many variations. However old man Hei must be
getting real Old now since his first sweep doesn't trip, while Kaz does
making it more useful since you can suddenly come out of Mist step and
sweep you opponent. One thing to take note of is that the Hell Sweep
will trip as long as it hits on Clean hit. Just to note, Kazuya's Clean
hit range for his Hell sweeps is larger than Jin's. At maximum range,
the Hell sweep will limp your opponent. A good thing though is that the
2nd hit of the Hell Sweep will ALWAYS trip no matter whether the first
limped your opponent or totally wiffed. Completing the motion by
performing both hell sweeps (f,n,d,df+4,4) will result in the first
sweep always tripping even though he is at maximum range. However if
you want the the 2nd hell sweep after the first one has limped you need
to delay the it a bit after the first sweep. Remember even if the first
hit only limped, the second hit IS guranteed. Also, doing f,n,d,df+4,4
nets you 24 points of damage but doing f,n,d,df+4 and following it up
with d+3 does from 27-30 points of damage. If you trip your opponent
and the distance between him is rather large such that d+3 will wiff,
then do f,n,d,df+3 (this is an unofficial move where Kazuya CD's into
his d+3) This combo is risky to say the least and one might want to opt
for the safer 24 points guranteed knockdown Hell sweeps, but just keep
in mind that Kazuya's Clean hit range is again far greater than
Jin's. However the introduction of sweep stagger in Tekken Tag means
that if you are near and your opponent blocks your hell sweep, you will
staggera bit giving him the chance to clock you. Also the Hell sweep is
an ideal okizeme tool which I will further discuss later on in the
"Okizeme" Section.
Btw, you can Juggle off a hell sweep. However since the recovery time
is a bit different, you can only juggle off a Hell sweep if:
a) your first hit just limped your opponent and the second hit trips
b) you wiff your first hit but the second hit trips them.

The recovery time will be oh so much faster , so much so that you can
connect with another two hell sweeps or juggle with a WGF, much in the
same vein as Heihachi could in Tekken 3 after a Hell sweep. Just for
the record, f,n,d,df+4(limp),4, WGF, df+4,4 IS a true combo for those
who doubt it isn't.
It is so unfortunate that the properties of Kazuya's Hell sweep is such
that on CH it need not necessarily trip your opponent. Kazuya HAS to be
in Clean Hit range in order that his Hell sweep trips his opponent CH
or not.
Lastly, when whiffed, the first sweep recovers longer than the second

Some Tips from Bluu:
Generally a Kaz player must do his hell sweeps fast (don't buffer) and
always complete the motion. Also if you REALLY know your spacing, try
to do your sweeps at maximum distance. Why? Because when it is blocked
you are pretty much safe from from things such as Hopkicks, etc.
Another thing is if you want electricity from a Hell sweep, get it on
CH (or Netsu powerup)

df+2                    Gut Punch               m            JG CFSc
In any situation that you would use the Glorious Demon Fist, the
standing df+2 Gut Punch would almost always be a better option. First
it can be initiated from standing position (so you won't need to be in
the crouched person first of all) and more importantly it doesn't take
as long as the Glorious Demon Fist to wind up.

Although the Gut punch looks the similar as its cousin the DGP (meaning
he crouches a lil bit and then punches your opponent), the stun
animation is not as long. Moreover, the Gut Punch will ONLY stun if it
hits on a clean hit AS WELL AS CH. However, this crumple fall stun can
NOT be tag escaped so you can get a guranteed juggle in, and even if
you don't get it to hit on CH, your   For comparisons sake, the Gut
Punch comes out a tad faster than the Demon Gut Punch (14 frames for
the Gut Punch vs 16 frames for the Demon Gut Punch). However it
recovers a frame slower than the Demon Gut Punch if blocked so you know
you are going to get a good beating if your opponent blocks it. Thanks
to 7ronko, the block disadvantage of the df+2 depends on the distance
you get blocked. If it gets blocked at a short distance, it causes a
small guard stun to your opponent, so the the disadvantage is minimal
and there is no guranteed hits possible. However, if it is blocked at a
long distance, it does not cause guard stun, so the block disadvantage
is indeed 14 frames. Drawbacks and advantages though, it is for these
reasons that I feel the standing Gut Punch is way much more effective
and useful than its cousin, the Demon Gut Punch.

The standing gut punch proves its use in custom strings since it is
a solid mid hitting attack which does crap loads of damage on a CH.
Simple strings such as 1,2, df+2 are ideal since your opponent would
most likely duck in anticipation of the stature kick. Once your
opponent wises up and starts blocking high, you can throw him (or at
least hit him with a stature kick). Will get to this later in my Custom
Strings section.
This move is also valuable when your opponent tags in with a move and
you are in a standing position ready to hit him. Usually I'd suggest
you use the WGF, however you can get up to like 47 points of damage if
the Standing gut hits both on CH and Clean hit, the damage itself alone
shadows most of the WGF juggles. Lets face it, Kazuya's WGF juggles
can't do as much damage as you'd like. Moreover, this move, as I have
stated earlier is 14 frames, and unless you are someone who can pull
off a 14 frame WGF each and everytime, the df+2 should be more

This is also a good move for beginners and players who can't seem to do
those 'oh-so-hard' WS moves, thus not being able to do Kazuya's WS+1,2.
*you'd better learn to do them quick though as WS+1,2 is one of
Kazuya's most important moves* .

*NEW TO V 3.0*

Apparently while I was fooling around in the cade the other day with
Kazuya I accidently hit my opponent with a df+2 Gut Punch on CH + Clean
Hit while trying to do a Mist-Step Cancel WGF (henceforth referred to
as mWGF) Anyways, after that I tried another mWGF and to my amazement
it does launch. Anyways thanks to info from Kazuya Kazama, who
confirmed this, you have absolutely 0 slop factor when trying to launch
your opponent after a CH df+2. You have exactly 13 goddamn frames to
launch them and if you are slow by just ONE damn frame. Yes that means
any mistake and your opponent will be flying away. This really makes
Jin's b,f+2(CH), EWGF and Kazuya's WS+2(CH), WGF look extremely easy
in comparison. The trick is to initiate the motion for the mWGF the
moment you see your opponents knees hit the ground or when Kazuya's
right arm goes behind his left. To be honest, launching with a mWGF
involves a lot of risk and if you are really desperate on doing damage
then stick with b+1+4 or u+(4),4,4,4. However, even if you accidently
do df+2 or do not launch with WGF after the df+2 stun, the damage isn't
really that bad anyways.

2,2                     Demon Back Hand         h,h
While the Demon Slayer has its few uses in combos, the Demon Backhand,
I'm afraid is worse. The 1,2 of the Demon Slayer gains a few plus
points since it has forward momentum, however, if you imagine the last
2 hits of the Demon slayer which comes out sooooo slowly and is sooooo
telegraphed you'd know why this is the worst move in Kazuya's
repretoire... whoops... make that second worst.. the worst move has to
be the standing backhand (b+2)

b+2                     Single Joke Back Hand   hits nothing    rubbish
Well this move is.... sadly the worst move in Kazuya's repertoire. I
know that I have a policy of not rating moves but argh.... I'll break
that policy just once and tell you this - stay FAR FAR away from this
move if you have any hope or doing well against good competition.

f+2                     Soul Thrust             m            GB GS KNDc
This move when hit on a counter will put your opponent in the face up,
head away knocked down position. Looks like Jin's f,f+2, but slower and
not so much range (Kazuya looks like he is doing a standing version of
his Tummy Rush) . I myself don't use this move often and usually only
in combos..... but then I'd rather tag in my partner to do the dirty work.
This move is slow to come out so avoid using this unless in
combos. You CAN use this in custom strings, something like :
f,f,1,1, d+3, WS+4, f,f,1,1 df+1, f+2
This move can be useful if used correctly, but because Kazuya has other
much better moves, this move seems pretty weak.

f,f+3                   Split Axe Kick          m
Hey... I'm slow. I hit mid and I knockdown. Actually though, I think
this move is totally worthless. At least when Jin uses this move (and
if it can actually connect) he can juggle with the White Heron Combo.
I mean gosh... this move is so slow, your opponent could nail you cold
without you knowing what hit you. Wait, you can actually do some
juggles after the knockdown from this move, but MAN its hard and you'd
probably do yourself a favour by not using this in the first place.

f,f,f_WR+3              Leaping Slash Kick      m            GB
The same Leaping Slash Kick that everyone has.  Use it when you run at
your opponent and they're moving, but it's not long enough for should-
er ram.  If blocked, it'll stun them long enough to leave Kazuya safe.
But if you actually get to use this move, I'd rather use the running
slide or the shoulder ram.

f+4                     Axe Kick                m            GB KS
If your opponent blocks this kick, he will be stunned and stagger,
giving you the slight initiative. There are however no sure follow ups
should your opponent block it. I don't use this much either as it comes
out rather slow and any good opponent would have already poked you out
of this move. However,as demonstrated by Castel's Juggle video (Kazuya
Act 2), the Axe Kick can be used to stun crouching opponents (good for
those custom strings when you have trained your opponent to duck high
attacks) for a meaty juggle....ideal in your custom strings....getting
the WGF however is next to impossible (okay its hard but with a bit of
practise it isn't if you compare that to the WGF after CH df+2). I made
the stupid mistake of confusing the Axe kick with the Rising Kick
(first part of Tsunami kicks)

WS_df_f,n,d,df+4        Rising Kick             m
  <4                    Tsunami Kick            m
Another trademark Mishima move, and a good one too. Kazuya can do this
move by tapping df much like Jin can but he can't initiate it using QCT
like Heihachi. Some say that he won't be able to gain more forward
momentum, but you can easily do so by CD and doing the Tsunami Kick.
The First tsunami Kick is the most important as it can be used to lift
your opponent who is on the ground for a juggle. It is also used in
Okizeme. After a generic low parry (df) a df+4,4 is pretty much
guranteed and is, if I'm not mistaken, the most damaging, guranteed
follow up after a low parry for Kazuya. Lastly the tsunami Kick has
forward momentum and is useful in custom strings since it has very low
recovery time. Moreover the second hit is delayable to try to sucker
your opponent into eating the damn thing. A small good news for those
Kaz players who can't get over the fact that the CD mix up has been
killed because of Kaz's (and Hei's and Devil's) WGF has been made sM
will be slightly joyed to know that you can mix up Kazuya's Tsunami
Kicks with his Hell Sweeps. But don't go hoping that you will catch
many experts with this tactic as the Hell Sweeps are highly
telegraphed. Remember if the first Kick hits the second is guranteed.
Oh and did I forget to mention that it is useful in juggles?
The initial Rising Kick is also very useful for OB trap. However this
tactic is less useful than that of Jin. When your opponent is on the
ground (most likely from a Hell sweep) you can try a WS+4 and wiff it
(assuming your opponent does not move) Your opponent will most likely
try to rise up and attack you of which you immediately d+1 him. d+1
will interrupt any rising attack that they have and backturn them
guranteeing you a subsequent free hit. For Jin that would be WS+2 and
juggle but for Kazuya his options are limited (WS+2 or WS+1,2 which
wiffs occasionaly) This tactic is very potent when combined with
wavedash to mask the intentional df+4 wiff and works at higher level
of play.

u_uf+4,4,4,4             Spinning Demon          h,L,L,h      BS
So the guy who challenged you just pick Eddy Gordo and is now mashing
as hard as possible on the controls? Use this move. This will kill him
as Kaz will jump into the air, do a spinning kick, land and do 2 hell
sweeps before ending with a roundhouse kick. The sweeps will be what
usually kills them, and since this has good tracking ability, you won't
need to worry about those Gordo's spinning all around the arena. At a
higher level of play though, this move is practically useless. First
the kicks can be low parried by anyone (given the inclusion of the
universal low parry) which leaves you at a disadvantage. Secondly if
the sweeps are blocked, the second sweep will leave you staggered, and
you will be beaten up like hell. It has its uses though as it can be
done after a Gut punch (df+2) on CH or a Glorious Demon Fist (f+1+2)
for an easy, damaging combo (you have to use the u+4,4,4,4 version),
but hey, I'd rather see a perfectly timed b+1+4 unblockable hit. The
Spinning Demon is the most ideal follow up after a Glorious Demon Fist
has connected since most of the GDF juggles are hard and do not do as
much damage. Cheesy though, but who cares... its the damage that

4~3                     Demon Scissors          M
Since the addition of Quick Recover in Tekken 2, the Demon Scissors use
has been severely weakened to the point of uselessness. What more,
Kazuya WILL take damage if the Demon Scissors wiff. However, I do not
think that this move is completely worthless since Kazuya's WGF on CH
will cause your opponent to flip over thus guranteeing a free okizeme
hit. Therefore after a WGF (CH) 1, 1, 1, WGF you can add a 4~3 Demon
Scissors for good measures since your opponent will not be able to
quick recover. Another tip is to do uf,4~3 since Kazuya will initiate
the Demon Scissors faster (vital in some cases for the 4~3 to connect
if your opponent is lying on the ground before he recovers and rolls

db+4                    Stature Kick            l
An average move, one you should throw sparringly during your mixup of
strings. The kick is hard to see coming and your opponent will most
likely eat it. The damage however is rather low but can you really
blame it for being such an deceptive move? Kazuya feints a high kick
but instead attacks low - an ideal move for ticking life away. Just
remember that at the end of the round every sliver of damage counts,
PLUS you get a +5 frame advantage to continue on with your strings. The
only drawback of this move is that if your opponent is somehow sees it
coming and blocks it (which will happen VERY often at a high level of
play), you will be in trouble, since it has a bad recovery (9 frames,
which is enough to get you jabbed). However this move will almost
always land against scrubby or intermediate opponents. Landing this
move against advanced players though is another story. As Chinky Eye
mentioned in the forum - this move involves too much risks with too
little paybacks. Other than that this is one of Kazuya's more useful
poking attack bar bad controls that is. A thing worth noting, the
stature Kick is 20 frames which is on the slow side, and what more you
will be standing, so if your opponent KNOWS you are going to stature
Kick him, an EWGF will be your reply. Use this moderately, or you'd be


Command                 Name

b+1+4              Lightning God Fist
Usually, unblockables are so damn useless except for a few. Kazuya's
Lightning God Fist is among the few exceptions. This move comes out
real fast for an unblockable and does good damage (40%). You can use
this move in combos after a Class 1 launcher or during a stun combo.
You can connect with this after a Demon Gut Punch if you can't seem to
be able to pull off the TGF fast enough. This move can also connect
after a df+2 though I think it will only hit big characters. Lastly,
you can pull this move out at random because even good players freeze
when seeing an unblockable. Just make sure that you don't over use this
move. I forgot to state this but b+1+4 will go underneath high attacks
and most mid attacks, so use this if your opponent is getting too 1,1
happy or happily pulling Deathfist after Deathfist.

B+1+4              Lightning Screw God Fist
Well if the Lightning Screw God Fist is useful, well this move is
really so useless I can't think of anyone getting hit with this. Even
Eddy Gordo mashers will kick you out of the wind up before you can
actually hit them. If you can connect this move at a consistent basis
on an average tekken player, consider yourself a master. Hey, you can
perform this move when anticipating your opponent tagging out, but
chances are that your opponent will tag slide/ cross chop you out of it
before you can hit. Still, if in some miraculous instance it does hit,
it does a whole lot of damage and you'd win the round. But if some one
is THAT brain dead to get hit by B+1+4, you could easily win the round
using nothing but b+2 anyways. Put it this way, you are pretty much
SCREWED if you even try using this move. However, there is ONE instance
where this move is useful - to hit your opponent after a f+1+2. If your
opponent was a big opponent, then he will be taking some massive
damage. But if he isn't you will wiff him and get up ready to be
backthrown/ juggled or literally get your ass kicked around.

Pre-canned 10 Hit Strings

I don't understand why people STILL practise the 'religion' of 10 Hit
combos. I don't understand why after parrying their 10 hit string on
the 9th Hit for the 10th time they STILL come at me with the same 10
Hit string. Hmm... in my opinion 10 hit strings are useful only against
the CPU since the CPU will fall for the last few hits of the 10 Hit
string. Don't ask me why but even on Ultra Hard (and cheesy) setting,
the CPU still falls for certain 10 Hit strings (like Julia's for
example) However against good players , I will never ever allow a 10
hit string to go unpunish. Whether its a simple parry or a perfectly
timed Demon Gut Punch on CH, I will make my opponent pay.

f,f,N+2,1,2,2,,3,4,4,2,        Ten string
f,f,N+2,1,2,2,3,4,4,3,2,1      Ten string
f,f+N+2,1,4,4,2,4,3,2,1        Nine string

Anyways back to Kazuya's 10 Hit string. They actually look kinda cool
but since the first 4 hits of his 10 hit string hits high a d+1, d+3
etc will easily poke you out of the act. However if your opponent is
stupid enough to allow the whole combo to hit, then you do get to see
some very flashy unblockable finish.
His 9 string on the other hand has 2 high hits so at least there is a
better chance of completion against scrubs (but then I'd parry the Low
hit) Also if you some how manage to complete it, the 9th hit will stun
your opponent giving you the advantage to do something like go buy your
opponent a bus ticket to go home.

Protip submited by Vengetta_X: An expert knows ALL the 10 hit combos.

