Tekken Tag Tournament Kazuya Mishima FAQ
Version 8.6
June 17, 2000
FAQ written by Mark Campbell (MCampbell) <Devil_Kazuya_28@yahoo.com>
Tekken Zaibatsu BBS Screen Name: Devil_Jin

Unpublished Work Trademarked (TM) and copyrighted (c) Mark Campbell 
2000-2001.  All Rights Reserved.

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Oh, by the way... THAT _ESPECIALLY_ MEANS ALL OF YOU ASSHOLES AT GAME 
CAVE!  YOU'VE BEEN STEALING EVERYONE'S FAQS FOR BLOOD MONEY FOR TOO 
GODDAMN LONG, AND IF I FIND OUT YOU ARE GOD FORBID _SELLING_ MY FAQ 
(WHICH IS _MY_ WORK THAT I POURED MY SWEAT AND SKILL INTO), I AND MANY 
OTHERS WILL TELL YOUR PROVIDERS TO SHUT YOUR ASSES DOWN FOR GOOD AND 
SEND YOU BACK TO THE TOILET YOU CAME FROM!!!

The Tekken series, Kazuya Mishima, and all related events/characters are 
(c) of Namco Hometek.  All Rights Reserved.

This FAQ can be found at:

GameFAQs (http://www.gamefaqs.com)
Tekken Zaibatsu (http://www.tekkenzaibatsu.com)
Fighters.Net (http://www.fighters.net)

And coming soon to:

Tekken Oblivion (http://titan.spaceports.com/~tekken/index.html) 
(Maybe... nhr hasn't responded to my e-mail yet)

If ANY other sites I am not aware of aside from GameFAQs and the Tekken 
Zaibatsu have this FAQ on their site/database, I _URGE_ you to mail me 
the site address, name, and/or link.  NO OTHER SITES SHOULD HAVE THIS 
FAQ ON IT!!!

=================
TABLE OF CONTENTS
=================

I. Conventions

II. FAQ Introduction

III. Latest Revision History

IV. Credits/Sources

V. Kazuya Mishima's Bio

VI. Strengths and Weaknesses

VII. Moves List

VIII. Frame Data

IX. Moves Analysis

X. Combos
 
XI. Strategy

XII. Versus Fights

XIII. Partners for Kazuya

XIV. Kazuya's PS2 Ending

XV. Upcoming FAQs

XVI. My Favorite Links

XVII. All About Me

=======================================================================
I. Conventions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

MOVEMENT CONVENTIONS

(Note: These are assuming your character is facing to the right.  If 
they are facing to the left, reverse all b, f, B, F, SSL, and SSR 
commands.

1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
5 - Tag
d - tap Down
u - tap Up
f - tap Forward
b - tap Back
d/b - tap Down-Back
d/f - tap Down-Forward
u/b - tap Up-Back
u/f - tap Up-Forward
D - tap and hold Down briefly
U - tap and hold Up briefly
F - tap and hold Forward briefly
B - tap and hold Back briefly
D/B - tap and hold Down-Back briefly
D/F - tap and hold Down-Forward briefly
U/B - tap and hold Up-Back briefly
U/F - tap and hold Up-Forward briefly
N - Neutral joystick position  (Joystick is not touched)
SS - Sidestep (u,N or d,N)
SSL - Sidestep Left (u,N)
SSR - Sidestep Right (d,N)
QCF - Quarter-Circle Forward (Move stick from down to forward)
QCB - Quarter-Circle Back (Move stick from down to back)
HCF - Half-Circle Forward (Move stick from back to down to forward)
HCB - Half-Circle Back (Move stick from forward to down to back)

LINKING AND SPECIAL CONVENTIONS

+ - Moves must be done together
~ - Moves must be done IMMEDIATELY after the other
_ - Or (When used between two moves, they are interchangeable)
< - Move following the < has the option of being slightly delayed
[] - Brackets surrounding an item indicates an optional output
() - Parenthesis indicates moves grouped together
{} - Curved brackets indicate buttons needed to break a throw
CH - Major Counter-Hit
CL - Clean Hit

GROUNDED POSITIONS 
 
PLD - Play Dead Position, face up & feet away  
KND - Knockdown Position, face up & feet towards  
SLD - Slide Position, face down & feet away  
FCD - Face Down Position, face down & feet towards  

EXTRA COMBO CONVENTIONS

WGF - Wind Godfist (f,N,d,d/f+2)
EWGF - Electric Wind Godfist (Jin: f,N,d~D/F~2, Heihachi: f~N~d~D/F~2)
TGF - Thunder Godfist (f,N,d,d/f+1)
big - Can only be done on big characters
cc - Crouch Cancel (tap u during crouch)
(,) - The hit in parenthesis misses during the combo

MOVE LIST ABBREVIATIONS

BK - Your back facing the opponent  
OB - Forces opponent's back to face you 
OS - Forces opponent's side to face you 
OSB - Forces opponent's side to face you when blocked 
JG - Jugglestarter 
BN - Bounce Jugglestarter 
RC - Recover Crouching after a move 
CH - Requires a Counter-Hit  
DS - Double-Over Stun 
FS - Fall Back Stun 
LS - Lift Stun 
GS - Gut Stun 
KS - Kneel Stun 
HS - Hunch-Over Stun 
TS - Trip Stun 
CS - Crumple Stun 
CFS - Crumple Fall Stun 
CF - Crumple Fall 
BS - Low Block Stagger 
SH - Stagger Hit 
GB - Guard Break
FL - Float
# - see corresponding footnote 
c - CH modifier (eg. JGc is a juggle starter on counter hit)
cl - Clean Hit modifier (eg. DScl is a double over stun on clean hit) 
co - Crouching Opponent Modifier (eg. KSco) 
cco - CH on Crouching Opponent Modifier (eg. FScco)
h - Attack hits High (block High or duck)
H - Attack hits High and on ground (block High or duck)
m - Attack hits Mid (block High)
M - Attack hits Mid and on ground (block High)
l - Attack hits Low (block Low)
L - Attack hits Low and on ground (block Low)
sm - Attack hits Special Mid (block High or Low)
! - Unblockable hit
<!> - Unblockable hit which can be ducked
{!} - Unblockable hit which hits grounded opponents
*!* - Unblockable hit which hits big grounded opponents
" - Indicates block point in Strings

NEW TTT MOVES

If Kazuya has a new move in TTT that he did not have in Tekken 3, I 
typed that move on the Moves List in CAPITAL LETTERS!

=======================================================================
II. FAQ Introduction ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

Well, thank you for taking the time to plop your Tekken-playing asses 
down in front of this computer screen and read this tome of Kazuya 
goodness.  The reason I've compiled this FAQ is rather simple - ever 
since Tekken 2 first came out, Kazuya has ALWAYS been my favorite 
character to use.  He's just a MAJOR bad-ass, with some insanely-useful 
attacks with which he can demolish many an opponent in no time flat.  In 
Tekken 2, Kazuya was within the top five characters in the game - he had 
very powerful juggles, re-defined the meaning of "stun" with his 
incredibly-powerful Demon Gut Punch, and was the first character in 
Tekken to recieve a sidestep - however, to make that particular 
advantage even more deadly, Kazuya could enter his Crouch Dash (the most 
important Mishima move) by simply tapping d/f, from which he could go 
into a vicious guessing game with his Wind Godfist and Hell Sweep.  He 
had power, speed, and ease of use all combined into one deadly package - 
the only real weakness he had was the lack of an Attack Reversal.  In 
the words of tragic (Ben Cureton, the overall BEST Tekken player in the 
U.S.), in his EXCELLENT Tekken 2 guide, "If he had a reversal, he would 
be rated number one or two hands down" - and he hit it right on the 
mark.

Kazuya, much to the displeasure of many Tekken 2 vets, was excluded from 
Tekken 3, and mostly replaced by his son, Jin Kazama.  While Jin was 
given several qualities that Kazuya lacked (he actually had an Attack 
Reversal, along with the best moves of his mother, Jun Kazama), several 
of Kazuya's staple attacks and characteristics, such as a WS+2 Demon Gut 
Punch, the Wind Godfist (the BEST move ever in Tekken), and the Mist 
Step were either changed, weakened, or altogether scrapped.  While newer 
players to Tekken didn't really care, just as slikatel stated, Tekken 2 
veterans knew that those attacks were the heart of Kazuya's power and 
effectiveness.  The absence of a Mid-hitting Wind Godfist SEVERELY 
hampered Jin's game.  It is a well-known fact that if Jin had been given 
a Mid-hitting Wind Godfist in Tekken 3, he would be the strongest 
character by far.

Well, Tekken 3 is now old news, and Tekken Tag Tournament is in.  TTT 
has EVERY single character ever to grace a Tekken game in this sucker - 
and that means Kazuya is back to kick ass, and he's come packed with 
several new moves and quirks that have acclimated Kazuya to TTT's 
severely-adjusted game engine.  Although he has been toned-down in many 
areas, with practice, Kazuya is one of the most frightening match-ups 
for almost any opponent, and STILL one of the game's best characters.  
Virtually every property from Tekken 2 has changed in some way, so 
that's where this guide will come in handy for the aspiring Kazuya 
player.  This guide is meant for the intermediate to advanced Kazuya 
player, so if you don't know about the general game engine, check out 
the Tekken Zaibatsu or read up on one of the two EXCELLENT Tekken 3 
books (General game engine was mostly unchanged from Tekken 3 to TTT), 
such as Ben Cureton's Brady Games guide, and DEFINITELY the Versus Books 
Tekken 3 Ultimate Guide.  Although I am not the foremost authority on 
how to kick ass with Kazuya, I am pretty good, and a very observant 
learner, so remember that this is not THE way to play Kazuya and win, 
but the way that I play Kazuya and win.  So, for those that want to 
learn just why Kazuya is so feared in match play, read on...

=======================================================================
III. Latest Revision History ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

This keeps track of the last three revisions:

v8.0 - Medium-size update.  Fixed errors in WGF and Twin Pistons, 
changed Abolishing Fist to Gut Punch, added weaknesses to Demon Gut 
Punch and Glorious Demon Fist, tried to fix errors in Mist Step Cancel 
(Messed up again though).  Added incomplete Crouch Dashing into Strategy 
section, added some combos.

v8.5 - Minor update.  Fixed errors on Mist Step Cancel, Gut Punch, and 
Twin Pistons, new info on Demon Gut Punch (i.e., it SUCKS), added Wave 
Step strategy and more combos, finished Crouch Dashing strategy.

v8.6 - Big update.  Added and completed Frame Data, added Sidestep and 
Okizeme parts of Strategy section, fixed errors in Spinning Backfist, 
added combos, more info on Demon Gut Punch (Still sucks), fixed Crouch 
Dash to WS info, more info on Twin Pistons (Rocks!), new info on Right 
Splits Kick, fixed Mist Step Cancel info (For good, hopefully), added 
Instant WS trick, took out Demon Hop and its strategies, added to 
Copyright Info (Disclaimer about Game Cave) and Credits section, added 
Revision History, added FAQ locations.

=======================================================================
IV. Credits/Sources ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

Like I've stated before, I feel that the people that inspired me and 
motivated me to create this FAQ are the ones that deserve credit for 
this FAQ.  Let's get it on...

- Rev, hey, it's always fun getting flaming lessons from you dood =^.  
I have gone from being wimpy-ass Devil_Jin to being a bad-ass MoFo 
Devil_Jin (Well, SPMAN and bluu thinks so, although bluu is now 
Motherfucker bluu, lol).  To be honest, your FAQs are pretty damn good 
anyways, and I do admit you are my main inspiration for writing this 
stuff in the first place.  Props go out to Exar Kun, whose Heihachi and 
Kaz FAQs are also very good themselves.  And I would also like to thank 
Lee Kian Chong, who's Kazuya FAQ simply KILLS mine, Rev's and Exar's 
FAQs... sorry doods, but this guy's FAQ is THAT good.  You're a talented 
FAQ writer man, I can't wait until your Julia FAQ is up.  He's also 
really cool (I converse with him on the BBS =^).

- Victar, keep it real, man.  For those that haven't read it yet, I urge  
you to check out his site and read his incredible Tekken fanfiction.  
His latest, and finally finished fanfic, "Phoenix Reborn", is an 
essential read for any respectable Tekken fan.  His site, Victar's 
Mortal Kombat/Tekken Fanfiction Archive, is very comprehensive, with a 
huge list of crazy Links and fanfics.  Check it out at:

http://members.aol.com/sglkht

- Raijin Aoki for his absolutely incredible Lee Chaolan Tribute movie.  
I love it more than any movie of Tekken so far!  The BGM RULES!  If you 
are a Tekken fan, download it.  _Now_.  LEE KICKS ASS!!!  Castel, when 
are you gonna make a Lee movie?  That will kick a lot of ass as well 
=^)!

- Kevin and Amaro at Time-Out Arcade in Danbury Fair Mall, CT, for 
killing my ass with your mad skillz... especially Amaro with his insane 
Baek/Hwoarang team, cuz his New Haven skillz are to be feared, 
rekonized, and rezpekted, cuz he iz just beez-naughty.  Kevin, try 
someone else than Paul, ok?  You got too much potential to waste on 
doing 5,296 Deathfists in a row...

Oh, and by the way, I do play Paul... but I use his Thruster like ALL 
the time (Gotta be one of the most underused Tekken moves aside from 
Twin Pistons, but IMO it is one of the best moves in the game) and do 
massive juggles and poking games with him - in other words, I play him 
CORRECTLY =^.  I dunno, I'm stuck wondering whether I should make a 
Paul, Armor King, or Lee FAQ...

- Catlord, tragic, slikatel, and Castel, for supplying all the masses 
with your sick knowledge of the greatest fighting game ever made.  Keep 
it coming, guys!  AND _BIG_ PROPS GO OUT TO TEKKEN ZAIBATSU FOR THE 
COMBOS, CONVENTIONS, FRAME DATA, AND ENDINGS!!!

DID YOU SEE THAT LAW MOVIE?  WHAZAAAAAAAAAAAP!

- The guys at Tekken Zaibatsu's Forums: Reverend C., bluu, Prizim, 
Eeker, tomhilfigr, KOFTEKKEN, Eeker, 7ronko, Chinky-Eye, Renick 
(Excellent FAQs dood), Red_Talon, FusionTech, Kingp82000, avkazama, 
RedFoot, EVIL 5150, Dark Angel, and Kazama....Jin Kazama (Ugh that is so 
fey).  You guys kick ass in Tekken and are cool to debate, argue, chat, 
and/or bitch with.  Keep it up.  Thanks Chinky for the Twin Pistons info 
(No need for the violence dood), Thanks 7ronko and Rev for the 13-frame 
WGF info, and thanks bluu for all the Hell Sweep data and the INVINCIBLE 
WGF info!  You ROCK dude!  You are hereby designated "The Confirmer" and 
"MoFo Crazy-Ass UltraFlamer #2 (Rev is #1, and I'm stuck at #3, lol) in 
my book, er, FAQ...

- Chris MacDonald, better known as Kao Megura, for his well-put, 
comprehensive Copyright info.  Thank you man, you are an inspiration for 
many.  Enjoy your retirement, you deserve every bit of it.  I hope you 
can write some more killer FAQs some day.

- BTW, I made a boo-boo in Version 8.5.  I was almost sure that Kazuya 
had the Demon Hop to Leaping Side Kick/Jumping Mid/Jumping Low Kick that 
Hei and Jin had, but I tried it and I could not get it off for the life 
of me, so I got rid of it.  I'm not sure, maybe it was the diagonals, 
but if anyone can confirm this (Are you listening bluu/Castel?), tell 
me, and I'll put it back in my FAQ and I'll give you credit.