Hmmm... and 'excellent' tip if I ever saw one. So all those Kazuya
experts don't call yourself experts just yet until you learn your
10 hit combos. You MUST use it in battles because they are the true
mark of an expert. ROTFL


This is something that I realize is sorely lacking from most Tekken
players. Most players just do a move, stand there and block and attack
again. Sure against beginners and average players this will work out
fine. However , if you are to play it as a 2D game in a 3D world, I'm
sure you are going to get a serious trashing against good opponents. DO
NOT ADOPT THE MENTALITY OF "HIT, BLOCK, HIT". Think of this as a boxing
match. You don't punch your opponent and wait for him to react and
punch you back right? Come on, you have so many options available to
you. Namco didn't just put the Sidestep feature into the game for no
reason, did they? Besides, you have the CD which gives you a bigger
advantage. By moving around a lot, your opponents chances of hitting
you and landing that major butt-kicking juggle starter is lower.
Moreover, he may wiff and therefore allow you the chance to counter
attack him. By blocking you gain ZERO advantage when compared to
sidestepping or dodging the move. The best example is a blocked WGF.
When blocked, a WGF recovers fast enough so that there isn't any
GURANTEED move you could counter attack with. You can get a throw in,
but then since your opponent can duck, its not guranteed. However if
you succesfully sidestep or dodge the WGF, you can easily counter
attack him with a WGF of your own or maybe go for a throw (not


I don't think I need to teach you how to sidestep, but I wish to
emphasize how important it is to sidestep. Try to incorporate
sidestepping in your game step by step (no pun intended). At first you
may find it really hard to successfully sidestep attacks but with
practise you will be able to sidestep most moves easily. You should
also include side stepping in your movement for example :-

f,f,N,SSD, b,b,N, SSU, f,f etc

By simply moving around you create confusion for your enemy as he will
have a harder time anticipating when to attack you since his attacks
will miss more often than not. For Kaz, he can be more confusing as he
can add his Wave Steps and Mist step into his sidestep movement
(although this is hard)... and come out of it with a WGF or Hell Sweep.

Sure Kazuya doesn't have good moves that come out of his SS unlike Jin,
Devil, Changs etc. , but that doesn't mean that he shouldn't sidestep.
Learn how to do a WS+2 and WS+1,2 out from a SS and you'd be surprised
how many times you will be able to catch your opponent on CH with the
DGP. Lets also not forget your WGF. You may go for a sidethrow from
your sidestep but side throws are easily broken by good players.

To succesfully sidestep opponent's moves, sidestep in the direction the
move of which he is pulling off. For instance if he is pulling off a
right punch, you would sidestep to your right (your opponents left)
Succesfully sidestepping an opponent's attack is more of an art which
you will slowly master. Do not give up when, at first you often get hit
even when trying to side step your opponent's move. Another thing to
remember is that some moves have really good tracking and it will hit
you unless you sidestep at the very last second. Other moves have
good radius (example Yoshi's standing 4) and will hit you if you
sidestep too early.

*small note*
A lot of people say its pretty hard to do a SS into a mist step of the
same direction. However I can do it pretty consistenly alright (not
100% as I would like though) Trick is to SS, pause a slight second and
then tap f,N. Hey, anyone reading this, please try this and lemme know
if this works or not. =)

On the other hand, you can do it the other way, do Mist step and then
double sidestep. A triple sidestep is not really recommended because
Kazuya's Mist step sidestep depends on his frame and also because the
distance of his Mist step Sidestep is pretty small unlike Bob's triple

Wave Dashing

I actually used this move first before reading any of the Kazuya FAQs
but I will not take any credit away from whoever first discovered it.
The idea of the Wave dash is to cancel the CD by inputting f which is
also the start of another CD command, hence, a continous chain of
CD'es. In short :-

f,N,d,df,n~f,N,d,df,n~f,N,d,df,n~f and so on


f,N,d,df,f~f,n,d,df~f,n,d,df~f,n,d,df~f and so on.

What makes this so dangerous is that you can pull the trigger from the
Wave dash any times, namely you can come out from it with a WGF,Demon
Gut Punch or Twin Pistons. To come out of a CD with a WS move, just
press b + Button(s) from the CD. Sure it is hard to perform at first,
but with a lil practice, your CD game will be feared (as you can now
mix up the Hell sweeps with the Twin Pistons or Demon Gut Punch - not
recommended though). So who was it that said that the Mishima's CD
strategy was completely killed now that the WGF hits sM? Also from the
CD, you can buffer a stonehead throw (f,N,d,df,f+1+2) The Wave dash
will become extremely useful if you incorporate sidesteps and
backdashes into it.... even Mist steps as you can pull a Hell Sweep out
of no where (how many times have I said this? ) One last thing which
I'm not entirely sure of is that since you have to input the motion
rather quickly, I think that you will be relatively save from low
attacks since the df command is the universal low parry. Think this
technique is called the light dash. Can anyone confirm this?

However useful the Wave dash can be, it does not have 'ABUSE' written
all over it. My point is, don't just simply wave dash. Do NOT simply
Wave Dash in to close down distance on your opponent, because more than
likely, you will get a nice hopkick for all your trouble, and you know
what happens after a hopkick *especially* with Julia. I'm not saying
that you CAN't use it to close distance, but use it sparringly and as I
said before, mix it with Sidesteps, backdashes etc.

The most effective (and safest) use of Wave dashing is when your
opponent is down to apply pressure on them. With your opponent on the
floor, and you continuously dashing towards him, he will be spoilt for
choice whether to roll on the ground or get up and attack. Either way,
it is dangerous for him since if he gets up with a kick, you can WGF
for a juggle. If he decides to roll, you can kick him back to the
ground, wash rinse and repeat. IMO, the Wave dash is one of the most
dangerous Okizeme tool when used right since your opponent could be
lying on the ground till he is dead or time expires.

*note* for the above methods discussed above, the first one
       f,n,d,df~n~f definitely works, but there should be at least
       an 8 second pause for the neutral command. For that reason it is
       sometimes easier to do the second version because if you have
       quick hands, that means you can do more Wave Dashes per sec.
       Thanks to MSG (you have finally posted something useful on
       Zaibatsu) for this small info. Also instead of doing something
       like f,n,d,df,f~f,n,d,df,f~f you can substitute the f~f with
       b~f, db~f etc. Try b~f.....

CD Cancel into WS+1,2
Ever since this FAQ was released, I have always been asked "How come I
can't get the WS+1,2 twin pistons out of CD cancel consistently?" Okay
before I go into further detail, for those who don't know what I am
talking about, CD cancel into WS+1,2 is basically when you do a CD and
cancel the CD animation. During certain frames of the animations, you
should be rising from Crouched position and would be able to do WS+1,2
properly. It can also be called as CD into instant WS+1,2 if you know
what I mean.
This is probably going to be Kazuya's main attacking tool along with
with his hell sweeps since it offers him the opportunity for CD mixups.
Okay enough blabbering. So how do I do the CD cancel into WS+1,2 you
ask? Well there are two methods

1) f,n,d,df~b+1,2 _ f,n,d,df~db+1,2
2) f,n,d,df~db,b+1,2

There are significance of the two methods. The first method being more
illusive as the WS+1,2 comes out from the CD in one smooth motion. If
done correctly, there should be no transition time (aka no tell tale
signs which screams "I'm going to WS+1,2 you). On the other hand
the second method is much like Devil's CD cancel into standing twin
pistons df+1,2 as in it can be seen much easily. No it does not look
the same but the fact that there is a short lag time (you can see
Kazuya crouching for a brief moment) gives away the fact that you are
going to do Twin pistons. Therefore, I would suggest using the first
method and only do the 2nd method after 10 years of trying without
success. Bewarned though, the first method is very much harder and most
of the time you will either do it too fast (you will do 1,2 instead) or
too slow (in which case TGF will come out)
Anyways for those who have trouble pulling it off consistently (and I
know there are many) here is a small tip for you. When doing a CD
cancel (or EWGF for that matter) its not really necessary to push the
joystick all the way to the edge. What I mean is all you need is a
slight tap and the computer will register the command already. If you
push the joystick all the way in a given direction, 9 out of 10 times
you will fail to do the CD Cancel and end up doing TGF.
And for those who always keep getting 1,2, my advice is to master your
iWS+1,2 first because that will help you. You already got the timing
for the f,n,d,df~db motion just that you are pressing 1,2 at the wrong

I hope this small info should be of great help for Kazuya players out
there who wish to master one of his most difficult techniques.


A lot of players do NOT understand the tagging system of Tekken Tag
Tournament. From what I observe when playing, many players blindly tag
out when they are low on health. Yes, I know that you have to bring in
a fresh new partner because your character can be easily KO'ed but by
foolishly tagging out, they leave the poor tagging in character open to
all kinds of dangers. Worst is if you carelessly tag out, your tagging
out character may be KO'ed in the process. Do this to me and I will
undoubtedly punish you with something nasty.
Think about this, your character is low on health but if you bring a
fresh new character in and say Julia hits you with a Heaven Cannon
Unblockable + Juggle, your partner could be even badly hurt than the
initial fighter that just tagged out. Morever, your opponent is given
the initiative to pound you into oblivion with all kinds of Okizeme

As a rule of thumb you should only tag out when
1) Your opponent is on the ground or your opponent is far away and not
   is not able to hit you.
2) You use a tag throw or do a tag combo. If you missed your
   first opportunity to tag out during a juggle starter, you can still
   tag out if you finish your juggle with a juggle starter. Example :
   WGF, 1, 1, 1, WGF~5.
3) The worst time to tag out is when your opponent is charging up an
   unblockable or heavy hitting move. More likely than not, your
   partner will come rushing in only to be hit by the said move.
4) If your opponent is all over you and you need to tag out, try to
   knock him down or at least push him away so before making a tag.
5) When you do tag, try to come in with a cross chop or tag slide (or
   its equivalent), at least once in a while, so that your opponent
   will not get into a habit of always trying to counter you when you
   tag out. On a side note, Kaz can't perform a tag slide or cross
   chops. Tag slides are useful not only because they can catch your
   opponent unaware but can be used to tag in an extra bit of damage
   at the end of a juggle. Also tag slides may be an excellent counter
   to certain moves (say Yoshi's b,b+1~1)
6) Tag frequently when given the chance to tag out. The small health
   regained may be the difference at the end of the bout. Also, do not
   get predictable with your tagging. A wrong tag will probably result
   in a nice WGF up your shiny noses.
7) If tag slides or cross chops are not your thing, you can always
   cancel the run in by inputting u~ub. This will stop your character
   from running and you can block or input your attack. This technique
   is also useful for doing some of the class 1 launcher juggles where
   you need to position yourself. It is usually much wiser (and safer)
   to use use the tag cancel since you do not need to commit to and
   attack and thus do not lose any initiative.
8) Most importantly and unique Kazuya though is that he can tag in and
   cancel his run in with a Mist step. Now thats something for you
   people out there who thinks that Kazuya sucks because he cannot do
   tag slides or cross chops. Mist step to cancel run ins is IMO better
   than any crappy slides or cross chops.

With all said, I also find that a lot of Tekken Tag players do NOT use
tag juggles enough. Come on, the damage lost during tag juggles cannot
be recovered. I can't remember how many close battles I won because of
the 'extra' health I could regain from tagging out. Remember, Kazuya
isn't the best juggler on the block so try experimenting to find the
best juggling capable team. =)

Custom Strings

First off, these are just some suggestions. The rule of thumb about
custom strings is that you should not follow exactly everything that I
do. Be original, be creative and most importantly vary what you do.
There is nothing worse than being predictable in any game you play. A
human opponent WILL sooner or later catch on and punish you for it. By
being unpredictable, your chances of catching your opponent offguard is
higher. So if you just used my pre-canned strings and you do come
challenge me, be prepared for me to DGP you each possible chance I get
to. Another thing is, after watching some of the Tekken Tournament
Videos, I have come to a conclusion that short strings are better than
long confusing ones. Also, most of the expert players, do NOT use long
strings and rather use better movement techniques (haha step, wave dash

Moves to poke and string with :-

Moves to end the string with :-
Hell Sweep(s)
and other moves which I don't recommend

Basic Poking Strings :-

Here is are basic punch + kick strings which are used don't do much but
slowly chip away at your opponent health bar.

f,f,1,1 N, 1,1<2
The real basics here. You do two left punches but do not finish the
Shining fist combo. This is to lure your opponent into countering, but
since your jab comes out faster (and you have a frame advantage) your
opponent will most likely eat the next left jab which gurantees the
full Shining fist combo. However, your opponent can easily duck after
the initial 1,1 if he knows that you aren't going to follow up with the
full combo. You can however remedy this by pressing 2 since the last
hit of the Shining fist hits Mid. Beware the slow recovery of the last
punch and beware that you can be CH'ed by faster characters like the

f,f, 1,1, d+1, WS+4, f,f,1,1, f,f, 1,2,4
Another basic string. The whole idea here is to train your opponent to
block high before coming out with a sudden low kick in the 1,2,4. Note
the use of 1,1 since if your opponent crouches, you can follow up with
a 2 to hit in (2 hits mid).... and to mix things up you can use this

= f,f, 1,1, d+1, WS+4, f,f, d+1, d+3 ,WS+4, f,f, 1,2,4_1,2, df+2
For those expecting a high 1,1 after the Rising Kick, you can go into a
crouching d+1, from there you can opt to rise with a WS+4 or continue
in the FC position with a d+3. Your opponent will probably be screaming
at you because he won't know where to block next (the whole idea of
your custom strings). Moreover, the moves chosen here recover fast so
you are safe from any retaliation. If the WS+4 connects, complete the
Tsunami kicks. Note at the end you can either choose 1,2,4 (low) or
1,2, df+2 (mid) for a nice mix up. Be care with the Stature kick though
since the recovery isn't good if it doesn't connect. My suggestion
would be to use the stature kick conservatively.

WS Strings :-

Unlike the basic poking strings, the basic strategy here is to trick
your opponent into countering after a hit while u rise up with your DGP
to hit on CH or WS+1,2 on Clean Hit/CH. The idea here is to get into a
FC position so that you can rise up anytime with a WS+2 or WS+1,2, so
I'd suggest the below.

a) d+1, WS+2_WS+1,2
b) d+3 , WS+2_WS+1,2

However your opponent would have to be rather dumb to get hit by the
DGP on CH so you would have to hide your basic string in a longer, more
complicated string. Some suggestions are.

*NOTE* Anytime that you rush in and do a standing attack, you could
easily substitute the punches with a throw. I'd suggest the Stonehead
throw (f,f+1+2) since you can dash buffer the throw.

*NOTE also* You can easily substitute the WS+2 or Twin Pistons WS+1,2
with Tsunami Kicks (WS+4,4) since they both work off the same formula.

REAL sure that the WS+2 is going to hit on CH, besides WS+2 is
escapable, so no guranteed damage.

f,f, 1,1, d+1, WS+2_WS+1,2
2 basic left jabs is added to this string. Not really complicated
really, but then this is a start.

f,f 1,1, d+1, d+3 , WS+2_WS+1,2
Just add the d+3 if your opponent is expecting you to rise from the
crouch position with a DGP after the d+1. As an added benefit, most
players try to counter after the d+3 which means your DGP will hit on
CH. Therefore, I'd finish this string with a WS+2 more often than WS+

= f,f, 1,1, d+1, d+3 , WS+4, f,f, 1,1, d+1, d+3 ..... WS+2_WS+1,2
Basically an further extended version of the above string and from the
FC position, you can come out of it anytime with a WS+2 if you sense
your opponent is trying to counter you. The WS+4 single Axe kick is
used because of its forward momentum and priority over most other

= f,f, 1,2, d+1, WS+1, f,f, 1,1, d+1 ..... d+1, d+3, WS+2_WS+1,2
You can substitute the 1,1 for 1,2 since the 1,2 has forward momentum.
The reason I use more 1,1, than 1,2, is because if the first hit of the
1,1 hits, you can follow it up with a 2 (shining fist) for a knockdown
and be able to position yourself for a string again. For the 1,2, both
the follow ups do not knockdown thus breaking the fluent string.
Also, I'd use a single piston (WS+1) as it comes out quick, recovers
quick and has a small forward momentum. You can sub that for a WS+4,
but I'm just trying to make things fresh here.
You'd also notice that I use d+1 and not d+1, d+3 except when I wish to
finish with a WS+2. As I said, this is because a lot of players like to
counter the d+3 and thus you get the DGP on a CH. Of course you can
remove the d+3 and go straight to the WS+2 after the d+1.

f,f, d+1, d+3, WS+4, f,f, d+3, WS+2_WS+1,2
This is just to mix things up if you have been going f,f, 1,1 all day
and your opponent crouches in anticipation of your high punches. Again
the basic strategy is to get into a crouch position and come out from
it with a WS+2 or WS+1,2. Here, I'd choose WS+1,2 since the mixup
between d+1 and d+1,d+3 could easily sucker your opponent into eating
the WS+1,2.

f,f, 1,1, df+1, d+1, WS+4, f,f, 1,1, d+1, d+3, WS+2_WS+1,2
f,f, 1,1, df+1, d+1, WS+2_WS+1,2
This is used for those anticipating a low jab after a 1,1 since the df+
1 will hit them mid and the small stun will give you time to go into
the d+1 jab. From there, the fun starts as you can rise for a WS+4 or
continue with a d+3. After fustrating your opponent into blindly
counter attacking, feel free to rise up with a DGP to answer his needs.

There are many other strings to get a DGP or Twin Pistons, but I
wouldn't want to expand more on them as I feel that the current ones
given here should give you a clear idea so start getting creative!

WGF/ Hell Sweep Strings:-

1, d+1, d+3, WS+4 ,f,f,N,DF+4,4
Just another variation of combos since you have been doing f,f, 1,1, so
much your opponent could well be prepared to block high or reverse your
next high attack... so a nifty hell sweep outta do the trick and one
more should be tacked on for Okizeme.