- IGN, the PS2 does NOT suck!

=======================================================================
V. Kazuya Mishima's Bio ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

Kazuya Mishima's history is quite convoluted, so it's difficult to 
include everything in detail, but here goes... Kazuya is the son of 
Heihachi Mishima, the head of the extremely wealthy Mishima Financial 
Empire.  Throughout his childhood, Kazuya was the victim of a nearly-
endless string of physical abuse from Heihachi, who believed solely in 
building a child's strength by beating them during their training 
exercises.  Then, at the age of five, Heihachi threw Kazuya into a 
ravine, which left a huge scar running from his upper-right shoulder to 
his lower-left adbomen.  Kazuya as a result grew up devoid of emotion, 
and things only grew worse when Heihachi adopted a Chinese orphan named 
Lee Chaolan when Kazuya was around 13 years old.  From the first time 
they saw each other, an intense rivalry and hatred flourished between 
Kazuya and Lee, to which Heihachi exploited to the fullest.  He openly 
embraced Lee into the Mishima family as a way to incite Kazuya's 
jealousy and hatred so that Kazuya would grow up and make Heihachi proud 
when he inherited the MFE.  However, this only made Kazuya's hatred for 
his father blossom into murderous rage.

When Kazuya was around 18, he left the MFE to search the world to 
secretly gain power to overthrow his father, while at the same time 
living off of his father's money - he devised plans while maintaining 
the cover of a spoiled, rebellious rich-boy turned vagabond.  It was at 
this time he was troubled in his dreams by an entity known as Devil.  In 
exchange for possessing Kazuya, he would grant Kazuya almost limitless 
power in order to overthrow his father.  Kazuya accepted Devil's offer, 
and became an agent of evil.  Now all Kazuya needed was an opportunity 
to strike...

During the year 1995, Heihachi organized a blood-sport tournament called 
the King of the Iron Fist.  The winner would recieve a large cash sum, 
as well as becoming the new owner of the Mishima Financial Empire.  
Kazuya was one of the lucky few who recieved an invitation.  So now, 
fueled with unholy power, Kazuya entered, and proceeded to not only 
demolish Lee, but topple Heihachi as well, throwing him off of the same 
cliff that he himself had been thrown at the age of five, believing him 
to have perished, although he would find out that he had survived later 
on.  Kazuya became the new President and CEO of the Mishima Financial 
Empire, and then instantly began corrupting it with his evil power.

In 1997, Kazuya organized the second King of the Iron Fist tournament.  
During the course of events, Kazuya fell in love with the "Ecology 
Fighter", Jun Kazama, and were drawn together by the supernatural power 
of Devil.  In the final match of the Iron Fist, Heihachi, who had come 
out of hiding to topple all challengers in the tournament, fought Kazuya 
again in a bloody battle.  This time, Heihachi defeated Kazuya, and made 
sure he would never come back to menace him again by throwing his corpse 
into a raging volcano, while at the same time, Devil was battling a 
pregnant Jun Kazama for ownership of an unborn Jin's soul.  Jun emerged 
victorious, and fled to the isolated Japanese island of Yakushima to 
raise Jin away from the horrors of his father and grandfather's crimes.

Now, since TTT is considered separate from the Tekken series in terms of 
storylines, it is unknown how Kazuya, along with Devil, have surfaced 
for the latest Iron Fist.  If I had to put a storyline on it, I'd say 
that Devil survived Jun's battle, re-created Kazuya (since Heihachi 
killed him), and hid out for a while (it explains Eddy's ending in 
Tekken 3...)

=======================================================================V
I. Strengths and Weaknesses ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

While Kazuya had very few weaknesses in Tekken 2, in TTT he has been 
toned down a bit.  However, do not let this deter you, as he is still a 
very powerful character to use in match play when mastered, and in an 
experts hands, he can pretty much kick anyone's ass with ease.

STRENGTHS

- Kazuya has the most effective arsenal of stun attacks, as well as the 
most powerful stun combos in the game.  He has the insanely-powerful 
(although crappy) Demon Gut Punch, the extremely-useful Gut Punch, and 
the powerful Glorious Demon Fist with which to stun them and combo.  
Your best stun move is the Demon Gut Punch (if it hits on CH and they do 
not escape the stun), as it is rather fast, easy to do, hits Mid, 
Double-Over Stuns on Counter-Hit, does insane damage, and Kazuya can 
follow-up with almost any of his moves for a powerful combo.  However, 
it has been toned-down a bit in TTT, as a stun can be Tagged out of, and 
even if it is a Counter-Hit, the opponent can simply hold Forward to 
escape the stun.  The others are also effective in situations, but they 
are best suited for times when you want to vary your attacks, and many 
of them are also very effective juggle enders, like the Gut Punch and 
Glorious Demon Fist (on big guys).

- While not having as much finesse and damage as Jin or Heihachi, 
Kazuya's juggles are powerful and simple.  It only helps that he is 
gifted with possessing the best jugglestarter (and perhaps the best move 
overall) in Tekken - the Wind Godfist.  While it now can be blocked 
standing or crouching, and is not as good as Heihachi's due to his much 
broader juggle options, it is still Kazuya's best launcher (and one of 
his only) by far, and a low-blocked WGF will stagger them slightly.  It 
is also immensly helpful that the WGF and EWGF cannot be reversed or 
parried in TTT.  The altered blocking is not too much of a setback, as 
the WGF was always better-used when countering an opponent's attack or 
hitting them if they whiffed.  It is also better to hit them with the 
WGF on a normal hit, as a Counter-Hit WGF will make them flip over in 
mid-air to land on their faces, and juggling them is much harder in that 
case.  However, to make up for his pathetic Demon Gut Punch, Kazuya has 
the EXTREMELY useful Twin Pistons, which hit Mid twice, execute in 11 
frames, launches to a cozy height for several powerful juggles, combos 
guaranteed from the first hit, recovers very fast, is easy to do, and 
can be worked into your Crouch Dash strategies, so Kazuya can have a 
decent mix-up game from his Crouch Dash by mixing up his Hell Sweeps and 
his Twin Pistons to create a nasty guessing game.  Still doesn't compare 
to the old school WGF-Hell Sweeps mixups of back in the day... =^)

- Kazuya has higher hit points than all the other Mishima characters 
except Devil/Angel, so he can take more damage than most guys before 
going down - very useful against those persistant Paul players with 
their phatty-damage cheapass Deathfist =^).

- Kazuya possesses the Mist Step (f,N), which is a quick sidestep that 
can lead into an automatic Crouch Dash by tapping d/f.  From his Crouch 
Dash, he can go into three very useful attacks - the Thunder Godfist, 
Wind Godfist, and Hell Sweep, and one of the most useful movement 
properties in the game, the Mist Step Cancel.  These three attacks come 
out more deceptively from the Mist Step Crouch Dash than in a normal one 
(and faster if done with Mist Step Cancel), so it is best to go into the 
Mist Step as often as possible as it basically comes out of nowhere.  As 
a bonus, it is also has a much easier joystick motion than the normal 
versions.  

The Thunder Godfist is the single most powerful attack (outside of his 
Unblockables and back throw) that Kazuya possesses, but it has a lot or 
recovery time and will not combo off of anything except for a Counter-
Hit Demon Gut Punch on normal-size characters.  Ironically, this is very 
powerful, and one of Kazuya's more useful combos (if they don't escape 
the DGP stun, that is...), so it isn't too much of a weakness.  However, 
when fighting large characters (Ganryu, Ogres, Jacks, and Kuma/Panda), 
you can connect a TGF after a Wind Godfist.  Remember, the TGF has two 
different follow-up kicks that you can use - the Spinning Mid Kick and 
Hell Sweep.  The Spinning Mid Kick is by far the more useful of the two, 
as it will connect in the above two combos easily and do good damage.  
The Hell Sweep is useless, as it does PATHETIC damage and comes out 
extremely slow.  You're better off doing the Mid Kick.  The TGF also 
dips low before it executes, so it will go under almost all High 
attacks, and many Mids.  It won't connect in as many combos as 
Heihachi's though (Hei's executes three frames faster, as does Devil 
Jin's, but then again, getting into Devil Possession is a whole other 
matter...)

And the Wind Godfist, as stated before, is the best jugglestarter in 
Tekken, and quite possibly the best move in the game (Not as good pound-
for-pound as Devil Jin's WGF, or Heihachi's EWGF, but considering how 
hard it is to get into the Devil Possession, and how hard it is to do 
Hei's EWGF, that's a moot point).  While it no longer juggles crouch-
blocking opponents, it does induce a small block stun, is totally 
irreversable, and it sure as hell is better than Jin's pathetic High-
hitting WGF.  This should be your main offensive and defensive weapon 
when playing Kazuya, and it will intimidate anyone unfortunate enough to 
be hit with it (escpecially if they're playing Kuma/Panda or the Jacks, 
as Kazuya will be able to tack on MASSIVE power hits b/c of their size).  
While it has been weakened slightly by the altered blocking, you should 
generally be using it more on attacking opponents, as they'll be 
flailing away, get smacked by the uppercut, and take a nice 25% juggle.  
Since it has high speed and insane priority, Kazuya will come out on top 
almost all the time.  

Kazuya's Hell Sweep is now better than the other Mishima's, but mostly 
because theirs were severely weakened.  Now, Heihachi and Jin's Hell 
Sweep will only knock them off their feet on Clean Hit (in Jin's case, 
but doing it at EWGF-speed gets a guaranteed knockdown) or Counter-Hit 
(Jin as well, but Heihachi MUST hit on CH to sweep), while Kazuya's and 
Devil/Angel's will sweep regardless of either of those properties.  
However, Kazuya's Hell Sweep does the weakest damage (rather 
insignificant though) of all the Hell Sweep versions, and it only goes 
low twice, so opponents need not worry about Low/Mid changeups like they 
had to with Heihachi and Jin in Tekken 3.  Added to that, almost every 
Low attack in Tekken 3 will stagger if the opponent blocks low.  
However, when thrown into confusing mix-ups of range in Custom Strings, 
you will connect with it quite often due to its speed.  It is still a 
useful juggle finisher, as well.

And finally, Kazuya has the Mist Step Cancel, which although has been 
here since Tekken 2, was not taken advantage of until now.  Basically, 
during the Mist Step, you can cancel the mini-sidestep at any time with 
the Crouch Dash (D/F), and if you do it BEFORE Kazuya sidesteps, the 
Crouch Dash moves all come out one frame faster (counting the frames for 
the directional input).  For example, Kazuya's Wind Godfist can execute 
in 14 frames total as fast as possible - one frame for each movement on 
the joystick (f,N,d,d/f).  The Crouch Dash itself counts for four frames 
(But if you press d/f and 2 at the same time in one frame, the d/f and 2 
count for one frame input), and the Wind Godfist executes in 11 frames 
itself, bringing it to 14 total.  HOWEVER, by doing it with the Mist 
Step Cancel, you skip the d part of the Crouch Dash, and make it come 
out in only 13 frames!  That's faster than a Jin and Heihachi WGF or 
even EWGF done at the fastest possible speed!  And this works with all 
of Kazuya's Crouch Dash attacks, but should be used more with the WGF 
(although it works EXTREMELY well with the Hell Sweeps).

WEAKNESSES

- Kazuya's biggest and most glaring weakness is that his most important 
move in Tekken 2, the Demon Gut Punch, has been toned down so massively 
that it is near-uselessness in TTT at high-level play.  Not only is it 
slower coming out, it also recovers longer than it did in Tekken 2, and 
has much less priority.  But the worst by far is that the Clean Hit and 
Counter-Hit stuns can be escaped easily by holding Forward, or in the 
case of a Clean Hit, Tagged out of, and the escape window is pretty damn 
significant, unlike Bryan's CH WS+3 or Paul's CH QCF+1.  When combined 
with the lag time and recovery time, lessened damage potential since 
Tekken 2, as well as the predictability of it, you're going to find it 
impossible to land a successful Counter-Hit DGP, let alone a stun combo.

- Kazuya lacks in low-hitting attacks.  While he has more effective low 
attacks when compared to Jin, Kazuya's Hell Sweep is no longer a nigh-
invincible attack, and the other low attacks he possesses are relatively 
weak and/or slow-recovering.

- Kazuya has no Attack Reversal or any type of Parry outside of the 
universal Low Parry, so he is forced to block or counter everything 
coming at him, and pressure is a relatively weak area in Kazuya's 
defense.  Use the Wind Godfist and Twin Pistons FREQUENTLY in this case 
(i.e., duck high attacks and throws and retaliate with Twin Piston, when 
mid-range, use WGF to override their attacks).

- Kazuya's power attacks, like the Thunder Godfist, Glorious Demon Fist, 
Soul Thrust, Demon Gut Punch, and Unblockables, all have a lengthly 
recovery or lag time, especially with the Glorious Demon Fist, as it 
takes forever to come out.  Do not recklessly throw out these attacks, 
or you will get crushed with a fast, high-damage attack, or be reversed.

- Kazuya's Wind Godfist now hits Special Mid, meaning that it can be 
blocked in any position.  This, along with the toning-down of the Hell 
Sweep, has basically eliminated the dangerously-confusing Low/Mid Crouch 
Dash mixups that Kazuya once used to destroy many opponents.  While the 
block stun on a low-blocked WGF prevents any guaranteed retaliation, 
this weakness overall hampers Kazuya's offensive game quite a bit in 
that it can be blocked low without fear of a crazy juggle.  You must now 
use it to counter and interrupt attacks, or you'll never hit with it.  
As a big plus, the WGF can no longer be reversed by any Attack Reversals 
or parried by any parries (special or otherwise).  It's kinda like in 
that Paula Abdul song... "Two steps forward, one step back..."

Ok, that was decidedly non-heterosexual, so I'll just move on...

- Kazuya has very few jugglestarters.  He only has the Wind Godfist and 
the Twin Pistons with which to start juggles.  While those 
jugglestarters are all excellent moves, Kazuya's opponents will know 
exactly what's coming, because he cannot mix-up between a myriad of 
options like Heihachi, Nina, Law, or Jin.  Then again, Kazuya's 
destruction comes from stuns, and his launchers set up Tag combos very 
well, so you should not have too much of a problem coping with Kazuya's 
limited juggling abilities.

- Kazuya's Okizeme game is quite limited.  His Low hits simply aren't 
fast enough, damaging enough, or have enough range to keep them on the 
ground for the whole fight, unlike guys like Nina, Heihachi, Law, 
Xiaoyu, Paul, and the Ogres.

- When Kazuya and Devil are teamed together, they do not normally Tag in 
and out like most teams.  Instead, Kazuya/Devil hunches over, and 
transforms into Devil/Kazuya, depending on who the partner is.  Not only 
does this make Tag combos virtually impossible, it also leaves
Kazuya/Devil open to just about any attack, and while their attack is 
repelled (much like if you touched Jin during his Force), Kazuya/Devil 
cancels the transformation.  To make matters worse, Devil cannot recieve 
the Netsu Power-Up, so a Kazuya/Devil team is a big weakness for both 
members.

- Kazuya generally is poor in the area of Netsu Power-Ups if you are a 
player that relies on them to do damage.  Kazuya is a badass mofo ;^), 
and is often emotionally unnaffected by his partner's plight, so it will 
take more hits to you on average for Kazuya to get angry and charge-up.  
Worse, Kazuya has many teams in which he will not gain Netsu, so if you 
are playing Kazuya, be careful and use a character that has a strong 
Netsu combination with him (like Gold Tetsujin, but then again, he's got 
a 5-hit Netsu with everyone...)

- Kazuya lacks quite a bit in the area of throws.  He only has one 
special throw, and his other throws can be easily escaped, so do not 
rely on grappling with him when in-close.