1,2,4, d+1, WS+4, 1,2,4, d+1, d+3, WS+4, f,N,DF+4,4
The basic train your opponent to block high and then come out of no
where with a Hell Sweep from mist step. This time, the stature Kick
combo is used for some nice tick damage.

f,f, 1, d+1, d+3, WS+2, df+1_ WGF
After a WS+2 which connects but isn't on CH (therefore no stun effect)
most players will try to counter attack, therefore counter with a WGF
or df+1 (entrails smash). The df+1 comes out on the slow side but I
have caught one or two good players with this move and the small stun
will give you enough time to rush in and start any of your strings
again. Remember I mentioned that the WS+ 2 has to hit even if its not
on CH because if it is blocked, some faster characters will be able to
poke you out of the WGF or df+1. You can also use the above DGP strings
to set up the df+1 or WGF.

f,f, db+4, 1,2,4, f,f, 1,1, d+1 , WS+4,4, WGF
If the opponent blocks your WS+4,4 Tsunami Kicks, some will try to
retaliate. COUNTER with a WGF and a nice juggle. However, again faster
characters will be able to poke you out of the WGF after the blocked

f,f, 1,1, WS+1,2, df+2_WGF_f,N,DF+4,4
A simple yet effective string. After doing f,f, 1,1, d+1_d+3 the whole
day your opponent will start wising up and block low. Here comes your
Twin Pistons. Pull if off from standing position (use the d~df
technique) and he will more than likely eat the Twin pistons. If so go
into your juggle (a simple 1,2, df+4,4 will do) When he starts blocking
your WS+1,2 , stop after the first punch (do WS+1 only). It will will
give you a better advantage not to mention you will still be close to
your opponent. Here comes the guessing game. If he tries to do a
standing jab, CD under it and WGF him.... juggle. If he crouches df+2
and if he stands still Hell Sweep him. The df+2 can also be used if he
tries to do some stupid slow power move like uh.... the deathfist?
(theoratically, they should hit at the same time if he pulls of a 16
frame Deathfist, but how many can pull off a 16 frame Deathfist

Attack, Countering and Interrupting

There isn't anything new that I would add so read the opinions given by
other FAQ authours, namely ReverendC's, Exar_Kun's or Devil_Jin's for a
good idea on what to do.

To Parry or Not to Parry

Okay, so you are probably pyschic enough to know that your opponents
next move would be a db+4 by Lei. Question what do you do, what do you
do? With the introduction of Universal Parries as well as the Sweep
Stagger system, there is more than one way to 'counter' Low attacks, so
to speak. With this in mind, players sometimes do not know when may be
the ideal time to parry or block. Both has its pros and cons. Btw when
I speak of parries, I am referring to the universal parry and not
command parries or punch parries.

The reason you'd want to block a low attack is because you know that
the low attack will stagger your opponent and as such give you a good
opportunity to nail them with a WS move (TP baby!) However, your
opponent usually needs to be quite close to you for the block to
produce a stagger. Block if you know your opponent move has a chance of
getting staggered e.g. Hell sweep, Lei's db+4, Paul's d+4 etc.

The reason you'd wanna use the universal low parry (df) is because it
ALWAYS gives you the initiative no matter what. A parried low punch
would give you get 9 frames advantage and with a parried low kick you
will get 16 frames of advantage. Obviously, the 9 frames after a
parried low punch do not mean much especially since parrying will often
shift your opponent off the axis a bit, so technically after
readjusting yourself, your advantage is less than 9 frames. The parried
low kick will give you a bigger advantage, enough time for you to take
advantage of. For Kazuya, the best he can do is df+4,4 though I'm not
to sure about the mist Step WGF. Can anyone confirm? I'd say use
parries if you know that the move WON'T stagger e.g. d+3, Chang's 4,4,
Law's Junkyard Kick combo (2nd hit) Hwoarang's scrubby 1,1,3,3 etc.

At the end of the day, a correct parry or block could mean defeat or
victory especially in a tight battle.

Kazuya's Juggles

If all you did was scroll right down here to read the Juggles section,
then don't be surprised if your sorry @$$ is creamed by someone who can
properly set up juggles. I am rather lazy with the juggles section so
all I did was copy out the juggle list from www.tekkenzaibatsu.com so
all credit to them for the good job. Please remember that the stun
Juggles CAN be escaped and as such should not be considered TRUE
juggles. However since scrubby players never ever escape stuns, they
are listed here for your convienice.

Juggle List:-

WGF_WS+1,2 , 1,1, f,N,d,DF+4,4
           , 1,1, d+1, WS+2
           , 1,2, WGF
           , 1,2, df+4,4
           , 1,2, f,n,d,DF+4
           , 1, 1,2, WGF
           , 1, 1,2, df+1
           , 1, 1,2, df+2
           , 1, 1,2, df+4,4
           , 1, 1,2, f,n,d,df,f+4,4
           , 1, 1,2, db+4
           , 1, 1,2, f,N,d,DF+4
           , 1, 1,2, 1,2,4
           , 1, 1,2, 1,(1),2
           , 1,2, f,N,d,DF+4,4
           , 1,2, 1, df+1
           , 1,2, 1, df+4
           , 1,2, 1, db+4
           , 1,2, 1, 4
           , 1,2, 1,1,2
           , 1,2, 1,2, df+4
           , 1, 1, 1, df+1
           , 1, 1, 1, 1,(1),2
           , 1, 1, 1, 1,2
           , 1, 1, 1, 1,2,4
           , 1, 1, 1, f+2
           , 1, 1, 1, df+2
           , 1, 1, 1, df+4,4
           , 1, 1, 1, 4
           , 1, 1, 1, db+4
           , 1, 1, 1, 1, WGF
           , 1, WGF, df+4,4
           , 1, 1, d+1, cc, WGF (big)
           , 1, 1, 1, 1, 1,(2),4 (big)
           , 1, 1, 1, TGF, 3 (big)
           , 1, 1, 1, TGF, 4 (big)
           , 1, 1, 1, 1, 1,(2),4 (big)
           , d+1, cc, d+1, WGF (big)
           , WGF, WGF
           , WGF, 1, WGF
           , WGF, f,n,d,df+4, WGF
           , WGF, df+4,4
           , WGF, 1,(2),4
           , WGF, 1,1,2
           , WGF, df+2
           , WGF, 1, df+2
           , df+4, WGF
           , df+4, df+2
           , df+4, 1, WGF
           , df+4, 1,(2),4
           , df+4, 1,(1),2
           , 4
           , df+1, F+1, F+2
           , df+1, F+1, WGF
           , df+1, F+1, df+4,4
           , df+1, F+1, f,n,d,df+4, f,n,d,df+4,4

*Note* Not all juggles that work for WGF will work for WS+1,2

WGF (CH) , 1,2, df+4,4
         , 1,2, f,n,d,DF+4,4
         , 1,2, WGF
         , 1,2, df+2
         , 1,2,4
         , 1, 1,2, df+4,4
         , 1, 1,2, df+2
         , 1, 1,2, f,n,d,DF+4
         , 1, 1, f,N,d,DF+4,4
         , 1, 1, 1,1,2
         , 1, 1, 1,2,2
         , 1, 1, 4
         , 1, 1, 1, 1,2
         , 1, 1, 1, db+4
         , 1, 1, 1, df+4,4
         , 1, 1, 1, WGF, uf~4~3
         , 1, 1, 1, 1, df+4
         , 1, 1, 1, 1, df+2
         , 4
         , WGF, f,n,d,DF+4,4

df+2 , f+1+2 (big)
     , d+1, WS+4,4
     , d+1, cc, 1, df+2
     , d+1, cc, 1, WGF
     , WGF, any WGF juggle
     , df+2
     , df+4,4
     , f,n,d,DF+4,4
     , tgf, 3 (big)
     , tgf, 4 (big)
     , b+1+4
     , u+(4),4,4,4
     , f,n,d,df,f+4, 1, f,n,d,df,f+4, df+4,4 (big)
     , f,n,d,df,f+4, 1, f,n,d,df,f,+4, df+2 (big)
     , f,n,d,df,f+4, 1, f,n,d,df,f+4, WGF (big)
     , u+(4),4, d+1, cc, WGF (big)

f+4 , f,n,d,df,f+4
    , f,n,d,df+4,4
    , f,n,d,df,f+4, df+4,4 (big)
    , f,n,d,df,f+4, df+2 (big)
    , f,n,d,df,f+4, WGF (big)

f+4 (on crouching opponents) , WGF, any WGF combo
                             , TGF,3
                             , df+1
                             , df+2
                             , df+4

WS+2 , f+1+2 (big)
     , WGF, any WGF combo
     , 1, 1, f,N,d,DF+4,4
     , 1, 1,2, WGF
     , 1, 1,2, df+1
     , 1, 1,2, df+2
     , 1, 1,2, df+4,4
     , 1, 1,2, 1,2,4
     , 1, 1,2, 1,(1),2
     , 1,2, f,n,d,df+4,4
     , 1,2, 1, df+1
     , 1,2, 1, df+4
     , 1,2, 1, db+4
     , 1,2, 1, 4
     , 1,2, 1,1,2
     , 1,2, 1,2, df+4
     , 1, 1, 1, df+1
     , 1, 1, 1, 1,(1),2
     , 1, 1, 1, 1,2
     , 1, 1, 1, 1,2,4 (big)
     , 1, 1, 1, f+2
     , 1, 1, 1, df+2
     , 1, 1, 1, df+4,4
     , 1, 1, 1, 4
     , 1, 1, 1, db+4
     , 1, 1, 1, 1, WGF
     , 1, 1, 1, 1, 1,(2),4
     , TGF,3
     , TGF,4
     , b+1+4
     , 4

f+1+2, d+1, WS+2 (big)
     , f+1+2 (big)
     , WGF, df+4,4
     , TGF,3 (big)
     , TGF,4 (big)
     , u+(4),4,4,4
     , f,n,d,df+4,4
     , df+4,4
     , 4~3
     , SS, f,n,d,df,f+4, 1, 1, 1, WGF, uf~4~3 (big)
     , f,n,d,df,f+4, 1, 1, df+2
     , f,n,d,df,f+4, 1, 1, WGF
     , f,n,d,df,f+4, 1, 1, df+4,4
     , f,n,d,df,f+4, 1, 1, db+4
     , f,n,d,df,f+4, 1, 1, f+2
     , f,n,d,df,f+4, 1, f,n,d,df,f+4, df+4
     , f,n,d,df,f+4, 1, f,n,d,df,f+4, df+4,4 (big)
     , f,n,d,df,f+4, 1, f,n,d,df,f+4, df+2 (big)
     , f,n,d,df,f+4, 1, f,n,d,df,f+4, WGF (big)
     , f,n,d,df,f+4, 1, f,n,d,df,f+4, 4 (big)
     , b+1+4
     , B+1+4 (Big)

Class 1 launchers , WGF, BT 4
                  , WGF, df+2, df+2 (big)
                  , SS, WGF, 1,1,1, WGF (big)
                  , SS, 1,1,1,1,1, WGF, uf~4~3 (big)
                  , f,f+3 , BT 4
                  , f+1+2
                  , TGF, 1, f+2
                  , TGF, 1, df+2
                  , TGF, 1, WGF
                  , TGF, df+4,4
                  , TGF, 1, df+4,4
                  , TGF,3
                  , TGF,4
                  , TGF,3, df+4,4 (big)
                  , TGF, BT 4 (big)
                  , UF+4, 1, 1,2, WGF
                  , UF+4, 1, 1,2, df+1
                  , UF+4, 1, 1,2, df+2
                  , UF+4, 1, 1,2, df+4,4
                  , UF+4, 1, 1,2, db+4
                  , UF+4, 1, 1,2, f,n,d,df+4
                  , UF+4, 1, 1,2, 1,(1),2
                  , UF+4, 1,1, f,N,d,df+4,4
                  , UF+4, 1,2, 1, df+1
                  , UF+4, 1,2, 1, df+4
                  , UF+4, 1,2, 1, db+4
                  , UF+4, 1,2, 1, 4
                  , UF+4, 1,2, 1,1,2
                  , UF+4, 1,2, df+1
                  , UF+4, 1, 1, 1,(1),2
                  , UF+4, 1, 1, 1,2
                  , UF+4, 1, 1, 1,2,4
                  , UF+4, 1, 1, f+2
                  , UF+4, 1, 1, df+2
                  , UF+4, 1, 1, df+4,4
                  , UF+4, 1, 1, 4
                  , UF+4, 1, 1, db+4
                  , UF+4, 1, 1, 1, WGF
                  , UF+4, 1, 1,2, 1,2,4

Class 4 launchers , 4~3
                  , f,n,d,df,f+4,4
                  , f,n,d,df,f+4, df+2 (big)
                  , f,n,d,df,f+4, WGF (big)
                  , f,n,d,DF+4,4

My 2 Cents on Juggling

It is always important to remember that during a close fight to do not
only the most damaging juggle but also the one you are most confident
of pulling off. I mean sure you may be able to pull off the triple WGF
consistently when playing around with your buddys but when you are up
against a Tekken Expert in the arcades things will be very different.
My advice is to do an easier juggle if you aren't confident of
finishing a more complicated juggle rather than settling for a missed
opportunity. Below are my favourite juggle list which I do depending on
the situation.

1) WS+1,2_WGF, 1,1_1,2, df+4,4_f,N,d,df+4,4
The easiest juggle from the WGF and one which I know I won't miss. I
will do this during a really really close battle and am under
tremendous pressure. Moreover, the damage done from this juggle is more
than satisfying. A small note, if you do 1,2 then the df+4,4 will hit
almost all the time. If you use 1,1 though, the last hit of df+4,4 will
have a higher chance of missing therefore use f,N,d,df,f+4,4 instead.
As for the juggle from the Twin Pistons, I'd prefer 1,2 over 1,1.

Done when I'm facing a scrub or have won the first round and intend to
have fun during the second. More for showing off actually since it may
be hard to pull off consistently in arcades with bad diagonals. Sides,
a tag out juggle to good jugglers will do more damage. My tip on
performing the Triple WGF combo for Kaz would to make full use of his
Mist Step Cancel into WGF.

3) WGF (CH), 1,2, f,n,d,DF+4,4
I like doing this combo because if the opponent is flipped and I hit
him on the ground there seems to be this nice rumbling effect. The
damage done here is about the same as the 1,2, df+4,4 finish so I'd
only do this if I'm tired of pulling the df+4,4 off.

4) WS+2 (CH), WGF, WGF, df+4,4
Forget the WS+2 since its prolly impossible nowadays to get a good
player to NOT escape the CH stun should you be lucky enough to land it.
The timing for the WGF is similar to that of Jin's EWGF after a CH
b,f+2. There is only a small frame for execution and is extremely
difficult if you don't have those oh so sharp reflexes. I chose WGF,
WGF, df+4,4 because it does more damage than triple WGF and is even
easier to do.

5) df+2 (CH), WGF, WGF, df+4,4
I have only done this ONCE my whole Tekken life. But this combo really
takes off a LOT of damage - something around 108 points and that is
the MOST any character can do off a stun which is inescapable. If you
have mastered this combo, your Kazuya is something to be feared since
it is combo like this which can turn a losing match into a win.

6) WGF, 1, 1, 1, 1, WGF
On a good day I may get this combo down, but since I pull this combo
off all to inconsistently (and because I could do an easier combo
rather than do this) I only use this combo to intimidate my foe when I
am toying with him. For close battles though, I'd do 1, 1, 1, WGF
instead of 1, 1, 1, 1, WGF. Remember to have all the left punches
connect you need to do f,F+1 instead of f,f+1.

7) WGF (CH), 1, 1, 1, WGF, uf~4~3
Hehe... a new combo demonstrated by Castel in his latest Kazuya Juggle
Movie Act 2. Ultimately, one of the coolest combo by far as you can tag
in Kazuya's seemingly useless flip Kick into the combo. And as always
the nice rumbling sound when you hit a flipped opponent makes this
ROCK! Real damaging and guranteed to embarass your opponent for letting
such a useless move hit them. For people who can't seem to get the
1,1,1, WGF , do 1,1, WGF instead. One small note, the flip kick
escapability depends on the height of which you hit your opponent with
the last WGF, meaning that if you hit at a low height the flip kick is
guranteed. Also hitting your opponent at a low height will give you
that cool rumbling effect. Thanks 7ronko for rephrasing this for me,
think some people may have misunderstood what I was trying to say. ;)

8) f+1+2, b+1+4
The GDF has ousted WS+2(CH) since I have been using it a LOT. (it is
actually darn useful ya know!) The timing for b+1+4 after f+1+2 is
critical since you have around 1 frame of slop. Of course hitting an
unblockable on any stun is cool so this combo gets my nod.

9) WGF, 1, 1, 1, 1, (2), 4
This is more for show-off than anything, since the jabs don't do that
much damage, yet you are keeping your opponent air-borne for quite some
time. Good for time wasting or to irritate your opponent. (Try talking
to your opponent while you are doing this combo)

10) f+1+2, f,n,d,df+4, 1, f,n,d,df+4, df+4
Of the few times that I use the Glorious Demon Fist, this is my
favourite juggle out of it. Remember that you need to need to do the
Tsunami Kicks off a CD since the f+1+2 knocks your opponent away a bit.
If you did the Tsunami Kick quick enough, you should be able to connect
with F+1 and the rest of the combo should be a piece of 'Kick'. Another
recommendable combo is f+1+2, WGF, df+4,4. Simple and damaging.... but
then again all combos off f+1+2 are.

My Fave' Tag Juggles

1) with Julia
WGF~5, f,f+1, f,f+1, f,f+1, d,df+1,2
Easy combo, irritating elbows, good damage. The ingredients of a good
combo. Julia is a combo machine and if mastered, her elbows will only
add to the fustration of your opponent watching those not so damaging
swats juggle you over and over again. Pulling d,df+1,2 at the end of
the combo should not be a problem for Kaz players who have mastered
the art of WGF. LOL Anyways remember to do f,f,N+1 for the elbows.

2) with Bruce
WGF~5, b+3_2, Cheese Knees (b+4,3,4)
Knee, Knee, Knee... thats 50% of your opponent's life lost. This combo
is so easy to do that any scrub could abuse it. b+3 is the way to go
since it does the most damage, but if you are having trouble timing
the b+3 then by all means tag on a simple 2 or omit that and go
straight into the Knees. Better yet tag the WGF after a WS+2 or df+2

3) with Lee
d~db+4~5 (Lee), TGF, 1, WGF
Do the TGF as early as possible or else the 1 will never, and I mean
EVER connect. (sorry... couldn't help it) Either that or you can cancel
the run in (u~ub) and initiate the TGF. Do F+1 and not a simple 1 and
then the WGF should be a piece of cake. For those having trouble, try
something easier like TGF, df+4,4

                       ----will add more soon----


I must admit that if there is ONE glaring weakness of Kazuya, it is
that his Okizeme game isn't up there with Nina, Ling, Anna etc. Problem
is he can't keep his opponent on the ground the whole day. But that
doesn't mean that Okizeme isn't an integral part of his game. I'd take
any free hits that I can come along because the damage will add up at
the end of the day. That said, Kazuya has some good Okizeme moves like

and others......