- Kazuya also cannot do the Tag Slide or Tag Flying Cross-Arm, hampering 
his Tag-in game a bit and making him more vulnerable than most when 
Tagging in.  Many thanks Silver Haired Devil!

=======================================================================
VII. Moves List ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

******
THROWS
******

Throw Name                 Command                          Properties

Double High Sweep          1+3 {1}                          #1
Hip Throw                  2+4 {2}                          #1
Stonehead                  f,F+1+2 {1+2}                    #1,#7
 = TAG, REVERSE ARMBAR      = ~5                            #8
Ultimate Tackle            D+1+2_FC+1+2 {1+2_2}             #5
 = Ultimate Punches         = 1,2,1,2,1_2,1,2,1,2 {2_1}     #6
STEEL PEDAL DROP           1+3_2+4_2+5 {1}                  #2
SKULL SMASH                1+3_2+4_2+5 {2}                  #3
Reverse Neck Throw         1+3_2+4_2+5                      #4

#1 - Front Throw			
#2 - Left Side Throw		
#3 - Right Side Throw		
#4 - Back Throw
#5 - Tackle
#6 - Tackle Attacks
#7 - Opponent can Tech Roll the Stonehead.
#8 - Special Tag Throw with Jun.  Jun comes in and finishes with a 
Reverse Arm Bar.  Total damage is 30.

*****
MOVES
*****

Move Name                      Command              Properties

Spinning Backfist              b+2                  h
Quick Demon Slayer             2,2                  h,h
Left Right Combo               1,2                  h,h
Demon Slayer                   1,2<2                h,h,h
TWIN FANG STATURE SMASH        1,2,4                h,h,l
Flash Punch Combo              1,1<2                h,h,m
Twin Pistons                   WS+1,2               m,m/JG
 = TAG                          = ~5                #1
Demon Gut Punch                WS+2                 m/FScl/DSc/#4
Tsunami Kick                   WS+4~4_d/f+4~4       m,m
Left Splits Kick               f,f+3                m/FL
Right Splits Kick              f+4                  m/GB/KS
Demon Scissors                 4~3                  M
Roundhouse                     u_u/f+4              h
 = Triple Spin Kick             = 4,4,4             L/FL/BS,L/FL/BS,m
GUT PUNCH                      d/f+2                m/CFScl+c
ENTRAILS SMASH                 d/f+1                m/HS
SOUL THRUST                    f+2                  m/KNDc/GS/GB
GLORIOUS DEMON FIST            f+1+2                m/CFS
STATURE SMASH                  d/b+4                l
Leaping Side Kick              f,f,f+3_WR+3         m/GS
Thunder Godfist                f,N,d,d/f+1          m/#2
 = Spinning Mid Kick            = 3                 m
 = Hell Sweep                   = 4                 L
Wind Godfist                   f,N,d,d/f+2          sm/JG
 = TAG                          = ~5                #1
Hell Sweeps                    f,N,d,D/F+4,4        L/FL/BS,L/FL/BS
Mist Step                      f,N                  #5
 = Crouch Dash                  = D/F
  = Thunder Godfist              = 1                m/#2
   = Spinning Mid Kick            = 3               m
   = Hell Sweep                   = 4               L
  = Wind Godfist                 = 2                sm/JG
   = TAG                          = ~5              #1
  = Hell Sweeps                  = 4,4              L/FL/BS,L/FL/BS
High Pounce                    U/B_U_U/F+2+4        g

Lightning Godfist              b+1+4                *!*
Lightning Screw Godfist        B+1+4                *!* 

STRINGS

String Name        Command                     Block Range		  

Ninestring         f,F+2,1,4,4,2,4,3,2,1       hh"mm"Smm"L"m!
Tenstring # 1      f,F+2,1,2,2,3,4,4,1,2,1     hh"hh"mm"Lhmm
Tenstring # 2      f,F+2,1,2,2,3,4,4,3,2,1     hh"hh"mm"LL"m!

#1 - You cannot Tag out normally if Kazuya is teamed with Devil.
#2 - Damage is 43 on Clean Hit and the opponent will be knocked down.
#3 - Damage is 18 on Clean Hit if only one Hell Sweep is executed.
#4 - Must also be a Clean Hit to stun, and the damage is 37.
#5 - Kazuya will sidestep left if f is tapped on an odd frame number.  
He will sidestep right on an even frame number.
#6 - Damage depends on proximity.  Requires both Clean and Counter Hit 
to stun, and damage is around 46.

=======================================================================
VIII. Frame Data ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

Ok, for the newer Tekken player reading this, you may be reading the FAQ 
and come up with the term "frames".  Now, what is a frame, and what does 
it do for you?  Basically, a frame is an animation taking place during 
1/60 of a second during a fight.  Tekken Tag Tournament runs at 60 fps 
(frames per second), which is in fact twice as fast as normal television 
(runs at 30 frames)!  Now, what does that have to do with all this?  
Well, in TTT, attacks give you a certain frame advantage and 
disadvantage in certain situations.  For example, Kazuya's Wind Godfist 
executes in 11 frames, roughly 1/6 of a second, once you've pressed the 
Right Punch (2) button.  When blocked, a Wind Godfist has a 10-frame 
disadvantage, which means that Kazuya will be left open for 
approximately 1/6 of a second.  If it hits on normal or Counter Hit, the 
opponent will be launched and fall to the ground afterwards.  Dig?

Here is another important thing - the frames of a move's execution only 
pertain to how fast it comes out WHEN YOU PRESS THE BUTTON TO DO THE 
ATTACK, and does not take into effect the amount of frames per 
directional input.  So, while a Wind Godfist may execute in 11 frames 
once you press 2, it will take AT LEAST 14 frames, because it takes at 
least 3 more frames when you count the Crouch Dash input (f=1, N=1, d=1, 
d/f+2=11).  Dig?

It is VERY IMPORTANT to note that sometimes you can block before you can 
actually input a command, this is often the case with minor stuns and 
guard breaks.  Thus a -12 for example doesn't necessarily mean you can't 
block for 12 frames.  Most moves with a disadvantage of 8 or less can be 
considered safe moves as it takes at least 8 for your opponent to 
execute a standard jab and in some cases your opponent will not even be 
within jab range and you have to add on whatever amount of frames it 
take for him to dash within hitting range.  Eddy has to ability to 
shorten recovery time after certain moves with Side Step or Recover 
Crouching cancels.  Each of the Frame Data List columns contain specific 
move information.  To keep it all as organized as possible we have 
divided the list into Throws, Moves, and Unblockables.

Command Column 
Pretty self explanatory, this is how you execute the listed move. The 
directions are in relation to which way your character is facing of 
course.

F Hit Column 
Indicates how many frames it takes for a move to hit after you have 
finished the command. This does not included the number of frames it 
takes to input the command.

B Adv Column 
The number of frame advantage or disadvantage when the move is blocked. 
Meaning the amount of frames it takes before you can input a new 
command. Positive numbers are advantages over your opponent, negative 
numbers indicate a disadvantage and KD indicates the opponent gets 
knocked down. This can either be a juggle, stun or any other kind of 
knock down.

H Adv Column 
The number of frame advantage or disadvantage on a hit. Keep in mind a 
hit does not necessarily results in an advantage over the opponent. 
Frame advantage on stagger moves reflects the amount of stagger frames, 
this does not equal the number of frames your opponent cannot block 
attacks.

C Adv Column 
The number of frame advantage or disadvantage on a counter hit. Keep in 
mind a counter hit does not necessarily results in an advantage over the 
opponent.