If you see your opponent rolling on the ground, either do d+1, d+3 or
db+4. You can do df+4,4 too. In fact, df+4 is guranteed after certain
moves (it was guranteed after a Stonehead throw but you can now tech
out of it) d+3 should be used if your opponent refuses to move when he
is on the ground. However just bear in mind that if you hit your
opponent with a d+3 chances are that he will be knocked quick some
distance away and can easily recover. The idea of Okizeme is of course
to try and keep your opponent on the ground for as long as possible.
I'd suggest hell sweeps but if it is blocked, you will suffer the sweep
stagger syndrome. You can safely hell sweep if he is rolling on the
floor but I strongly suggest you do not Hell sweep him if he is quick
recovering and is going to block low.

Use WS+2 to get a CH on opponents who rise with a standing kick or df+2
if you weren't in the FC position before this. You can also use your
WGF to punish a missed rising kick or sweep. The Demon Scissors should
only be used if your opponent has been flipped over (a WGF on CH easily
does the job) and cannot quick recover or if he is rolling forward
towards you. Be careful when you throw the Demon Scissors though
because its execution time is awfully slow and you will take damage if
you so much as wiff.

Of course those of you who bothered to read the movement section would
have realised the best okizeme would be to Wave dash and put pressure
on your opponent. Ultimately though, the best Okizeme Attack is one
which does not your opponent on the ground - WGF. For all kinds of
situation (rolling back, side roll, tech roll, get up with attack)
WGF is the answer to all of them. Proper implementation of a Wave dash
can and will keep your opponent grounded for the whole match. Here is
a typical scenario.
Your opponent is on the floor and you are wavedashing at him. If he
chooses to :
1) ROLL BACK - Which is what scrubs usually do, WGF immediately and
   put him back on the ground. Rinse and repeat.
2) ROLL FORWARD - He is really asking for it since well he is
   vulnerable to anything. Well anything like WGF should do.
3) ROLL SIDEWAYS - What good players would usually do and while you do
   not have anything guranteed, if you time it right and sidestep with
   them, you can WGF them. However should they get up, before you can
   do anything about that, you still have the advantage, mainly the
   WS+1,2 or Hell sweep guessing game. If you should get the better in
   this 50-50 situation, then you can repeat the whole procedure again.
4) GET UP WITH ATTACK - Another sign of scrubbiness. If you anticipate
   this, WGF immediately. You will most likely get them on CH in which
   case you should just juggle them and continue wave dashing.
5) DO NOTHING - Well, you could wave dash continuously until they time
   runs up, your hands are tired, or he is tired of waiting. You could
   also just do d+3 which hits them low but sends them away thus
   allowing them to get up safely.

More Okizeme Stuff

Maybe this section to be called "setups" but lets get to the meat of
the strats. Much like Jin, Kazuya has a lot of of options for Okizeme
even when on the surface he doesn't seem to have a lot of good low
hitting attacks (bar Hell sweeps of course)

1) OB trap no.1
After a Hell sweep, and should Kazuya's opponent's head be lying
towards you (first sweep trips), you can try wiffing a WS+4 (from Wave
dash or whatever means) Upon seeing this, your opponent will most
likely have very itchy fingers and try to get up with a WS attack. This
is when you interrupt his get up attack with a d+1 of your own. Timed
correctly, you will interrupt your opponent's animation and Backturn
him giving you a free hit opportunity. Now the problem with Kazuya is
the fact that he doesn't have much options after that. WS+2 and WS+1,2
or maybe WS+4,4 are his best bets from WS position. WS+2 does good
damage but thats it. WS+1,2 is your best bet for juggles but it wiffs
especially when it hits at maximum range, so if its Ling you are facing
then you will meet up with her BK, 4 and juggle. And WS+4,4 I would
consider a safe option.. does good damage but nothing else. Compared to
Jin who's WS+2 has good range and can further juggle you with Laser
Cannon's Kazuya may not be as good, but this strategy is certainly
worth mentioning

2) OB trap no.2
When your opponent is down from a normal move (Stone head can apply
here assuming your opponent does not tech), you can try jumping over
his body and if he should decide to rise, you can d+1 him and Backturn
him. All strats above apply. I suggest only using this option when you
have run out of all other okizeme options and even then, use this

Chicken Buffer

Chicken is another name for a reversal reversal. To do a chicken you
press either f+1+3 or f+2+4 depending on the punch or kick that was
reveresed. Some moves though use two buttons (f+1+2) so you have to
know which buttons to press to chicken it. (its f+2+4 btw). Although
I'd strongly suggest you incorporate chicken buffering into your normal
game against reversal capable/happy characters, most average players
find buffering chicken a confusing job and one which hampers their
There fore, for the aforementioned players, they have to use the tactic
known as chicken baiting. Basically, they do an easily reversed move
and buffer chicken hoping to catch a reversal happy player. Usually the
moves chosen are slow, easily telegraphed moves like df+1, f+1+2, f+2.
However as I mentioned before this, a good opponent will look at your
hands to see if chicken is buffered and resist all temptations to
reverse. Instead, he will just jab you out of all these moves as they
come out so slowly.

*note* You cannot chicken King's Kick reversal and Wang's Left Punch

Throw Escaping

Although this should not be in a Kazuya FAQ (this should be in a
basics of Gameplay), I find that people do NOT escape throws enough.
Therefore, they deem throws cheap, when in fact you have a large
window of escape for most throws (bar throws like Mad Axes) Basically,
escaping throws is easy if you know which throw he is going to do and
when. In theory it is easier said than done, but here are some

1) Watch your opponents hands. If the Left hand extends longer than
   his right, then he is going for a throw with a 1 break. If his
   right hand is longer than his left, then the break for the throw
   is throw. If both hands extend equally, the break is 1+2. Of course
   there are some exceptions but this is the general rule.

2) With most throws, the escape frame is almost one full second. Watch
   for the purple flash whenever a person grabs you. Most opponents
   have a tendency to go for certain throws so it would be wise to
   know before hand which throw he likes to go for.

3) When being thrown, and unsure, just press something (1,2 or 1+2)
   Pressing any of the combinations is better than not doing anything
   because you will have a 33.3% chance of breaking the throw.

4) Look at your opponents hands if possible. This does not apply only
   to Multithrows only. Looking at your opponent hands while playing
   not only tells you what throw he is going to do, but generally
   gives away what he is going to do next.

5) Becareful when looking at your opponent's hands when he does Multis.
   Some Multi windows are pretty large and your opponent has loads of
   time to fake the throw.

6) Although some people suggest the theory of 1~2(hold 2)~1 or 2~1(hold
   1)~2 this theory has not been proven. I think that the escape of the
   throw depends on the frame of input of the escape. In other words,
   the technique suggested by some people worked because it was
   coincidence that they hit the correct escape button at the frame of

Remember, everytime you escape a throw, you are avoiding 30+ damage and
the follow up damage from Okizeme. When you think about it, thats
almost the same damage from a WGF, 1,2, df+4,4 juggle. Therefore, do
try and work on your throw escapes.

The Funny World of Tekken

There are many different kind of players around in the Tekken world.
Here, I would break them all up into different categories, and explain
which moves/tactics work extremely well on them

1. Scrubs (aka I Want to Play even if I don't know how to)
If you lose to any of these players at ANY time, you can be considered
a scrub yourself. +DAMN, I just lost to a scrub lately *sob*+
Anyways the best way to deal with scrubs is to use cheesy attacks over
and over and over and over....again (preferably the attacks they love
to abuse but anything will do really) until they get pissed off and
decide never EVER to bother you again.

1.1 Eddy/Law/Hwoarang/Baek Mashers
These are players who couldn't care less about what you are doing or
what they themselves are doing. They just bang the buttons as hard as
possible, usually 1 or 2 buttons at most,  and hope to win. I hate
these players a lot because they are the reason of faulty buttons, and
inaccurate controllers. Basically, all your specially thought out
custom strings are not going to work here, as you can't train them to
do anything. To beat these scrubs, just abuse certain moves like crazy
since they never learn how to block low. Example : Spinning Demon (uf+
4,4,4,4), Hell Sweeps (since they will probably not know how to get up,
you can just sweep them to death). In the case of Hwoarang mashers,
just duck the last hit of the 3,3,3,3 and counter with the DGP for
~INSANE~ damage. The same applies to Baek and his strings. Do them a
favour by canning them in record time and then giving them some money
to go home.

1.2 Paul Deathfist/ Falling leaf players
Basically, these players play with only 2 moves..... deathfist (qcf+2)
or the falling leaf combo (d+4,2) All their strategy revolves around
confusing you between these 2 moves. Since the introduction of the
sweep stagger in TTT though, the falling leaf combo has been tonned
down a lot as in the sweep will only take you off your feet if is
extremely near or hits on CH. Best yet, if you block the sweep, he will
have suffer a looooooooong stagger recovery time. This is to the
benefit to players as it kills the guessing game of deathfist or
Falling leaf combo. However, a good player will probably poke the hell
outta the fella before he even winds up with his deathfist. Good moves
that Kazuya can use is the Gut Punch (df+2), WGF (which hits most of
the time if you time it properly) , Hell Sweeps (for okizeme).
Beware as these players may or may not know how to block low. Remember
to becareful at ALL times because a Deathfist on CH is as bad as
getting hit by most Unblockables.

1.3 i-M-Reversal-happy (Paul/Jin/Nina and rarely Jun/Wang)
*yAy* These are the most fun to play against. They think they are
probably an expert player because they can reverse every move
around...NOT! Do not mistake reversal happy scrubs with players who
reverse at correct times (unchicken buffered moves). To identify this
class of players, watch how they play. If they do a move, Reverse, Do
another move, reverse, and never bother to use a low parry (because
they say its a worthless move which does no damage) ... they are
probably a scrub and this is where the fun begins. Just throw a move
buffered with a chicken to bait them and laugh in their faces as they
stare in horror at what you had done. Repeat again and again until they
have finally learnt their lesson and stop using reversals permanently
or they are dead. The sure sign that they are a scrub is when they
can't fight back because you have thrown off their game plan. From
here, just murder them with juggles and stun juggles of all sorts. For
more info about chickening and chicken baiting, refer to the
<Chickening Section>

1.4 I-Am-The-Best-10-Hitter (Paul/Nina/Yoshi/Baek/King are common)
Haha! Actually I love playing against players who think that 10 hits
rule the world. To be honest, I was once a player in this class (until
I got canned by my friends Julia and all her poking). These players do
nothing but practise the 'ultimate art of 10-hit combos' while maybe
throwing an odd move or two (maybe a rare deathfist or double palm). To
have the most fun with these characters, I usually block the first 9
hits of the combo to tell them that I know how to block their 10 hit
combos and then poke him out of the 10th hit. But Alas, they never
learn and will start again with the 10 hit combos. While playing these
players, use low parries to your full advantage. You SHOULD always poke
them out of the combo whenever possible since blocking isn't to your
advantage (and this applies ESPECIALLY to yoshimitsu since the last few
hits of his 10-hits are Unblockable). If possible CH him if he uses a
slow move. Example, Block the first 9 hits of Pauls 1231421421 combo
and rise with a DGP immediately after blocking the 9th hit (which hits
low).... or you could easily just WGF him when he starts the 10 hit
since most 10 hit scrubs prefer to start the first few hits far away
(aka Wiff the first few hits).

2. Novice (aka I think I'm an expert because I can beat Scrubs)
Novice players think they are hell great because they can do away with
scrubs in record time or beat the CPU in the quickest fashion ever
using a few moves. In my opinion novice players are more fun to play
compared to scrubs because they KNOW what they are doing but still fall
for each and every trick you pull out of your pocket.

2.1 Juggle Crazy
Juggling is undeniably an essential part of any tekken player's game.
However a novice player probably has only one thing in mind - juggle my
opponent. Sure... if it hits cool, you will do loads of damage.... but
getting your opponent to eat your juggle starter is another thing. My
evolution from a 10-hit scrub went into this stage when all I did was
try a juggle starter over and over again hopping my opponent would eat
it. All I did was use Nina and Divine Cannon over and over again until
I popped my opponent up into the air. Since the CPU is sadly extremely
stupid and will fall for the Divine Cannon even if the first one is
blocked, I abused this move a lot... but was soon taught a harsh lesson
of reality. Juggle starters need to be set up properly if your opponent
is going to eat it, but these players will probably go around doing
consecutive WGF's, Divine Cannons etc  even if they KNOW its going to
be blocked. In this case, just poke the hell out of them, use your
custom strings to set up your own juggles and then laugh at them for
being so foolish.
*note* if your partner has a reversal... abuse it, since most juggle
happy novices never bother with chickens, and if they do, it will mess
up their gameplan anyways.

2.2 Multi-Throwers (King/Nina are common, Armor King/others are rarer)
I'm not sure whether to put these players in the scrub category or the
novice category, but since they have done so much HARD work memorizing
the multi-throw list, I should give them credit shouldn't I? All they
do is just try to get you in a multi throw. Common are King's SS+2+4/
SS+1+3 series, the CD+1+4 series and Nina's QCF+1+2 series. Just duck
whenever you see them aim for their multi throws (but beware as some
King players may cancel the Multi throw in the SS series .... but then
again if they do cancel their Multi's they are not novices) and learn
the breaks if you unfortunately get caught in them. As a show off, you
may want to break Nina's Multiparts or King's CD+1+4 series when they
are extremely low on health as the minute amount of damage caused to
them will kill them off.

3. Intermediate (aka I am getting there....)
Intermediate players can be easily recognized by their style of play.
They know probably the best moves of the character they are playing and
how to block a few 10-hit strings (usually the common ones).  They know
how to pull out some of the character's most damaging combos though
even some hard ones (example :WGF,1,1,1,WGF) still elude them.
Intermediate players can be identified by their limited amount of
combos used, usually sticking to one or two which they find easiest to

3.1 Ways to identify an intermediate Mishima
Most players may have gone through this stage. While trying to learn
any of the Mishima characters, they'd probably have had trouble doing
the crouch dash motion. They may pull it off once in a while, but as
everyone knows, consistency is the key in Tekken. (I mean you want that
WGF to interrupt the ass outta what your opponent is doing everytime
right?) Morever, most intermediate players have trouble pulling off WS
moves consistently, and this puts them at a severe disadvantage since
all 3 Mishima... or should I say the 2 Mishimas and the Kazama have
excellent WS moves. Kazuya has his DGP (WS+2), Twin Pistons (WS+1,2),
Jin has his single Piston (WS+2) or Twin Pistons (WS+1,2) and Heihachi
has this new move <don't know whats its name> which works similar to
Kazuya's DGP but is slower , again WS+2.
An intermediate player should be treated cautiously at all times and
any attempts to show off may backfire severely on you (since as I
pointed out they DO know how to play) I don't know how many times this
has happened to me before but I got beaten by some fella who I knew I
could beat easily because I tried to do one of those fancy (AND
useless) moves/ juggles.
The best way to play against an intermediate players is to pressure him
all out (I mean you are Kazuya right?) Poke the hell outta him and wait
for his mistakes (due to his lack of experience)

3.2 Stance changers
If your opponent plays a character with lots of stance changes (Ling,
Lei, Eddy, Hwoarang etc ) observe the way how he plays. Does he know
how to change from one stance to the other stance with ultimate ease?
For example, for Ling to go into her Backturned stance, does he ONLY
use the f,f+3 racoon swing? An intermediate players KNOWS how to play
in each stance, but gets predictable because he uses only a few moves
to get into the stance. My point being that he can't change stance
fluidly (which is important for the surprise factor). Another thing is
when they change stance unknowingly, they'd get suprised themselves and
may not know how to play correctly....so punish them with a meaty
juggle/ stun combo so that they will finally choose someone as basic
(yet as effective) as Kazuya.

Actually there are lots of ways to identify an intermediate player
so the above are actually just some examples.

4. Advanced (aka I'm there....almost)
Well well well... they are probably one step from becoming an expert...
but then that one step is a rather huge step. An advanced player is one
who knows almost every trick of the trade in the game. But that doesn't
mean that he will not fall for some moves at times. He knows how to
break multi throws, he knows the break points for each 10-hit combo and
WILL punish you each time you are foolish enough to use it. Hmm.... the
best way to identify an advanced played is to watch him play against a
reversal enabled character. If he can play consistenly while buffering
chicken commands for each move then he probably is a advanced (if not
close to expert player) An advanced player has very good juggle
abilities though he may still not be able to do the extremely HARD
combos (Ex: Jin's b,f+2 CH, EWGF, TGF +3) Still, he will be able to pull
out some rather amazing and difficult combos consistenly.

4.1 Pitbull
Players who pitbull will do nothing but attack attack and attack all
day. They will go all out at you trying to beat you into submission the
minute the announcer goes fight. The problem with pitbull players are
that if they somehow get pinned back by their opponent, they will be
under immense pressure and sometimes may crack under it. Pitbulls
utilize poking and interrupt tactics in their custom strings to their
advantage, making sure you eat a juggle for each and every mistake that
you commit. Best way to play against a pitbull is to play as one
yourself, not giving the chance to attack, because in my personal
opinion, the best form of defence is offence.

4.2 Turtler
Not many characters can play a turtling game well. Probably Law and
Ling are the best turtlers in the game because they can parry almost
anything. Some people belive parrying is rubbish because it does no
damage but come on.... a parry cannot be chickened, its final. A
reversal can be chickened and you could end up looking like a fool for
eating the damage yourself. Moreover, after a parry, you are given the
initiative while your opponent struggles to find his footing, hence he
may fall for your juggle starter. Law has the punch parry for example
which has guranteed follow ups (not to mention a meaty juggle at the
end of it) The best way to play against a turtler is cautiously... lead
him into your traps and not go blindly rushing in with a WGF (because
he will probably d+1 you out of it most of the time before you can get
anywhere near) Remember that given the opportunity, a turtler WILL
attack so remember never to keep your guards down.

5. Expert (aka I am there)
Oh come on, you don't need me to elaborate anymore bout this do you?
Well an expert will probably pull out all the stops on you. He probably
knows each and every move in the game and will use them to their
fullest of capability. Even seemingly useless moves will be utilized by
them at the right time. An expert will be able to perform out all kinds
of juggles, some seemingly impossible. He plays both a good turtling
and pitbulling game, knowing when to switch between the two styles,
often confusing his opponent. My observation has led me to conclude
that experts have extremely good movement during battle. They bob,
weave, sidestep, haha step, wave dash etc. just to get that single
opening to finish you off. A battle between to expert usually comes
down to the psychological battle. When facing an expert, your best bet
is to pray hard that he doesn't cream you in 10 seconds flat.

Character Specific Strategy (Vs. Strategy)

These Character Specific Strategys will work against another player of
similar skill as yours. Even though some characters may be rated Easy
or Hard it doesn't mean anything if your opponent is an expert or a
button mashing punk. Although some characters may be better against
others, in good hands any character can be deadly. I disagree with
statements saying in a masters hand this character is more dangerous
than others, its just a matter of how the player plays it. Just
remember that the ratings here are not a true representation of what a
player can do with him/her.

Alex/ Roger
Difficulty : Easy
Hmm... why would ANYONE want to play Alex/Roger? This is basically King
from Tekken 1 without his multi throw capability (but then multithrows
are kinda useless at a higher level of play). Beating Alex/ Roger
should be rather easy if you play all out offense and cream him. Right,
still, you should not take things for granted. Alex/ Roger are very
well known for their guard stun moves. After a f,N+1 or any combo
ending with this move, they are guranteed an Animal Godfist which takes
off a good 50 points of damage. *ouCh*. Other things to watch out for
is of course King's d+1,N+2 pokes. Since Alex/ Roger do not have as
many throws as King's, and their throw range further hamper them, you
can bet most players will be going for the Giant Swing (escape : 1 ,
can be tech rolled for half damage) and the occasional Tombstone
Piledriver. Alex/ Roger may seem like pushovers in the first place, but
played correctly, these cute, fuzzy lil creatures can put some hurt on

Angel/ Devil
Difficulty : Easy ~ Medium
Angel/ Devil is a favourite choice among players who know a limited
repertoire of moves. Well well, they actually think that Angel/Devil's
laser is some sort of messiah. Just duck the standing laser (or if they
are actually STUPID enough to use it in close, duck it and Demon Gut
Punch or Gut Punch him for being such a fool) and run behind him when
he flies high for the air laser. Beware that Angel/Devil has a fake out
where he will dash to the other side before firing the laser, but this
shouldn't be a problem as it is easily telegraphed.
However, at a hands of a good player, Angel/Devil can be rather
dangerous because he HAS all the Mishima trademark moves (shining fist,
WGF, Hell Sweeps, TGF) AND the SS+2, Devil Twister (especially if Devil
is teamed with Heihachi). Be extra careful not to be hit by the Devil
Twister as it could spell a LONG painful juggle.

Anna Williams
Difficulty : Hard
Be prepared to be assaulted by a bombardment of pokes. Anna is as mean
as her sister when it comes to poking so counter appropriately and only
when you have an opening. Among her pokes are d+4,1, d+3,2 <launches>,
d+1,N+4 and her new uf+1<3. Good Anna players will more than likely use
uf+1<3 a LOT. Look out for them to delay the bad habit kick for a CH.
Most important to note is that if the bad habit kick hits, then f+1+2
is Guranteed. They could also probably do uf+1 and throw (most likely
uf+1+2 but that can be tech rolled so easily) uf+1, df+2. Another
tactic to watch out for is Anna's roll dash. Speaking of teching
uf+1+2 throw, be aware that your opponent may tag in with a tag dive.
To avoid the tag dive, you have to tag out at the right moment. Off her
roll dash she can do her Multi, her flip kick and her new QCT+1. Her
multi is easily breakable though. Be prepared for her high moves like
QCT+1 and high jabs and counter with 'You-Know-What'.... NO NO NO...
Twin Pistons! Good players will usually delay the QCT+1 until the VERY
LAST MINUTE, so do not duck too early or they will go into their flip
kick. If QCT+1 is blocked, you will be slightly stunned and she will
continue to poke poke and poke.
Also, worth mentioning is the damage potential off a single CH QCT+1. I
did not know Anna could do THAT Much damage. It is so unfair, but I
guess thats the price you pay for being careless. Her SS game is pretty
useful too as she has a SS+2 (low) and SS+1+2 (mid) Off a CH SS+2 you
will get juggled again. Lastly, know the breaks for her multis. There
is nothing worse than taking unnecessary damage even though you know
which throw she is going for.

Armor King
Difficulty : Medium ~ Hard
If you go into a fight using all the tactics that you'd use to fight
any King, you will get a sorry ass kicking. Although he has a lot of
King's grapple (including some of his own) Armor King is played very
very differently (a huge mistake made by a lot of people whom I have
seen play Armor King). I mean why wouldn't one use his version of the
WGF (called Dark Uppercut or something) which although isn't as good as
yours is deadly in its own right. However, one should noe be afraid of
A. King's CD mixups since they are pretty worthless. His CD moves all
can be avoided high except for his multi throw which comes out so slow
and easily duckable. Do watch out for his CD+1 though since this move
comes out rather quick and puts you in a position for a guranteed
mounted punches (or the extremely cheap A.K. Cuffs which does zilch

*TIP* if your opponent is idiotic enough to try the Cuffs on you, walk
over to him and give him a punch in Real Life.

Since Armor King has only ONE multi throw (pretty dumb for someone who
taught the real King his moves) learn the breaks for it as you may get
caught in it if you were on the take and couldn't avoid it. Other moves
to look out for inlude his db+4 kick which comes out deceptively but is
great as an okizeme attack. His Toll Kick, b+3 is a good move which he
will use to punish moves because it comes out really fast and has good
range. Think of this as King's b+4 disgraceful kick except it does less
damage at the cost of speed. One last thing to be wary of is A. King's
European uppercut (WS+1) which although has small range has special
properties on Clean Hit and CH. Overall, A. King has an impressive
arsenal and that topped up with his excellent throws like G. Swing
indeed makes him a formidable opponent(read more about that in King's
strategy) Oh did I forget to mention that he has a great
poking game with his d+1,N+2?

Baek Do San
Difficulty : Easy
Don't let this rating fool you. Baek is extremely deadly if is used in
the right hands. (the Tekken World champ uses Baek!) Its easy to see
whether you are up against a masher or an expert because a masher will
never use any punches. Learn his strings and duck under the Highs and
reply with the Demon Gut Punch.
Good players will use his flamingo cancel to good use. His 1,2,f+3
string puts extreme pressure on you since from there he can go into
his throw (be prepared with 1+2 break), df+2 uppercut or one of his
stun inducing kicks. Baek players will couple all this with d+1's at
the right moment to interrupt anything you plan on dishing out and
continue with his assault. Played right, Baek is very difficult to
You may want to choose King as your partner as your opponent won't be
able to chicken your Kick reversal.... however I don't see any reason
why you would want to reverse his kicks when you can easily WGF him out
of the act.

Bruce Irvine
Difficulty : Hard
My partner of choice! Bruce is deadly because his juggles are so easy
to do yet extremely damaging. A juggle with his triple Knee combo (aka
Cheese Knees) can easily see of 50% of your life in one sitting. Bruce
has an excellent poking game with the Gatling Gun Combo 3,2,1 which
pops you into the air and the last two hits are guranteed if the 3 hits
on CH. This happens a lot since his legs are long, it comes out fast
and has insane priority. As my friend Han Tzen said "His legs are just
so f!@#ing long."  However, since 3,2,1 and most of Bruce's other
strings are very linear and do not track well, just sidestep sidestep
and sidestep. Punish the wiff with a WGF. In close, Bruce's Melee game
is not as good as yours. With that said, his punches are fast and his
basic uppercut (df+2)cannot be reversed. Fortunately though, Bruce's
hands are on the short side and he really needss to get 'in-your-face'
if most of his punch attacks are going to connect.  Watch out also for
Bruce's hopkick (uf+4) which is certainly one of the faster ones in the
game. You can be sure, your opponent will use it to punish a careless
tag in. IMO, his hopkick payoff rivals Julia's for the damage potential
after it. Again, his longer legs gives him a small advantage. His Knee
launcher (b,F+4)which although on the slow side to come out does quite
some damage and sets you up for more knees than you can ever imagine.
Lastly be aware that Bruce has an auto punch reversal which is done
f,f+2 (thats the Mach Punch) If you are not careful with your punches
you are going to hear a CRUNCH sound soon after. Also he has the
(1),2,d+4 / (1),2,4 which confuses the hell outta you. Play smart
against a good Bruce player and do NOT be too hasty when he gets you
outside Melee range because 3,2,1 and Cheese Knees ain't purty.

Bryan Fury
Difficulty : Hard
Like erm.... at least your WGF can't be punched parried. Even with his
pathetic lack of low attacks, Bryan Fury is an extremely dangerous
character that you will fight against. Bryan has probably one of the
best WS gussing game. His WS+3 should be treated with the same bane
that he treats your WS+2. A CH with a WS+3 could easy see your life bar
depleted very quickly. Get used to breaking out of stuns. Most Bryan
players will follow up a WS+3 with a b+1. Speaking of b+1, the move
although slow to initiate, is a great tag launch move since the bounce
does not allow your opponent to techroll out of it. Lets not forget he
has the WS+1 and WS+2. Also, from FC position, he has one of the
coolest throws in the game - Chains of Misery. Get ready to break with
1+2. Occasionally, Bryan players use df+3 but this move is highly
telegraphed and easily block (block this since it gives him a guard
stun). uf+4 is also utilized by Bryan players though Tekken fans should
rejoice that it now doesn't have the priority or speed that it used to
enjoy in Tekken 3.A fight against Bryan will probably end up in another
poke fest. However be prepared for any of his powermoves (he has to tap
f,f to initiate them) and counter with WGF. Since his Mach Punch f,f+2
hits high, your WGF should duck under it if timed correctly and nail
him each and everytime. This will be a close fight.

Eddy Gordo/ Tiger Jackson
Difficulty : Easy ~ Medium
Scrub? Just help sweep him to death and parry all the low kicks he
throws at you. IF however you are going up a player who KNOWS what he
is doing, this could be tricky. Be prepared to change blocking heights
at a dime. Since Eddy/Tiger's recovery time for moves can be bad,
punish any blocked/parried hits with a WGF or DGP (depending on your

Forest Law
Difficulty : Hard
Against mashers you'd probably be having a fun time. However if you are
up against a turtler beware. Law has many tricks up his sleeves that
can punish you. The first card he draws is the Punch parry and its
follow ups. You should be careful with your poking/strings. Don't get
over predictable because you could end up at the wrong end of a 70+
damage juggle. On a good note, I am quite sure that Law cannot punch
parry a WGF (anybody can confirm this?) Law is an excellent poker
himself so be prepared for lotsa punches in your face. Law players will
almost always use standing 4 a lot since a CH 4 will gurantee him a
juggle. He also is blessed with both a high and low parry so once again
you must be very very careful with your moves. Law players often switch
between b+1,2,1 and b+2,3,4 moves. Learn how to read both of them and
parry the second low hit of the b+2,3,4. Also you must remember that
the hits in the b+1,2,1 combo can be delayed so do not go blindly
rushing in and eat the hits on CH (which means a float => juggle). Look
for Law players to mix in some b+2's in their strings since it has a
lot of forward momentum. New to TTT is his WS+2 which works in much the
same way as Jin's WS+2 (ie comes out quick, juggles high, good range)

Last but not least, if he manages to hit you with the Poison Arrow on
CH, remember to tag out (to cancel the stun) as he has some follow ups
depending on his partner. Low attacks to look out for is his Low sweep
and FC,df,d,df slide. His Low sweep can almost always be parried on
reaction though watch for players who stop after b+1 or b+1,2 and
sweep. The danger with FC,df,d,df slide is that players will try to
come out of that with his WS+2 (or WS flip) though that can be blocked
on reaction.

At the end of the day though, Forest Law gets extremely predictable as
his juggles are mainly flip, punch, Junkyard kick <rinse and repeat>

Difficulty : Easy
He is slow, you are fast. He is big, you are not. He is strong, you are
to. Wait.... looks can deceive! Ganryu isn't as slow as you think he
is. He has some really good moves which you should be aware off and his
power is second to none. I don't what they are called or how they are
performed (because I haven't played Ganryu myself) so I hope my
description will be good enough. He has the one handed uppercut thingie
where he moves forward a lot. This move is comes out rather quick and
WILL be used to punished and wiffed attacks. He also has some of the
power attacks of the Jacks (which everyone should be familiar by now).
He has this two handed uppercut which comes out WS position which also
has a lot of forward momentum, does plenty damage and will duck under
high attacks. Ganryu has this low kick thingie which comes out almost
as discretely as your db+4 Stature Kick and is useful for poking. Also
his Earthquake stomp (d+4) is very dangerous if a Ganryu player
properly sets it up. If your partner has a Class 1 launcher, take full
advantage of it for some fun, meaty Juggles. Among all the big
characters, I think Ganryu is the best (and most underestimated) of
them all.

Gun Jack
Difficulty : Easy
Read my opinion on Ganryu and you are almost set. Once upon a time, I
actually lost to a Gun Jack player, but then again, I lost because the
right Punch button was out of order (no WGF, no gut Punch, not DGP...
arghhhh) Just beware of his Punishment Drop catch which has INSANE
range and does INSANE damage. Other than that, you'd probably have to
be a rather dim wit to lose to someone this slow.

Heihachi Mishima
Difficulty : Medium ~ Hard
This old fart is actually still around? Since he takes damage like an
old man (dohhh!!!) a juggle or two should see him off in no time. This
is almost a mirror match.... well almost as I said. Although Heihachi
has the multiple enders to his Hellsweep, his hell sweep is so pathetic
now that it doesn't trip on the first hit. So unless you are retarded
or something, block low even if the first hit of his hell sweep
connects. True good players will just do one sweep and go into the
rising kick for 50 pts of damage as bluu pointed out, but if your
reactions are razor quick, you will be able to spot the Rising Kick
from the distance, and block it. If the Hell Sweep hits on CH, then,
well I'm sorry you are in for a juggle.
Hei has been blessed with an EWGF and is really the Juggle King of TTT.
There is nothing like a good Hei player who can do those insane juggles
off an EWGF. EWGF, EWGF, f+1,b+2,1 is nothing to laugh about doing
something around 70 damage. Worst is if your opponent masks the Demon
Uppercut with a CD or Wave dash and juggles you off it. *oucH*
New to Heihachi is WS+2 which works in the same way as the DGP but
comes out slower, has better range, does good damage and for reasons
that have no reasonable explanation is INESCAPABLE. Now why did Namco
do that? Isn't a damn EWGF for Hei good enough? Anyways since Heihachi
is after all a Mishima, most of the strategy's here will apply (CD,
Wave steps, WGF's, yada yada yada). Keep up the full offense on him and
Heihachi will be dead in no time.

p/s I hate Heihachi a lot, don't ask me why.

Difficulty : Easy ~ Medium
Again, fighting Hwoarang can be tricky if you are up against a master
(but then I guess fighting against even Kuma would be hard against a
master). Against a beginner, duck the last hit of Hwoarang's 3,3,3,3
combo and d+4,4 and tag him with a Demon Gut Punch. IMO , Hwoarang has
the best movement in the game, as he can easily sidestep behind you and
give you a nice kick in the back. Hwoarang has many strong moves, but
most of them come out slowly, so poke him out of the act.
I'd say becareful of players who use the technique known as Crazy Step.
Hwoarang will appear to be dancing all over the ring. His movement will
help Hwoarang evade a lot of high attacks and make a lot of other
attacks wiff. Don't blindly go charging in with a WGF because it may
well miss and he will reply with a f,n,d,df+4 + juggle or just one of
his powerful kicks *ouch!* Lastly, don't underestimate Hwoarang's
punching abilty because a good player should and WILL use his punches
to its full capability. Since Hwoarang doesn't have many good moves
which actually hit low, exploit this weakness!

Jack 2
Difficulty : Easy
Unless you have really slow reflexes, any DUMB ass would be able to
poke Jack out of any move he trys to throw at you. However be careful
because if you actually are dumb enough to get hit by his moves, it
would mean some MAJOR hurting.

Jin Kazama
Difficulty : Hard
Jin is one of the hardest characters to beat if played in the hands of
a master. When played right, he has no apparent weaknesses. Jin is a
mix between Jun and Kazuya, but playing in the style of either will
result in a quick victory for you. Although Jin must have learnt
everything wrong from his father and mother, he has some excellent
moves of his own. His WS+2 uppercut launches you high into the air for
some meaty juggles, while his b,f+2 gut punch while not as good as
yours can lead to some devastating juggles. However, Jin is not without
his weaknesses as stated because his (E)WGF pathetically hits high
which means that any time he crouch dashes, block low. Even if he
decides to go into the tsunami kicks, you will lose some health but not
put in a total disadvantage. After crouching his WGF, you know what to
reply with right? The problem is good Jin players will never EWGF for
no reason, so if you do see a EWGF coming, you know its because you
just got yourself countered... big time damage. The major problem
though with Jin is the effective use of CD cancel into WS+2/ Hell
sweeps mixups. If you know your opponent is one who can utilize the WS+
2/ Hell sweep mixups, then its going to be a tough guessing game. My
advice is to stick on him like glue and close the distance down so that
he does not get the opportunity to start CD. However this would be
tough for someone like Kazuya. Of course you could use the same cheezy
strategy as him (ie CD cancel into WS+1,2 and hell sweeps mixups)

The thing about Jin though is that his combos are easy to do and
extremely damaging. A scrubby combo like WGF, 1, b,f+2,1,2 takes off
loads so needless to say an expert can even make you pay more for a
mistake. Although his Hell sweeps isn't as good as yours because it
hits low and then mid (compared to yours which hits twice low) <Please
spank me for mistaking Jin's second Hell sweep for hitting High,
everyone knows it hits mid so thanks bluu for pointing that out>, if it
trips, he can do a lot of damage off it (say something like b,f+2,1,2,
f,f+2) For Okizeme, b+4 is excellent and if that hits you on CH, again
you are in trouble... Big time damage. He also has other options in his
White Heron combo which juggles you as long as you move just a bit.