******
THROWS
******

Command           F Hit        B Adv           H Adv         CH Adv

1+3               12           x               x             x
2+4               12           x               x             x
f,F+1+2           12           x               x             x

*****
MOVES
*****

Command           F Hit        B Adv           H Adv         CH Adv

b+2               17           -13             -2            -2
2,2               10,x         0,-13           +9,-2         +9,-2
1,2               10,x         +1,0            +9,+8         +9,+8
1,2,4             10,x,x       +1,0,-14        +9,+8,+2      +9,+8,+2
1,2<2             10,x,x       +1,0,-12        +9,+8,+1      +9,+8,+1
1,1<2             10,x,x       +1,+1,-17       +9,+9,KD      +9,+9,KD
WS+1,2            11,x         -2,-6           +9,KD         +9,KD
WS+2              16           -13             KD            KD
WS+4~4            11,x         -3,-15          +8,-4         +8,-4
d/f+4~4           13,x         -9,-15          +2,-4         +2,-4
f,f+3             19           -12             KD            KD
f+4               19           +11             KD            KD
4~3               25           x               KD            KD
u/f+4~3           24           x               KD            KD
u_u/f+4           25           -12             KD            KD
 = 4,4,4          x,x,x        -12,-26,-10     KD,KD,KD      KD,KD,KD
d/f+2             14           -14             +5            KD
d/f+1             16           -1              +3            +3
f+2               20           -1              +8            KD
f+1+2             25           -16             KD            KD
d/b+4             20           -9              +7            +7
WR_f,f,f+3        22           +17             KD            KD
f,N,d,d/f+1       22           -14             +1_KD         +1_KD
 = 3              x            -14             KD            KD
 = 4              x            -23             KD            KD
f,N,d,d/f+2       11           -10             KD            KD
f,N,d,D/F+4,4     16,x         -23,-23         KD,KD         KD,KD

************
UNBLOCKABLES
************

b+1+4             43           x               KD            KD
B+1+4             63           x               KD            KD

- d/f+2 will only KD on Clean and Counter Hit.
- f,N,d,D/F+4,4 will not KD if it hits at maximum range.
- On Clean Hit or Counter-Hit, f,N,d,d/f+1 will KD.
- The B Adv of the second hit in u_uf+4,4,4,4 is -26 when started as     
u/f+4,4.
- d/f+4~4 can be delayed inbetween hits by 5 frames.

=======================================================================
IX. Moves Analysis ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

I have a ranking chart that I use in all my FAQs that I use to tell you 
how effective a character's moves are.  Now, remember that this is only 
my opinion of how effective the move is, and is NOT the final word on 
it's power.  However, just to let you know, I DO consult several others 
on it if I am not totally sure of it, so rest assured that my opinions 
do have merit to them (usually)...

* - One of Kazuya's worst moves, plain and simple.  This move will 
basically get Kazuya into a lot of trouble if used more than once per 
match play.  These moves usually have a lot of recovery or lag time, or 
they may simply do little damage and are easy to see coming or easy to 
block.  Keep away from it.  Do NOT overuse this in any way, you will get 
beaten badly for it.

** - This move is not very useful.  While it may have tactical value in 
certain situations, it may come out slowly, or be extremely predictable, 
and easily blocked.  Outside of certain special situations, this should 
generally not be used if you're trying to win.  Kazuya has better 
options and/or substitutes for this.  Try to limit your use of this to 
about two or three times every few matches.

*** - A good, effective move that Kazuya can employ reasonably in match 
play.  This move has an even balance of strengths and weaknesses - it 
may be incredibly powerful, yet come out incredibly slow, or it may 
simply have a difficult joystick motion with poor/mediocre results.  
However, it is generally a good move that Kazuya can bring out semi-
often.  These are usually comprised of Kazuya's throws, and a few of his 
power hits.

**** - A great move for Kazuya to use in match play, and one he can 
bring out quite often.  These comprise many of Kazuya's moves.  These 
are usually quick pokes with fast recovery or little lag time, or they 
may be quick, powerful attacks like a jugglestarter.  Overall, it is an 
excellent move that can pay-off in the long run when used wisely, and 
will be a highly-employed attack for Kazuya.

***** - One of Kazuya's best moves by far.  These usually comprise 
powerful jugglestarters, stun attacks, or they may be very fast attacks 
with insane priority that are good for overriding other attacks.  These 
attacks should be included in almost every strategy that Kazuya uses, as 
the reward is HIGH if it hits.  This move can even be abused at times, 
due to its power/priority/speed.

******
THROWS
******

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Double High Sweep       1+3               1                 ***

The old favorite of Kazuya from past Tekkens (a.k.a. the Bitch Kicks), 
the Double High Sweep is definitely a crowd-pleaser when you connect 
with more than one in a row =^).  Not only that, but one reason that it 
is better than most throws is that Kazuya can tack on a d/f+4 Front Kick 
for more damage.  The only real problem is the ease of escape, but hey, 
it's damn cool-looking, it's worth the risk once in a while.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Hip Throw               2+4               2                 **

This is rather plain-looking, and not only is it easy to escape, it has 
no guaranteed follow-up options like a Front Kick to connect afterwards, 
so generally, you should stick with the Double High Sweep and Stonehead.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Stonehead               f,F+1+2           1+2               *****

This is Kazuya's best throw by far, and unfortunately, his only command 
throw.  However, it does slightly more damage than a normal throw, is 
easy to do, requires a double-button escape, and Kazuya can follow it up 
with a d/f+4 Front Kick for even more damage.  It is best used in the 
middle of Kazuya's Custom Strings, like so: dash-in, d+1, WS+4, d/b+4, 
1,2,4, dash-in, d/b+4, d/f+4, f,F+1+2.  This is a decent String, and the 
opponent will almost always be caught unawares and tossed to the ground 
after blocking such a series of changing attack heights.  Like some of 
the throws in TTT, they can Tech Roll this throw, but strangely enough, 
Kazuya can get a guaranteed Leaping Stun Kick (U/F,3), so it isn't wise 
to Tech Roll all-too-often on the opponent's part... =^

 = Tag, Reverse Armbar   = ~5             -                 *****

Kazuya has an extra Tag Throw that he can use aside from the regular one 
that everyone else has.  What he does is perform the normal Stonehead, 
then Jun is Tagged-in and does an Armbar on the opponent on the ground.  
Although it (inexplainably) does less damage than a normal Stonehead 
without the Armbar extention, it does look very cool, and Tags Jun in 
safely, so if you happen to be partnered with Jun, go for this when you 
hit with the Stonehead and need a safe Tag.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Ultimate Tackle         D_FC+1+2          1+2_2             *

Although the Ultimate Tackle gets weaker and weaker due to the new ways 
of reversing them added in each Tekken installment, it is still a good 
move for characters like Jin, King, and Paul (with their multi's), but 
to be honest, Kazuya's Tackle just really sucks.  The only thing he can 
do after the Ultimate Tackle is the Ultimate Punches - no Cross-Arm Lock 
or Leg Cross Hold.  So, basically, it's best to only do this to throw in 
a surprise every now and often, as the Ultimate Punches do pathetic 
damage and are easily escaped.  Hell, those with Attack Reversals can 
even reverse this, so try not to employ this much in match play.  This 
can also be executed from a Crouch Dash by tapping 1+2.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Steel Pedal Drop        1+3_2+4_2+5       1                 ***

This is one of Kazuya's new throws (side throws weren't added until 
Tekken 3, so Kazuya recieved both left and right side throws in TTT), 
and it looks very cool.  Kazuya takes his opponent's arm, and basically 
whips them over his head and slams them into the ground HARD.  It does 
good damage, and of course is effective when you've wrapped around an 
opponent's side with your Sidestep.  While it is easy to escape, it 
seldom is escaped due to the surprise factor.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Skull Smash             1+3_2+4_2+5       2                 ***

Another of Kazuya's new throws, the Skull Smash looks like Law's back 
throw (the Dragon Bite), except Kazuya punches them right in the 
forehead (OWWW!!!).  Like his other throws, it does very good damage, 
looks quite cool, and of course fits right into Kazuya's side game.  
Just like the Steel Pedal Drop, use this when you've whipped around an 
opponent, like when they use a Flying Cross-Arm and miss.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Reverse Neck Throw      1+3_2+4_2+5       None              ***

While it looks pretty basic and boring, it does insane damage - 40% of 
their energy is gone if this hits!  Of course, it is best used when you 
run/Sidestep under a flying opponent, such as when Devil/Angel does the 
Devil Blaster/Reverse Devil Blaster, True Ogre's Hell's Flame, 
Yoshimitsu's Moonsault Slayer and Deathcopter, and Armor King/Ogre/True 
Ogre's Jumping Knuckle Bomb.  They'll fly right over your head, only to 
realize they've landed into some PHAT damage.  In the words of Ben 
Cureton, FLOUNCE!