It is also Okizeme where Jin excels over his father by a mile. Although
at the surface Jin may seem to have thesame okizeme options as his dad,
it is completely different because of his WS+2... yes the rising
uppercut. It is with this move that Jin is able to use OB trap to such
effectiveness. For those who do not know what it is, OB trap is
basically stands for Okizeme Back trap. Basically your opponent tempts
you to rise and then interrupts your rising animation with a d+1 which
backturns you. To get a better idea do download Tommy vs Shauno 2
semifinal match at Electriccancel.com and see how he uses it to great
effect. Jin players will usually trip you using a single hell sweep. He
will then wiff a df+4 and knowing sensing that you are going to rise
with an attack, immediately do d+1. Since d+1 is but 8 frames, it will
interrupt the animation of your attack hence backturning you and giving
him a free WS+2 and juggle. Of course Kazuya has the this trick too,
but what makes Jin more formidable is again his juggling capabilities
as well as the good range of WS+2 (Kaz's twin pistons has the tendency
to wiff at maximum distance so that will be a Ling BK 4 + juggle to
you) Other ways a good player might set up the OB trap is jumping over
you while you are down and do d+1. All I can say is be very careful and
do not stupidly rise and attack if your opponent wiffs a move because
most of the time (assuming he is a good player) wiffs it on purpose to
bait you into his trap.Even with his weaknesses, Jin is a very
formidable opponent when played correctly.

*note* If Jin is teamed up with Heihachi, he will have the opportunity
to turn into Devil Jin after a force block (b+1+2) In this form, Jin's
body is surrounded with electric. Along with a new string, Jin's WGF
will now hit Medium and juggles you higher.

Julia Chang
Difficulty : Very Hard
Of all the characters I have played against, IMHO I think that Julia is
the hardest fighter to fight against. WHY? For one, Julia is very fast,
has good power and knock the wind out of you from the start of the
match if you aren't ready. She has loads of mixups from almost every
position : standing (CH) 1~2,1 or 1~1,4,3 (and others) - scrubby
tactics -, Crouching FC,df+2 or FC,df+4,3. Because she has a quick jab,
you have to be really careful with your poking game. Remember your 10
frame jabs will always lose out to her 8 frames jab, and being that on
CH, she can get a 1~2,1 you'd soon learn to be careful. If you are a
psychic, be ready to parry any of her low shots she throws. Always
parry the 2nd hit of her 4,4,4_d+4_1 combo or you could be left with a
guessing game later whether to block high or low. Hit df the minute you
see the 1~2,3_4 combo (scrubby combo again)because it will parry the
low 3 kick and go under the high 4, unless of course your opponent got
you on CH and you are flying high in the sky after the Sky uppercut.
Beware also of her d,df+1<2 and WS+2<2 as players may delay the 2nd hit
hoping to get a CH. d,df+1<2 in particular is a very abused move. They
will do the first d,df+1 and delay it for a CH or stop there and throw
you (Mad axes of course) or just stop and start a new string.

If your opponent is foolish enough to finish the 1~1,1 combo on a non
CH (though I have NEVER seen good players go for 1~1,1 as they'd opt
for 1~2,1) , punish them with a jab at very least or best yet a Mist
step cancel WGF... you just have about enough time. Julia has very good
SS ability and coupled with her lil spin move (3+4) she can get behind
you before you know it. Watch out for her Mad Axes throw (QCB<F+2)
where she can sidestep after the QCB motion. Remember the break for
this throw is 1+2. However, ducking this throw is much better than
trying to break from it *duH* because the escape window is extremely
small and the range is pretty good.
I think that Julia is also good at time wasting because after a
float she can waste LOADS of precious time with her multiple elbow
juggles which do about as much damage as a swat at a fly. Whatever you
do, be ready to change your blocking height or you could be at the
wrong end of her damaging juggles.

Jun Kazama
Difficulty : Easy
If you haven't fought against a Jun player before, you could be in some
trouble. Jun is an infinite stringer and if you don't know her well you
could be blocking and taking hits all day from the get-go. I suggest
playing as Jun for some time just to learn her infinite strings because
if you do not know where to block and counter you are going to be in
some trouble. With that said, even if you haven't played her before,
most of her moves are rather slow and are easily interrupted. One move
to be REALLY careful about is her Can-can Kicks which hits low and
comes out of no where. However the Can-Can kicks has been toned down a
lot and is probably worthless now in TTT. Jun's best move in the game
now is prolly her standing 2 which juggles ANY character big or small
dumb or smart for a white heron combo.
Any move with slow recovery will probably be answered with Jun's Tooth
Fairy (F+2) into a juggle. On the other hand, her Tooth fairy itself
has the very poor recovery time itself so WGF after you have blocked it. Of
course, Jun's juggles aren't that damaging. Jun is the most ideal fighter to
practise low parrying (df) against since a lot of her attacks hit low and come
out slow. Remember to buffer chicken for your moves because Jun is one of the
few characters blessed with a reversal. Watch out for her WS+3 since it has
really good speed and priority. Jun's Sidestep Kick (SS+4) is also another move
to look out for. On CH she is guranteed a 3+4 cartwheel kick. One good thing to
note though is Jun's SS+4 hits high so if you know its coming DUCK.
Other things you should be aware of with Jun is her SS+2<1+2_b+2<1+2.
Most Jun players will initiate the first punch and delay it hoping
to get you should you try to retaliate. Scrubby players might abuse
her b+1 sparrow trap a lot. On CH it is an automatic reversal. Teach
him (or her) a lesson by sidestepping and WGF. Occasionally Jun
players use her 1+2 in close to catch you off guard. If it hits, its
an unescapable stun, but the good thing is the move is on the slow
side. If Jun players are to throw, then I guess there is only one throw
which is on their mind - b+1+2. This throw does around 30 points of
damage but is a 2 button escape throw which is so easy to initiate.
Watch for Jun players to abuse this throw a lot. Jun's f,f+2 is
somewhat like Jin's Demon's Paw but it lacks power. In turn it makes up
with a built in sidestep ability. This in turn makes this move a good
move to use when you are busy barraging with the same constant strings.
Last of all, is her standing 4 and like most characters, her standing 4
will juggle on CH which leads to a White heron juggle.
Overall though, Jun starts getting predictable once you know her
strings, and her poor stamina makes the job easier for you. =)

Kazuya Mishima
Difficulty : How good are you?
You've read the FAQ, so now is the time to pit your skills against
another fellow Mishima.

Difficulty : Medium
Played in the right hands, King can be a big thorn in your ass. He has
a good poking game, d+1,N+2 , df+1,2 and 2,1 but the most important of
the poking tools is d+1,N+2 which comes out incredibly fast and the
first hit is low. Hey its an 8 frame move and it does decent damage.
Mishima's should be aware of this move alone because it by itself is a
Mishima killer. He also has the most extensive list of very damaging
throws including a throw which will grab you from crouching position.
Particular throws to watch out for is his Giant Swing and Tombstone
Piledriver as well as his multithrows. Giant Swing is one of the best
throws in the game (second IMO only to Julia's Mad axes). People may
say that G. Swing is pretty useless because it takes only a 1 button
escape and the throw itself can be tech rolled for half the damage. BIG
DEAL! G. Swing has immense range and has a really really really small
escape window. Moreover, 35 damage is still good damage and even some
of the best players will mess up the tech roll in the heat of battle.
Tombstone is another throw to look out for since it does nice big
damage, gurantees a free ground throw attempt (you can break out of it
of course) and can be done out of a side step ala Julia's Mad Axes.
Another thing is his multis. Most people say that Multis are pretty
useless at a high level of play because it is easily broken. I do not
agree (watch the World Champs finals to see what I mean) because King's
multis have different routes plus he can always bluff his throws. Look
at his hands but be cautious if he is trying to bluff a throw (he will
do a command and then stop and start the command of a another throw)
Knowing his multi escapes is good, but if you have not taken the
trouble to memorize them (big mistake) then, just mash 1 or 2 and hope.
>From his sidestep, he can do the Deadly Bommerang which is HELL
damaging or start his multi throw. His b+4 disgraceful kick can be
dangerous and most often used as a counter. From the BK position he can
pull off his Lariat unblockable *ouch* or his new BK+3 mule kick which
is irritating. As long as you stay out of his throw range and punish
him everytime he wiffs a throw, King isn't all that tough. Overall,
King is a good fighter when played right, but since the removal of the
guranteed Giant Swing after his 2,1 , King is no longer a "cheater"
character. I guess other noteworthy moves of King to watch out for is
his Shoulder ram, f+2+3 and the flying body press f,f+2+3 both of which
are very very useful power moves to catch people tagging in. With King,
his big size does allow for him to use u+4 hopkick (instead of uf+4
with most characters) to juggle opponents since his big size and reach
allows the combos to hit except for at full range. Look for good king
players to punish you (and poke you occasionally) with his 1+2, 2.

Difficulty : Easy
Ok, so Kuma may not be as pathetic as the Jacks, but he is damn near.
He is a big target and slow to boot which makes poking and juggling so
much more fun. However, as I said, he isn't as pathetic as the Jacks
because he has the G-clef Cannon move of the Changs (performed f+1~1,1)
which could juggle you for some huge damage. The first punch of his G-
Clef is 8 frames so you should be very careful with your jabs. Also,
since his hands are long, you'd probably get punched after a blocked
WGF. However other than that, Kuma won't be a huge threat to you.

Difficulty : Medium
Again, there aren't any good Kuni players in my arcades and I am still
in the process of learning how to play Kuni so I can't write much about
this. Basically Kuni is a Yoshimitsu clone with some moves to call her
own. Her d/f+2 uppercut isn't as good as Yoshimitsu but you should not
underestimate it because she can do some mean juggles off a single
uppercut. Kuni has a move where she disappears into the ground and
comes flying out of the air with an unblockable Sai attack (u+1+2)
which she can mix up with the fake. Though this unblockable can be
easily seen a mile away, if you actually get caught in it you will be
juggled. Kuni's most dangerous weapon however is her okizeme tactics
which is up there with the best. She can keep you on the floor all day
with moves such as her D,df+3,3,3,f+4, poison wind (uf+3+4) and if you
move she can nail you with an unblockable (b+2 or f,f,(N)+2. Do not
underestimate Kuni even though she is said to be inferior than you are.

Lee Chaolan
Difficulty : Easy ~ Medium
Finally, after playing Lee for sometime (and funny I took so long to
choose him since my surname too is Lee) I have got some ideas of how to
face at least an intermediate Lee opponent. Mind you, my Lee isn't
really that good, and I would welcome anyone out there to send in vs
Lee strats to me. One thing is for sure though, Lee is not Law even
though he has a lot of his moves.
Most Lee mashers like to do the stupid Inifinite Kick string. Block the
first few kicks and then punish them when you have the space. Either
that or just abuse d+1 like you would abuse WGF on any other day. Lee
has a Class 1 tag launcher (d,db+4) which, like all Class 1 launchers,
you should be extra careful of. Goodplayers though will not rely very
much on d,db+4 since it comes out on the slow side and will only use it
to punish a slow recovering move or a stupid tag in. They will rely
more on Lee's Hop Kick and df+2. The thing with Lee though is the fact
that a lot of people underestimate his juggling prowess. This may be
true as most of his intermediate combos do very minimal damage, but if
your opponent is the master of f,f,N+3,4,4, then you could be in a bit
of trouble. Lee does have a very good, no-damage move in his Mist step.
Done by inputting f,N, his version of a Mist step moves him forward,
all the while, while keeping his guard up. Of course a low attack will
break up his intentions. At intermediate level, players try to mix up
f,f,N+3,4,4with f,f,N+3+4 for a 'guess high or low' game, since both
start off exactly the same. Poking with Lee usually involves his 4,4...
kicks which has good range and speed, d+3,3 and 1,2. d+3,3... is rather
cheesy since if the d+3 hits on CH, the rest of it is guranteed, and
you'd be surprised how often that will get you if you aren't careful.
When Lee does his FC,df+4 and wiffs, remember not to blindly rush in if
he is partnered with Kazuya since he can follow up with 2~2~1
unblockable and a subsequent free hit.
Although Lee may seem a weak opponent at first, he has the right moves
for the right situation to counter anything that you can dish to him.
So do not always underestimate your opponent if he chooses Lee.

Lei Wulong
Difficulty : Medium / V.Hard
I don't think Lei is that difficult if you have enough experience
playing against Lei players. Lei is the master of stances and you must
know each and everyone of them as well as the moves from which they can
perform from the stance. Lei has some rather powerful moves but most of
his moves come out slow and easily interrupted. Also, from his stances,
most of his moves either hit High or Medium bar a few moves. Even then,
those moves are slow enough for you to block on reaction. Lei also has
some moves and stances which will evade/parry attacks. Take for
instance his drunken headbutt (b+1+2) where he will take a step back
before delivering a headbutt. You have to becareful when charging in
because he could easily evade the attack you were trying to dish to him
and land you a blow on a CH.
When ever Lei goes from his punch rushes into one of his stances, d+1
immediately. The last thing you want is to have a guessing game with
Lei because he has a very good guessing game in all his stances.
Anyways here are just some general strategies for Lei when he is in a
particular stance.
1) Snake :
He has 2 noteworthy moves here, 1,1,1,1,1 (the quick jabs) and 2,2,2
which is 2 mid swipes into a low swipe. Lei players will prolly use
2,2,2 a lot after db+4 sweep but watch for them to use 2,2 to induce
you to retaliate, after which they will follow up with f,n,4,1,2,3
or b+1+2,drunken headbutt for massive damage.
2) Dragon :
If any Lei player goes ino Dragon and tries the grab, Duck and punish
him with Twin pistons. If he tries 1+2 and you block it, your best bet
is to continue blocking because he will most likely follow up with a
drunken headbutt.
3) Panther
This is where Lei starts to get really frightening. In panther he has
a mix up of low (in 1) or mid (in 2) I really have no advice as to tell
you where to block but lets just say I hope you get lucky. If 1 hits
then Lei is guranteed a WS+3_4 and if 2 hits he is guranteed any normal
juggle like he would off a hopkick.
4) Tiger
Another dangerous position for you. In Tiger, Lei has another guessing
game. Duck and he will give you an overhead swipe and stun you which
then screams HOPKICK. Stand and block and Lei will give you a sweep in
the forms of 4 and follow that up with a 4~4,4,3.
5) Phoenix
Neither is this a good stance for you. Watch for the low kick to catch
you tagging in. This move has really good range. The phoenix power
punch is prolly another good move since it disorientates both
characters and is a good set up for a BK d+1 low backhand swipe and
juggle. The Phoenix dance will prolly be used occasionally as an
Okizeme attack.

More advanced players employ a technique which is known as the 'Haha'
step. Basically, Lei dashes back by cancelling the backturn. (b~3~4, b,
b~3~4, b and so on) I must highlight how important it is to not dash
blindly into a backturned Lei because he can easily come out from it
with some razor punches. Go download the Tekken Tag Championship Finals
movie and watch how Seok makes full use of the Haha Steps. The best you
can do is dash into just out of his attack range, sidestep and hope
that he commits himself to an attack by psyching him out. You could
also use tag slides or cross chops though it is NOT a guranteed
solution. Other than that, your best bet is to play it save and back
away. The HaHa step technique pratically tranforms Lei from an average
fighter to one that should be feared.

Ling Xiaoyu
Difficulty : Medium
Ling is a pest! Since my sparring partner likes to play Ling a lot (he
likes to play really quick characters like Ling, Julia, Mich etc. ) I
have learnt that Ling can be a thorn in Kaz's side because she can
easily poke you out of your moves and irritate you with her parrying
skill. Since Ling has amazing speed, you MUST be sure that your move
will connect or you will eat irritating lil pokes which do small damage
that WILL add up at the end of the day. More importantly though, you
should only throw a WGF if you are sure that it will connect. Because
of Ling's good movement, she can easily dodge your WGF and pop you with
a juggle starter. Kaz has one of the best anti Art of Phoenix moves in
his stature kick (db+4). When you see her go into her Art of Phoenix,
immediately do the stature kick to knock her out of the act. Whatever
happens do not throw moves out in fustration because of continually
taking poke damage ESPECIALLY on a backturned Ling... she isn't as
defenceless as you think she is. Just bear in mind that she is a lil
girl and as such takes damage like one so be patient and wait for the
opening. A few spanks to her will probably end the round in a jiffy.
Funny thing though is Ling has been tonned down quite a bit from Tekken
3 (she was among the top 5 fighters IMO in Tekken 3) but yet, she still
holds her own.

Difficulty : Hard
She plays the same as her daughter, but she has a few moves to call her
own. Namely the df+3+4 and SS+3~4, both juggle starters. Her SS+3~4
puts her sidestepping game in the same league as Jin and Devil even
though the SS+3~4 may miss at times (it has to be near to be sure of
connecting). Her df+3+4 ducks under high attacks and she will use it if
you are not careful with your pokes. A correctly timed df+3+4 can
interrupt your WGF so this is another warning not to go throwing WGF's
like crazy. Yes I know the WGF is very useful but she has so many other
ways to punish you like the 1~1,1 for example. Simply put, the moves
that she has are just way faster than any of yours. Therefore, be very
careful when using your strings. Keep the pressure on her and do NOT
let her get into her WS game. But if the battle gets too intense and
you find that she is getting the upperhand, it is sometimes best to
retreat and play on the defense. She can be extremely dangerous if you
allow her to get into a Crouched position. One of her new moves, SS+2
is an excellent move for her to get into FC position without any
disadvantage to her. Like Jules, she has loads of option from FC
position. Worse though is if SS+2 hits you (which happens often if you
aren't too careful with pitbulling) then WS+4 is guranteed. Speaking of
WS+4 it will gurantee her a nice fat juggle on any hit. Besides her
elbows are very different unlike Julia since they do not knock away on
CH and thus gurantee the Sky Scrapper kick ---> Juggle. Look for a good
Michelle player to incorporate LOADS of elbows into his poking
strategy. While I need not discuss more on her FC,df+2 elbow on CH.
Punish a blocked bow and arrow kick (FC, df+4,3 or any of its variants)
with a Shining fist or WGF (though remember that good players will
never ever use follow up with the 3 unless the 4 connects). It is odd
to say this but Kazuya is more effective against Mich if he plays on
the defense rather than continue pitbulling and getting his ass CH. I
have changed Michelle's rating from V. Hard to Hard because Mich has
very poor stamina so if you just keep on top of her and do not allow
her breathing space, she will be out in no time.... though hitting her
may pose to be the biggest problem.