*******
ATTACKS
*******

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Spinning Backfist             b+2                           *

Think of the Demon Slayer.  Got that in your head?  Now, think of the 
final, slow, High-hitting backfist thing at the end.  Here you go.  
Avoid it like the plague.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Quick Demon Slayer            2,2                           *

Do NOT do this move.  While it inflicts OK damage if it hits, both hits 
go High, leave Kazuya wide open if ducked, recover crappy, and aren't 
worth the risk.  Kazuya has much better options.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Left Right Combo              1,2                           ***

This two-punch combo doesn't have as many options as Jin's, but it still 
leads into two different and useful links.  However, never just throw 
this out - ALWAYS go into one of the two links.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Demon Slayer                  1,2<2                         ***

While this move goes High for all three hits, there are still some 
places where you can stick this in and get good results.  First, if it 
is blocked, Kazuya will be moderately safe from retaliation, as the 
recovery is decent.  Second, it is a very fast, easy juggle finisher for 
those who are just starting Tekken, as it does good damage.  However, 
once you master your Crouch Dash, you'll be using the Thunder Godfist 
and Wind Godfist a lot more often in your juggle enders, but if you 
don't want to risk whiffing, go for this...

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Twin Fang Stature Smash       1,2,4                         ****

A new link for Kazuya in TTT, and a very effective one.  Kazuya throws 
out the one-two punch, then flows straight into the deceptive Stature 
Smash.  The last hit is almost NEVER blocked (the Stature Smash feints a 
high kick, and instead goes Low), and while it won't exactly kill them 
in terms of damage, the ticks will add up after a while.  Throw this 
into your gameplan frequently, as they will be surprised on a consistant 
basis.  It is best thrown in during Kazuya's Custom Strings, due to its 
fast speed and unpredictability, and it is also a good Okizeme tool to 
use to fake them out: when they are on the ground, do the 1,2,4.  Most 
guys will think you goofed, and rise with an attack, only to get smacked 
by the Stature Kick!  It's also a decent and cool-looking finisher in 
juggle combos as the Stature Smash slams them into the floor pretty hard 
;^).

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Flash Punch Combo             1,1<2                         *****

This is the Mishima standby combo, and it is by far one of Kazuya's main 
offensive attacks.  The first two hits go High, then Kazuya busts out a 
fast Mid that will knock them down if it hits.  However, the reason it 
is so effective and hits so often is that the final Mid can be delayed 
slightly.  So, throw out 1,1 (if blocked, Kazuya recovers 
before they can attack), and wait for them.  If they block, end the 
link, but if they twitch after they've ducked/blocked the first two 
hits, throw the final Mid and put them on mat.  Its fast speed will 
override almost any single High/Mid attack.  Naturally, this is also 
good for Custom Strings, as you can throw out 1,1 and be without risk, 
so if they continuously block high, expecting the Mid, switch up and do 
Twin Fang Stature Smash.  They'll block high again, then smack!  After 
they've tasted a few of those, complete the Flash Punch Combo for real 
when they've been trained to block low.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Twin Pistons                  WS+1,2                        *****
 = Tag                         = ~5

Okay Chinky, I give you credit, you did introduce me to the pros of the 
Twin Pistons...

At first, I really didn't use this move too much because of my blind 
faith in the Demon Gut Punch as well as the change in controller input 
(As an odd paradox, I use Heihachi's and Devil's Twin Pistons ALL THE 
TIME).  I thought it was simply a weaker substitute of the WGF and DGP, 
but now I realize that Twin Pistons is used in different situations, and 
in the situations that you can use Twin Pistons, it is an EXCELLENT 
move, and now that I've discovered that the DGP stuns can be escaped by 
holding Forward, this is in fact Kazuya's best move from the While 
Standing position BY FAR.  While Kazuya's Twin Pistons have been 
weakened a bit in TTT, they still remain a main part of his strategy, 
and are the fastest-executing Twin Pistons of all the Mishima family.  
The only flaws are that Kazuya must do them from a While Standing 
position, and that it may be reversed or parried.  In the case of 
reversals, simply buffer a Chicken into the first uppercut (done with 
f+1+3) to teach them, but then again, since this comes out so fast, 
almost no one reverses this.  And listen up: for all those people who 
say "I can just WGF instead of Twin Piston!" are gonna learn the hard 
way - believe me, I was one of them.  You're not gonna have time to do 
the Crouch Dash before a character with fast jabs/low jabs like Julia, 
Paul, Yoshi, or Xiaoyu will snuff you easily.  And GOD HELP YOU if you 
think you can pull off the Demon Gut Punch instead of Twin Pistons... 

GET IT THROUGH YOUR THICK HEADS: THE DGP _SUCKS_!  GET OVER IT, I DID!  
YOU WILL NEVER, EEEEEEEEEVER GET THIS MOVE TO CONNECT AGAINST A DECENT 
PLAYER!  

Twin Pistons just plain KILLS DGP in terms of usefulness!  How, you say?  
If you're in close and you're getting pestered, say, by a masher 
Hwoarang or Baek, or even a guy plaing Bryan or Bruce with their Bruce 
Rush/High kick mixups and their f,f+2, you can duck their shit and Twin 
Piston them for a mad damage juggle!  You will most likely not have time 
to pull off a WGF and definitely not a DGP in such pressure (Play a good 
Bryan or Bruce and you'll know what pressure is), and if you are trying 
to get off a quick jugglestarter, you should go for this!  I mean, does 
DGP execute in 11 frames like Twin Piston?  NO!  It takes 16 frames, and 
that's enough for you to get snuffed when you would have hit them with 
Twin Pistons!  IF it hits, sure, it'll do a big chunk of damage, but 
you're not gonna get a combo, because it's SOOOO easy to escape the 
stun!  And even worse, if you get the Demon Gut Punch blocked, you are 
gonna get punished harshly.  

However...

A blocked Twin Piston = NO GUARANTEED RETALIATION.  There is NO risk 
whatsoever: it has disgusting priority, combos guaranteed for an instant 
launch, and has almost no recovery time, so a blocked TP won't leave you 
vulnerable AT ALL.  This is also guaranteed to work if you block a 
Mishima Hell Sweep or Low Parry a kick - they will be displaced for 23 
frames on the low-block stagger, and 26 frames on the Low Parry, more 
than enough time to get the WS+1.  You could also get DGP, but it won't 
be a Counter-Hit or Clean Hit, so why?  It also works well when you're 
ducking and near the opponent, as they will be expecting a WS move and 
may stand to block it.  Surprise them by standing and throwing them!  
And if they choose to be idiots and continue to duck, let loose with the 
Twin Pistons.  Now, what if they are the pitbull type that likes to stay 
in your face?  You can always test the waters by sticking out a d+1 or 
d+3.  If they eat the hit and STILL rush you (This happens so frequently 
it's not even funny!), go for Twin Pistons and a free juggle.  This will 
even work well in your Okizeme... if you feel they will stick out the 
Mid Kick, you can bust out Twin Pistons prematurely and hit them, 
sending them back to the floor once again.