Mokujin / Tetsujin
Difficulty : -variable-
Can you tell which character your opponent is playing from the start by
just looking at the entrance animation or the way they move? If you can
that is a good start. Mokujin / Tetsujin is as good as the character
being used but in some cases the size factor makes it a bit different
(Mokujin is bigger than Ling but smaller than the Jacks for example).
You'd better be prepared to learn stances if you are to defeat an
expert Mokujin player.

Nina Williams
Difficulty : Hard
OK, so Nina Williams has been weakened like a LOT since Tekken 3 (she
was my favourite character in Tekken 3 btw). A lot of her moves have
been weakened to balance out gameplay but Nina is still a very good
character. She has excellent poking moves (d+1,N+4 , d+4,1 etc) She can
can easily stick in your face the whole day with her poking games and
if you are not careful may eat a Divine Cannon on CH ->juggle -> major
butt whupping. Her CD game can be deadly too as she can come out of it
with an uppercut, Bad habit kick (you know the kick to the men's area)
or go into one of her multi throws. However, her multi's aren't as
dangerous as say King's and can be easily broken plus she will take
damage when you break out of it. Make sure you KNOW how to break her
multi's because they still pack major damage (though not as much as
King's INSANE Rolling Death Cradle multi). Nina is one of the most
complete character in the game as she has it all (throws, combos, fast
pokes,reversals ... you name it) so be prepared for a long hard fight.
When she is just outside throw range, throw a WGF or df+2 gut punch (or
if you were in a FC position rise with a WS+2) the moment you see her
move an inch because she will most probably be coming at you with her
long, seizure inducing strings. My advice against a good Nina player is
to psyche your opponent into wiffing a move and go for a WGF + juggle
which is easier said then done, but at a higher level of play it is all
down to psychology after all. Also, make full use or your side stepping
and CD ability although you have to really careful as some of Nina's
moves have excellent tracking ability.

Difficulty : Medium
Ogre has moves stolen from a lot of Tekken 2 characters. Among some of
his moves is YOUR DGP. Watch out for it because he will most likely
follow that up with a Waning Moon throw (break : 1+2 and can be tag
escaped) or a Hopkick juggle or a simple 4. He also has Lee Chaolan's
d~db+4 which is a great Tag launcher. Ogre has probably one of the
meanest Okizeme games with the inclusion of Kuni's Unblockables (b+2
and f,f,N+2). Watch out for Lee's Infinite Kicks which is a favourite
among scrubs. Block the first four hits at most and then retaliate. If
Ogre uses his f,f+2, sidestep after the initial punch to avoid the
unblockable and then counter appropriately. Ogre can poke too since he
has your 1,1<2 and Bruce's df+1,2 (which sadly doesn't juggle). Most of
Ogre's moves are slow, powerful and if they should connect, will almost
always give him a frame advantage. Watch out for his other unblockables
(he has loads of them) and poke him out of the act. As long as your
keep the pressure on Ogre with tonnes of pokes you should do fine.

Difficulty : Easy / Medium
At least Paul has been weakened this time around so much so that his
Falling Leaf combo will only trip if he is near or hits on counter. If
you manage to block the sweep portion of the Falling leaf combo,
retaliate with the Twin Pistons while he is still recovering from the
sweep stagger. In this instance, I'd recommend the Twin Pistons over
the DGP because this won't count as a counter hit and the resultant
juggle from the Twin Pistons will add up to more damage.
Good Paul players are extremely hard to find (though not as rare as
good Eddy players) and are easily identified because they will never
ever be stupid enough to throw Deathfists (QCF+2) at random because you
will be able to easily poke him out of it. They only use Deathfists to
hit on CH (which is still a bad thing...). They actually ultilize pokes
(whoop tee dooo!!). Particularly watch out for 1,2 and 4 pokes. Good
Paul players will use standing 4 a lot hoping for a CH into a 1,1,1,
QCF+2 juggle. If they poke with 2,3 parry the low 3 since that is
telegraphed. They amazingly use CD tactics to confuse you *wow!* or the
more advanced 'lightdash' *double wow* They go for juggles with the
hopkick (uf+3 or uf+4), QCF+1 , WS+2 etc even though Paul may not be
the best character to juggle with, he still can deal a decent amount of
damage. Overall though, since Paul has a limited arsenal of moves like
you, at least you have to bear in mind that only some of his are
particularly useful, and he will get predictable at a high levle of

P. Jack
Difficulty : Easy
I have been playing P Jack a lot lately and after extensive play with
him I must say he has to be one of the weaker character in the game.
However thats not to say he is useless, far from it since he can
actually hold his own. 2+4 throw is prolly the only throw a PJack
player will use along with db+2+3 since 1+3 throw is pathetically
slow (Pjack Press) Anyways back to 2+4 throw. It has one of the
biggest range and can (and will be) linked into b,d,db,d,df,F+2
gigaton punch. You can actually block the punch, but since you only
have 1 frame to do so and failing to do so would mean the punch counts
on CH, my recommendation is that you just take the damage unless you
really must take the risk (say the blow would kill you anyways) or are
very sure of your timing. Most of Pjacks moves are rather slow, but
have good range. SS moves like SS+1+2 is a perfect example. The range
is extremely good but the startup time is poor. For Kazuya players,
you have to get in close into Pjack and pound him senseless before he
knows what hit him. However Pjack does have a rememdy for that in
his Glock Up. Thanks to Brahma for this nice time, Pjack can
continously do his Glock Up (b+1+2) and cancel that with b infinitely
to do a weird dance. If you should get caught by the force block, f+1+2
is guranteed. When we talk about pJack, anything guranteed is big
damage. Other abused stuff are 1+2<1+2 where Pjack players will delay
the second hit to hope to catch you on CH. Should a PJack player do
Torpedo Jack f+3+4 to end a round and fail to do so, punish him
properly for that since the recovery for the move is horrible. (Wiffing
that move will prolly gurantee you an unblockable) However this move
is great to catch people tagging out for that last sliver of life.
Lastly, when Pjack comes tagging in, be cautious that he is the only
Jack who can cancel his tag run in into the Stomp unblockable. If you
are too eager to attack, you will be caught out and *Crunch* there goes
a chunk of your life.

True Ogre
Difficulty : Medium
Refer to Ogre to get a basic idea of what True Ogre has in store for
you. The difference between True Ogre is he is way bigger (so most of
his attacks have added range), has that irritating flame attack (which
scrubs abuse), can't be juggled and has an unblockable horn attack.
With his added range, T.Ogre's DGP will have more range, therefore,
scoring a hit will be a little bit easier. Watch out for his flame
attack and remember to punish those scrubs for abusing it. Good players
do use the flame too... suprisingly... but they do so to waste time
especially when you are a full screen's distance from them. Becareful
when you go for those Okizeme attacks because he can get straight up
from the ground and nail you with an Unblockable horn attack which is
so unfair. More unfair is you can't juggle him properly since he can
easily fly backwards to avoid subsequent hits. DARN! However, T. Ogre's
size is his main downfall since he is slow and should be played much
like you would play Ogre - all out offense. Oh one last thing, remember
that you can always SS after blocking f,f+2 (the semi unblockable
twister attack) That move is the ultimate scrub killer.

Wang Jinrei
Difficulty : Easy ~ Medium
Hmmm... if you thought that Heihachi being alive was impossible , this
fella is a greater exagerration. Anyways though, I think that Wang
should just be put to rest because his stamina is attrocious. Moreover,
he has poor frame data. His moves are slow to recover and even slower
to come out. Be careful though of his db+4,2 combo on CH because if the
db+4 connects on CH, the 2 is guranteed and leads to a very damaging
(and easily done combo) Nothing much to worry about though since the
punch recovers like er....does it actually recover? The recovery time
is so slow you prolly can go make yourself a cup of coffee before
coming back to WGF the scrub for abusing the move. Wang has a deathfist
too but it is no where as cheap as Paul's. Becareful when poking with
1,1,>2 (Shining fist) as Wang has an Unchickenable Left Punch reversal
(he can reverse other moves too but only left punches are
unchickenable) Wang may be disadvantaged with his poor frame data BUT
he has enough tricks to pull out of the hat to defeat you if you take
him on lightly. Look for him to abuse SS+1+2 the heatbutt move since
that is one of the rare moves where he isn't at a frame disadvantage.
If you get caught by it, you are in DEEP shit I tell you. Oh another
thing, don't worry about Wang's FC,df+4,3.... the 3 isn't even
guranteed if the 4 hits. Keep the heat on him and he will be done.

Difficulty : Hard
Yoshi is very dangerous for many reasons. First off, he has the
infamous df+2 uppercut which is the best basic uppercut in the game. It
comes out fast, has good range and has insane priority. Off a single
df+2 uppercut, Yoshi can do a juggle which will take more than 40+ life
off of ya. Worse yet, Yoshi can tag buffer his df+2 in TTT which means
that there is 0 badv for you since there is a small guard stun and
worse still, df+2 will juggle you even when crouched whether on CH or
not. (normally df+2 on crouching opponents require it to be on CH for
it to launch)In TTT, Yoshi has also gained the benefit a SS moves in
SS+1 and SS+2. SS+1 will be used the most by good players since it has
good range, does decent amounts of damage and juggles on CH. Not to
forget his unorthodox starter in the forms of a head/shoulder charge
off his pogo stick stance. Yoshi players will go into pogo stance when
you are on the ground hoping for two things i) you tag out and they
nail you with the pogo headbutt or 2) you move (or lie around) in which
he runs you over with the pogo stick. Although the Roo Kick (4~3) isn't
used much by good players, be warned that IF it does connect, you are
in a major world of hurting. Yoshi has loads of unblockables some of
which are very useful. Yoshi's QCF+1 (flip in air with sword) is used a
lot even by good players. Be prepared to sidestep it. If the match is
running out of time, you can be sure Yoshi players will use the
spinning sword attack to waste time should he be winning or do a jump-
in suicide move as a last attempt to get a Double KO if he is low on
life anyways. I don't know how many times this has happened but players
will freeze when Yoshi jumps in.... a simple d+1 or 1 would the the
trick. When fighting Yoshi, its vital to be careful because he has his
sword reversal, so don't just go charging blindly into him hoping for
something to happen ... more than likely you will hit his sword
instead. Yoshi's jump in Knee or Fubuki (f,f+4) which has exceptional
speed and priority and is mostly used to punished wiffed or slow
recovering attacks. If you do block the Fubuki though, make sure to
punish Yoshi to the fullest because it has a long recovery time. Good
Yoshi players also make use of the Bad Breath attack so when you do see
Yoshi turning back ready to blow, CROUCH, and reply with the Demon Gut
Punch or Twin Pistons. Beware of Yoshi when he goes into FC
position because he can come out of it with a FC, df+3 which hits low
and sets up a juggle. Speaking of going into FC position, a lot of
Yoshi players like to make use of his low thrust (d+1+3) to deceptively
get into Crouched position. Beaware of the options that Yoshi has off
his FC (like FC,df+3 and sword sweep) One last thing, Yoshi has the
infamous b+1+4 yoshi's flash which I reckon is the FASTEST move in the
game.... so think twice about barraging in with a whole arsenal of
attacks. This move is has the fastest startup at a minimal 4 frames...
THATS faster than any jab you know! Yoshi players not only like to use
the sword flash to counter Wavedashing Mishimas but also set it up with
a wiffed move which recovers moderately fast. An example would be a
wiffed roo kick when you are on the ground or a wiffed df+2 just
outside WGF distance.

Suggestion for Tag Partners

The teams that I frequently use are as below :-

1)Kazuya/ Bruce
This is my favourite team right now. Bruce is an excellent partner for
almost any character but nothing is more fun than popping your opponent
up with a WGF before calling Bruce in to finish it off with a Triple
Knee Combo. Moreover Bruce is more than capable of holding his own
because he has excellent pokes and juggling moves. Also the different
styles will lead to your opponent being confused. Btw, just try this =
DGP (CH), WGF~5, <Bruce> b+3, b+4,3,4.... major hurtin'

2) Kazuya/ Heihachi
Before learning to play Bruce this was my number one choice team. I
still use this team a lot though. Since Kazuya has a WGF and better
stamina than Heihachi, I would play with Kazuya and when I see an
opening... WHAM... WGF~5 and Heihachi would finish the juggle for me.
The problem with this team however is that both characters style can be
rather similar, (I did not say exactly the same as Heihachi relies more
on his (E)WGF while Kazuya's tactics is based on his DGP) so if your
opponent manages to figure out how to overcome one of your character's
tactics, you can be sure he roughly knows how to beat the other.

3) Kazuya/ Jin
Same reason as above, though this time Kazuya and Jin's strategy are
almost the same (both rely on getting their (Demon)Gut Punch to hit on
CH) Since Jin's WGF hits High (sM if buffered with a tag) and knocks
too far away on CH (this does not apply if tag is buffered though)
Kazuya's WGF can be the answer as you can call Jin in to finish the
juggle with a simple TGF,3 or any of his b,f+2,1.... juggles.

4) Kazuya/ Julia
Elbows, elbows elbows mania... need I say more? Besides, Julia is just
a powerhouse when it comes to juggling and her stamina is pretty good
too. All hail Mad Axes, the best throw in the game. You could probably
win a whole match by using that throw alone.

5) Kazuya/ Paul
Before you start laughing, let me tell you this - Paul RULZ if you know
how to play him well... and No  I don't mean being able to do 10
deathfist in a row. It is the ability to poke your opponent and then
deliver some whoop ass damage when they make a mistake. Sure Paul is
rather limited by his list of useful moves at a higher level of play
but he is rather fun to play is proven to be able to do some nice combo

Be creative when coming up with your own tag team. What works best for
me may not work for you. Experiment a lot until you find the Tag
partner of your choice.

*** Whatever it is I recommend you NOT play Kazuya / Devil because this
team sux big time (it takes so freaking long to morph from one to the
other thus spoiling tag Juggle opportunities and you are left open to
whatever @$$ whupping your opponent has in store for you) ***

Partner Rating

Hmmm, I will give a rating (out of 10 )to each character. Remember,
the partner rating is a subjective choice and most of it is a matter of

Alex/ Roger
No go here. These freaks are just so incompatible with Kazuya since
they don't have good juggle ability (which Kazuya lacks) making tag
juggles few and hard to come by. So it will almost always be a battle
of 2 seperate characters, rather than 2 characters working as a team.

Angel/  Devil
Really.. I hate this team. If Devil was teamed up with Heihachi, the
team would probably get 4*'s or more but because of the stupid
animation where Kazuya morphs into Devil and vice versa, you can't do
any juggles after the WGF. Same goes for Devil Twister.What a total
waste! What more, you are so vulnerable while morphing and your
opponent would have been charging up an unblockable to teach you a good
lesson. However, as seperate fighters, Angel/ Devil are formidable
given that they have the usual set of Mishima moves.
*Note* There is a Bug in TTT where you can tag out with Devil to
       Kazuya. After a SS+2 you have to run under your opponent and
       tag out at the right moment. If done correctly, Devil will rush
       out and Kazuya will tag in. Prolly follow that up with a flip

Anna Williams
Anna has to be one of the most improved characters since Tekken 3. She
has it all, good pokes, speed, fab juggles, nice body, multi throws,
reversal, did I mention Nice body? Her inclusion of her QCT+1 to juggle
makes her a character to be feared. Use her uf+1,3 a lot too! A good
team, but one which I don't use often. Choose the zebra outfit! One
thing to note about Anna is that after her uf+1+2 throw, you can
usually tag out and nail your opponent with a tag dive. However, since
as stated, Kazuya does not have a tag dive, well.... your opponent can
get away with minimal damage.

Armor King
I like Armor King a lot because of his Dark Uppercut. You can also tag
juggle with Kazuya. Try WGF, ~5, 1, 1, 1, Dark Uppercut. Armor King is
the King (no pun intended) of CD mixup and has good pokes and powerful
throws (plus a multi to boot). Weaknesses? Armor King's Dark Uppercut
isn't as good as your WGF, and the tag juggles that you can do aren't
really that damaging compared to Jin/ Heihachi. :( People elbow looks
cool though and when you are in trouble you can always... no no you
should never rely on something as cheap as A. King's Cuffs.

Baek Do San
If you are a good Baek player who knows every single string, knows
those crazy steps etc then up the stars by one. He has a Class 1
launcher in his f,n,d,df+3 which is useful since Kazuya can tag in for
a TGF + juggle. Moreover, Baeks df+2, 1,2,f+3 X3 into 3+4 has massive
air time which is bound to irritate your opponent.

Bruce Irvine
8/10 (reduced from 10)
Okay, I may be really biased here, but Bruce is MY tag partner of
choice for Kazuya Mishima. Nothing beats WGF~5, b+3, Cheese Knees and
what more... you can do these after a CH Demon Gut Punch for Massive
(and i mean MASSIVE) damage. Bruce is really deadly in his own right
with good pokes, good range and again the cheese knee combo finisher.
Sides, you won't need to worry about chickening much with bruce since
most of his attacks are elbows and knees. Probably one of the more
advantaged characters in this game. The only weakness of Bruce is that
his moves can be easily sidestepped as most of them have bad tracking
ability and also the lack of Class 1 launcher.

Bryan Fury
Bryan is not bruce.... bryan is not bruce. Say this to yourself
repeatedly when choosing Bryan. Nothing beats Bryan's Chains of Misery
throw which is definitely the most intimidating throw in the game.
Imagine, pulling off 3 taunts in the middle of a juggle! Bryan is more
than capable of doing big damage by himself with his CH stun juggles
like WS+3(ch), WS+2,b+2, 1~4,3,3. When fighting against Bryan, a
comeback is very likely. Moreover, Namco has blessed him with a Punch
parry which I felt he sorely lacked in Tekken 3. Now he can more than
hold his own against the big boys of the game. You can also tag juggle
with Bryan using his WS+1, though Kazuya as I said before, isn't a
juggle machine.

Eddy / Tiger
Eddy is dangerous IF you know how to use him. With that said, there are
very few players who play Eddy effectively. Good players will be able
to poke him out of the act since his moves have long startup or
recovery time. If you are one of those who just mash with Eddy then the
team would get no stars at all.

I must be joking right to give Ganryu this rating. Not really. Ganryu
backs up Kazuya with just about everything he lacks. He has a class 1
launcher so Kazuya can pull off those fancy TGF juggles. He has power
to punish your opponent for wiffed attacks.... and he surprisingly CAN
juggle. Moreover, his high stamina makes him more useful than one would
think of him.

Gun Jack
I don't think Gun Jack is much good a partner for Kazuya since he is
slow, makes a nice target for WGF, d+1+4 for Heihachi and doesn't have
any powerful juggles. Has good stamina though so you can take a bit
more beating.

Heihachi Mishima
Heihachi is a combo monster. Tag out if out if Kazuya ever connects
with his WGF (not on CH though) and let Heihachi finish the juggle. Try
DGP (CH), WGF~5, 1, f+1,b+2,1 or 1, 1, 1, EWGF. Heihachi's EWGF is
probably one of the most Abusable move in the game since if your
opponent blocks it hit will suffer guard stun and if it connects, you
can spell juggle mania. The only drawback of this team is Kazuya does
not have a class 1 launcher and neither does Heihachi, making those
super damaging combos like TGF, 1, f+1,b+2, 1 inaccesible. Another
thing to remember is Heihachi's Hell sweep has been tonned down a lot,
so use it only mostly in juggles. An excellent team overall.

Good movement when you play Hwoarang is a must. Hwoarang can be really
dangerous since his moves can do loads of damage in an instant.
Moreover, he has a Class 1 launcher in his f,n,d,df+4 for Kazuya to do
some pretty mean juggles. Remember, good movement is a must for this
team to be succesful since Hwoarang's power moves are on the slow-ish

Jin Kazama
I like this team mainly because Jin can do a lot of damage after a WGF.
A simple combo for beginners would be WGF~5, b,f+2,1,d+2, f,f+2. Does
loads of damage and you can say bye bye to that red life bar. Although
both players have that all powerful gut punch move, they should both
be played in a different manner. Jin's WS+2 has to be one of the best
WS move in the game. If you buffer tag for Jin's (E)WGF it will hit sM
instead of high =) Nice going Namco. Jin's Hell Sweep is a good tool in
battle since you can juggle with a White Heron Combo after a single
sweep. And the to add icing on the cake, Jin has a reversal to punish
those who do not buffer chicken. Jin IMO is probably the best character
in TTT.

Julia Chang
Julia is dangerous because of her 1~2,1 and 1~1,1 on CH. You see, her
jab is only 8 frames, so you are going to get a lot of CH on those
pitbull Mishimas who jab a lot. You can always tag out after a WGF and
do THOSE elbows - bound to annoy your opponent. Her juggle ability has
been beefed up a lot so you can do a df+2,1 after her elbow stun. Plus
she has been blessed with the Mountain crusher combo to make things a
misery for your opponent. Too bad she can't tag out after her Heaven
Cannon unblockable because that counts as a class 1 launcher (but she
can juggle really good so who cares!) Overall an excellent partner who
gets a less than perfect score because she does not get any Netsu power
up. One last advice - ABUSE her Mad axes.

Jun Kazama
I will be nice to Jun and give her that extra half star since she is
after all Kazuya's wife (btw, my girlfriend sometimes dresses up
exactly like Jun ;-) ) The only thing useful is sadly their tag throw.
Since Jun is rather slow, weak and is not a juggle machine, she does
not compliment her husband well. However, she does have a reversal
which gives her an edge over people who do not buffer chicken.

King compliments Kazuya well in the department which he lacks most :
Really damaging throws. Lets face it, Kazuya has only one useful throw
(the stonehead) so King adds a little more variance to Kazuya's game.
However, King does not have a good launcher nor is a good juggler. He
however has some very good poking tools to set up his throws plus very
good stamina. Moreover he has an unchickenable leg reversal which will
surely come in handy at a higher level of play.

Okay, I gave Kuma/Panda a better rating than the Jacks because they
have the f+1~1,1 G-Clef Cannon of the Changs which is just plain
unfair. Even with his size, the first punch is only 8 frames! The speed
of which it comes out plus the extra range makes this move great. Kuma
also has all the other power moves of the Jacks which as said is
powerful but rather slow. However, Kuma has been rather improved in TTT
with the addition of the Hunting Bear stance. It is fun to play as Kuma
once in a while considering not many players expect a good fight from a

Although Kunimitsu is a formidable opponent, I don't think that she is
the partner for Kazuya. With that said, Kuni is still dangerous with
her numerous unblockables and great okizeme game. What she lacks in
stamina, power and great juggle capability is made up by speed, stealth
and unblockables. A good partner, but there are better.

While Law has been toned down a bit since T3 when he was considered one
of the best (if not THE best) character. Although Laws arsenal may be
limited to  b+2,3,4 , b+1,2,1 and his various versions of flip kicks,
he does have the ultimate parrying ability. Not only does he have high
and low parries, he has a punch parry which will surely punish punch
dependant characters like the Jacks. His juggles are both simple to do
and hugely damaging making him a good partner for players who find it
difficult to do Kazuya's more difficult juggles.

Lee Chaolan
Ah... yes..... Kazuya and his step brother Lee. Lee can be dangerous
himself when played correctly. His b+3~3 kick has insane priority and
can come out fast. Moreover, he does have a class 1 launcher in the
form of his d~db+4. Also, the first 4 (or was it 3) hits of his
Infinite kicks is a very good counter against those pitbulls as if the
first hit connects, the rest are guranteed. Lee is a good juggler
himself although most of his really damaging juggles are difficult to
do. His Hitman stance will  sucker in people who know very little of
him. Lastly choose Lee if not to see him and Kazuya in tuxedos (Very

Lei Wulong
If you know Lei's Stances by heart and can perform his Haha Steps
correctly, then Lei is a very useful partner for everyone. You don't
need me to tell you how useful his Razor punches are right? Or how
deceptive his sweeps can be from the Haha Step. My gripe bout Lei is
his lack of ability to juggle but I feel that his deception and good
strenght more than makes up for that. A formidable partner.

Ling Xiaoyu
Ling Xiaoyu is a pest. Her insane speed is a bane especially against
slower characters. Therefore, Ling may be a very good partner for
Kazuya when against slower characters. Her ability to duck into AOP
(and duck even lower in AOP) makes her a good choice against high
hitting dependant characters. However because of her stamina, or lack
of it, a juggle or two may end the round as fast as it had started. Her
lack of stamina, power and class 1 launcher results in her getting a
less than perfect score but she makes up with for it with her great
poking ability which complements Kazuya very well. I do feel that
Kazuya's poking game isn't the best (I mean come on.... 10 frames jab).
If you do choose Ling, it is vital to know every wah to get into each
of her stances and out of it. Do not be too predictable (ie. use f,f+3
racoon swing each and every time you want to get into backturn stance).
Move move move and I'm sure you will drive your opponent up the walls.

Michelle Chang
Michelle should be played like Julia but for some differences. Her poor
stamina means she cannot take as much damage as her daughter. Michelle
somewhat compensates with some of her exclusive moves like df+3+4 and
SS+3~4 which while good launchers, tend to miss a lot. Also, Mich
damage in juggles is lower compared to Julia. With so much game time
spent with the Changs lately, I find Mich to be the more powerful of
the two Changs because she has better mobility. Her f,f+1 will NOT
knock down on CH which means the sky scraper kick (4) follow up is
guranteed + you get a free okizeme. What more, it seems that her f,f+1
recovers faster (At least to me) and you can tag in loads of elbows
after a juggle launcher. Her FC,df+2 elbow and d,df+2 is useful to get
stuns from which she can either go fo df+2,1 or hopkick juggle. A good
choice of a partner, but I'd rather stick with Mad Axes.

Mokujin/ Tetsujin
Hey , if you are that good, why not? Playing with Mokujin, your
opponent will have to change his tactics every round..... or during the
round itself (if Mokujin tags out for 15 secs or more he will immitate
another character) which tends to lead to a lot of confusion. As I said
before, if you are that good, then by all means use Mokujin. Good
bragging rights ya know?

Nina Williams
I gave Anna a 8 so I think Nina deserves a 7. Nina has been tonned down
WAY too much from Tekken 3. Her Divine Cannon takes 20 frames to come
out now *arGh!*, but it still makes a good tag launcher. However, Nina
is still dangerous with her various pokes, juggles and her bad habbit
kick. She does have loads of multi-throws but getting that to connect
on a good player is a different story. Although Nina's juggling ability
has been somewhat crippled, she can still get the job done.

Unlike Kazuya, most of Ogre's strategy is based on his DGP (or should
it be Your DGP) After a DGP for Ogre though, his follow ups aren't as
damaging as what you could do with Kazuya. He does have Lee's d~db+4
kick though... which is a class 1 launcher. Not much to say here but if
you do play Ogre/ Kazuya you will have to play all out offense since
both aren't defensive minded characters.

If you are those who does 10 deathfist every round then reduce the
rating to 0.5/10. Paul can be dangerous in the right, not-a-scrub, hands.
He has excellent pokes and mixup which complements Kazuya well.
Although he does not have the best juggling ability, the excellent
power from his moves makes up for it. And when everything seems lost,
remember you have his secret weapon -the deathfist. OOOOAAWAGGHH! Btw,
lately, I have been playing Paul with Kaz, and I must say that although
Paul's juggling capability isn't as good as what one might expect, it
is still excellent.

He does have a Class 1 Launcher so Kazuya can do those wonderful class
1 Juggles. Other than that, do read my feelings on GunJack.

True Ogre
Reduce the score to 0/10 if you are those who does nothing but flame
flame flame every round. True Ogre makes a big target for juggles, but
he does have the ability to escape juggles which is always useful.
Moreover, he has added range since his arms have grown so much bigger.
However I'd rather use Ogre than T.Ogre since he is just one big fat
lumbering oaf.

Wang Jinrei
I'm not joking. Wang is a good partner for Kazuya. He has an
unchickenable left punch reversal - really useful for those poking
Chang's, Mishimas etc. He has a Deathfist ... I don't think I need to
explain that move do I? He has an excellent db+4 kick which is
discreet, comes out fast, excellent for poking and interrupting and if
on CH, 2 is guranteed -> juggle -> massive life lost. Has the infamous
1~2,1 and 1~1,1 of the Changs too. However, I do feel that his stamina
leaves a lot to be desired and his frame rate is wayyyyyy bad resulting
in a not so good score.

Because of Yoshi's unpredictability, he rates highly in my books. He
has great poking and okizeme game and a plethora of unblockables. Also
he does have a class 1 Launcher which is rather useless (good luck in
getting the Roo Kick to connect) His sword reversal is excellent
against overly aggresive poking characters. Last but not least, he has
the Suicide move which is useful to salvage some pride if you are
losing badly (and maybe get a double K.O.)

Sites of Interest

In my opinion this is the best site to get ALL the Tekken you could
ever want, from those awesome juggle movies to fabulous Tekken art.
Also helpful is the complete (well more than complete) juggle list for
every character and frame data. Lets not forget this is the home to
many great Tekken FAQs. However, I'm not sure if its my connection or
what but the site takes a tad on the slow side to load (however the
movie downloads are at a nice fast rate.)
Tekken Rating : 5/5
Kazuya Rating : 3/5

The best part of this site is the extremely good coverage of WGF and
EWGF. I admit that before reading this site, I had problems doing the
EWGF consistenly... not anymore. This site also has combo list for some
characters though it is still under construction. This site does have
some Combo movies though the number is rather limited. The only
complaint about this site is that it does not have enough Tekken Art
and some of the screenshots on this page appear muddy.
Tekken Rating : 3/5
Kazuya Rating : 3/5

This is Namco's official website. I don't usually visit this website
though because what ever information that I can find here, I can find
on TekkenZaibatsu.com.
Tekken Rating : 2/5
Kazuya Rating : 1/5

Before learning of TekkenZaibatsu (tekken.net) I used to frequent this
page for Tekken FAQs. Most of the FAQs found on TekkenZaibatsu is found
here. There are some FAQs here which never made it to TekkenZaibatsu (I
have no idea why) Gamefaqs.com is also a place to get FAQs for other
games. They have some EXCELLENT faqs on Final Fantasy, Marvel Vs Capcom
2, Baldur's Gate etc.
Tekken Rating : 3/5
Kazuya Rating : 2/5

Another site which may be of interest to most people. This is where I
downloaded all those Tekken Tag Tournament Competition movies. Any
serious Tekken fan should download these movies to watch and learn.
This site also contains most of the FAQs found on TekkenZaibatsu. Also
worth checking out if you are an avid fan of other fighting games. I
myself play Soul Calibur and Marvel Vs. Capcom 2 though I admit that I
am no where as good in those games as I am in Tekken.
Tekken Rating : 3/5
Kazuya Rating : 2/5

Well this is my homepage. It does not contain much on Tekken other than
well this FAQ (and upcoming FAQs should I write any. However do check
out my page if not to see how whacko me and my friends are. I have a
modified (with permission) version of Andrew Lee's Baldurs Gate FAQ.
Tekken Rating : 1/5
Kazuya Rating : 1/5

Well, a japanese site with loads of Mishima combo movies ranging
including Kazuya movies. Worth the download since the movies are clear
and crisp unlike some of the other movies on other japanese/ korean
sites. Some mad juggles are here too!
Tekken Rating : 4/5
Kazuya Rating : 5/5
*note* There has been a change of add since I last visited.

Agent 3:16's site. Some of his combos are really breathtaking. I
suggest you go there now and download his Unknown tribute, which, IMO
is much much better than the one on Zaibatsu. Other worthy movies are
Changs 3:16 and Xiaoyu 3:16. Do remember to download his Mishima
Unleashed video too because he demonstrates some original (this is a
hard word to come by nowadays) combos for Kazuya. Anyways Agent3:16
has already retired *Sob*
Tekken Rating : 4/5
Kazuya Rating : 2/5

This site is pretty good. I was most impressed by the Jun Tribute movie
on this site which ROCKed presentation wise. Unfortunately, the I must
say that most of the combos done on this site is disappointing since
they are usually average combos or ones that I have seen done to death.
Look for tribute movies here.
Tekken Rating : 3/5
Kazuya Rating : 2/5

Download Dohee's Kazuya: The Special works! Man that rulz. Among the
combos you see are some of the most INSANE stuff like df+2 (CH), WGF
juggle. By comparison, his Kazuya combos put other sites to shame.
Moreover, he has match video of Jang, the world tourney, throw movies
as well as other exhibitions. A must visit for all tekkenites.
Tekken Rating : 5/5
Kazuya Rating : 4/5

Nothing much but loads and loads of movies from the LA tourney. The
quality is very good. Good Julia, Jin and Lei juggle movies but other
than that defunct of any Kazuya material (outside the La Tourney
Tekken Rating : 4/5
Kazuya Rating : -/5

Mr. Kazuya Kazama's Site. This is a true hardcore Kazuya site with
loads of juggle movies for Kazuya. One to go to only if you are a
Kazuya Fan.
Tekken Rating : 3/5
Kazuya Rating : 5/5


I give credit where credit is due to the following :-

1) My Girlfriend, Pang Kwai Lee (Momo)
She has tolerated me countless times and time again for playing Tekken
even when we go out for a date. Also credit to her for being a nice
huggable human bear when I lose to some scrub due to some inexplicable

2) Catlord
For his movelist, since Reverend_C based his movelist on yours in the
first place..... I wonder how he finds ALL the moves in the game.

3) Tekken Zaibatsu and Castel
For having excellent and up to date Tekken Info. Castel for his various
Kazuya juggle movies which has made me play Kazuya even more.

4) bluu
Has added even more stuff bout Kazuya. Whoopee.... now the FAQ is at
v3.0 and counting.

5) 7ronko
7ronko, sorry mate. Did not know it was you who first mentioned DGP on
CH can be escaped. So sorry bout that, hope this will make ammends.
Also thanks for a lot of other info like the df+2, EWGF and other

6) Reverend_C, Exar_Kun, MCampbell (Devil_Jin),
All have written solid guides of which every one of them are unique in
their own ways. I have used RevC's movelist format since I'm rather
impressed with his work. I feel that Rev is one of the better FAQ
authors of the current stream of Tekken players, so Rev, I'm looking
forward to your Julia FAQ. Hey Mark, think your FAQ should be mistake
free by v9.0 so Rev will have no reason to flame you again :P Exar,
keep up the good work. Maybe a Jin FAQ next?

7) Han Tzen
My sparring partner who gives me a good trashing in Tekken 3 on the
Playstation but ultimately gets a good trashing in Tekken Tag in the

8) Han Shin
He is my Sinsei in Tekken, helping me improve my game a lot. Before
playing him, my game was very linear, but he has thought me a lot
since, especially with his irritating poking Changs.... Just love to
hate them.

9) Tekken Scrubs
They give me the best time in the arcade as I enjoy it the most as I
beat them effortlessly, parrying every 10 hit combos they throw, WGFing
every Deathfist they want to try to initiate and chickening every
reversal they go for.

10) Tekken Forum
The folks over at Tekken Zaibatsu Forum. Really fun talking with you
guys.... and turgeon for all those good laughs!

" There is something new to learn in Tekken everyday, and if you
haven't learnt that by now, you ain't learnt nothing yet."

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