As a jugglestarter, this isn't bad by almost any means - it is VERY 
fast, is an instant combo and launch (plus it launches higher than 
Jin's), does pretty good damage, hits Mid for both hits, has very fast 
recovery, and can start some good combos, as it launches almost as high 
as a WGF.  However, you cannot set up Tag combos with this, as it will 
not knock them high up enough for your partner to come in and continue 
the combo, and this will also not launch the big guys like the Jacks, 
Ganryu, and True Ogre - it will only imbalance them, but hitting with a 
standing 1 or 2 will knock them slightly into the air for a short juggle 
(chase after them with 1, 1, f+2 or WGF for decent damage).  Even 
better, this can be worked into your Crouch Dash/Wave Step strategy by 
inputting f,N,d,d/f, then tap b or d/b.  By tapping b or d/b at the end, 
it cancels the CD and puts Kazuya in a While Standing position - train 
them to eat the TP by going for a couple of Hell Sweeps and getting them 
to block low.  After they've gotten hit a few times, go into the Crouch 
Dash and see if they block low or not.  If they don't, do Hell Sweep 
again, and if they do, pull out the TP and slam them with a wicked combo 
(I suggest TP, 1,2, d/f+4~4 for sweet damage and style points)!  So, 
while Kazuya's Twin Piston isn't as good pound-for-pound as Heihachi's 
due to his crazy juggles, it comes in a close second (Better than 
Devil's IMHO as he has even fewer juggle options than Kazuya).

As an even better way of setting this up, you can use the instant WS 
attacks trick mentioned in jjt and KOFTEKKEN's _awesome_ Advanced TTT 
Techniques FAQ.  To do this, input d~db,N, or d~df,N, and the attack you 
wish to use (1,2 for TP, 2 for DGP, 4~4 for Tsunami Kicks).  You will 
pull off the WS attack almost instantly, making it look as if you pulled 
the WS attack from a standing position!  This works with any WS attack, 
but IMO much better with Twin Pistons, as one hit = guaranteed juggle.

No matter what your feelings are about this move, it is bar none one of 
Kazuya's most important attacks, and not using it will make your WS game 
(as well as Kazuya game overall) suffer greatly.  Trust me, I know after 
missing all those DGPs and getting WGFed out of my shoes =^).

In my humble opinion, I still think they should make it back to d/f+1,2.  
It's just better and totally instantaneous.

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Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Demon Gut Punch               WS+2                          ***

Please God, curse my blind faith in this poor, overrated, glorified-
piece-of-shit attack.

WHY did Namco do this to poor ol' Kazuya?  I mean, this is Kazuya's 
trademark attack that set him apart from the Mishimas, and now it has 
more escapes than a Houdini magic show.  I've just discovered recently 
(Many thanks Rev and 7ronko, as well as bluu for confirming it) that, in 
fact, you CAN escape ANY of the DGP stuns (Counter-Hit or Clean Hit) by 
simply holding Forward, AND/OR by Tagging out (Counter-Hit included, 
unlike how I previously thought).  Well, in my book, combining that 
weakness with the lengthened start time, lengthened recovery time, and 
much weaker damage potential since Tekken 2, this move has been knocked 
WAY down my "usefulness" chart.  The fact alone that you can escape the 
stun at anytime regardless makes this WAAAAAAYYYY less useful than it 
was in Tekken 2 - along the lines of "ABOUT USELESS" in TTT.  

Sure, if you catch a scrub or intermediate player (And I mean them, not 
anyone that has decent knowledge of TTT) with a CH/CL Demon Gut Punch, 
then it's GAME OVER for them, no question about it, but any good/expert 
player that knows how to escape stuns is gonna make Kazuya's life rough 
if you rely on stun combos (Although the damage from the DGP itself is 
EXCELLENT) and stun combos only.  But, not to take everything away from 
it, this attack comes out at reasonable speed, does INSANE damage on 
Clean/Counter-Hit (around 20% itself), hits Mid, and will catch the 
opponent in an evil Double-Over Stun with a Counter-Hit, and a Fall Back 
Stun on Clean Hit.  However, it can be reversed if they see it coming, 
so you need to buffer a Chicken (with f+2+4), so they'll get smacked in 
return.  This is also decent to use for some damage potential by 
smacking an opponent recovering from a low attack (You won't get a stun 
though) like a Stagger Kick or Snake Edge.  The recovery time, while not 
huge, is rather significant, so beware when fighting opponents like 
Hwoarang, Lee, Xiaoyu, and Julia (characters with fast attacks/pokes).  
Now, what are the options Kazuya has off of a CH/CL Demon Gut Punch?  
Well, the easiest and most damaging option would be a Thunder Godfist to 
Spinning Mid Kick - this combo does an absurd amount of damage with only 
three hits.  You could also do a FAST Wind Godfist to launch them into a 
40-50% juggle combo (The timing is nuts though), or you can even throw 
out a Lightning Godfist after a CH stun!

But like my pal Lee Kian Chong (ILuvMomo) said... BIG FUCKIN' DEAL!  
THIS MOVE SUCKS SIX DAYS TO SUNDAY!

I know, all you beginner kids are saying "Well what else does he have 
other than DGP from WS?"

EASY!  You have Twin Pistons, one of the best moves in the game!  Use 
THAT!  Not only does it juggle, it executes in 11 frames, has HIGH 
priority, almost instant recovery, and combos twice guaranteed from the 
WS+1!  Sure beats the hell out of a stun hit that can be escaped any 
time, executes in 16 frames, recovers in 13 frames (as opposed to the 6 
it takes for TP, which prevents ALL retaliation), and comes out so 
predictably that it's near impossible to hit with it!

Almost all of that good stuff I wrote is pretty much WORTHLESS if they 
know how to escape the stun, and it isn't hard at all (It's got a very 
long escape window, unlike Bryan's CH WS+3 and Paul's CH QCF+1)!  I hate 
this move so goddamn much now I made a post about it that got like 50 
hits in one day at the Zaibatsu!  If you are the type that throws out 
this move constantly, you are a dumbass moron!  Use the Twin Pistons 
instead.  I mean, hitting with the move itself does excellent damage, 
but dammit, that isn't the purpose of the move - it's suppossed to set 
up stun combos, and escaping it prevents that!  Sure, this works pretty 
well with Beginner/Intermediate players (As they don't know much of 
anything), but hey, when you play against guys with skill levels like 
that of guys like RedFoot, MIC, SauerKraut, Calipower, tomhilfigr, 
Tragic, Mr. Wizard, and even Rev.C, bluu, and SPMAN, hell, even my 
seven-year old brother, are you gonna catch them with this at any time?

Um... uh... er... HELL NO!!!

I added one *, cuz it at least does damage and has a FEW instances of 
hitting... still hate it >=^(

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Tsunami Kick                  WS+4~4_d/f+4~4                *****

By far one of Kazuya's best kick attacks (outside the Hell Sweeps), the 
Tsunami Kick is the perfect weapon for aggressive players, Custom 
Strings, Kazuya's Okizeme game, and for turtlers, simply because it has 
INSANE priority, good damage, very fast speed, two guaranteed hits, and 
almost instant recovery.  Not only that, it can be done from three 
different sources: from a While Standing position, from the normal ready 
position, and even from Kazuya's Crouch Dashes.  All you need to do when 
executing it from the Crouch Dash is tap 4~4.  However, be sure you 
don't hold D/F when you Crouch Dash, or you'll get the Hell Sweeps 
instead.  It is best done from the standing position, as is will cleanly 
counter or hit pretty much any attack thrown at the same time.  It will 
also smack rolling opponents twice and put them on the floor, making for 
a mean Okizeme game Game trick to employ.  It's really simple - as soon 
as you see them twitch, you can stick out this and it will hit them.  
The speed and priority are THAT high.  Put this attack in all of 
Kazuya's Custom Strings because it's mad speed will keep them pinned-
down for as long as Kazuya wishes, afraid to stick out an attack.  As a 
neat (though worthless) trick, Kazuya can actually delay inbetween the 
two hits by 5 frames, like Heihachi, where it looks like the Front Kick 
comes out, then a quick pause, and the axe kick comes out.  It is also 
an easy, quick, stylish juggle finisher to employ if you don't yet have 
those TGFs and WGFs down...

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Left Splits Kick              f,f+3                         **
					
While Jin and Heihachi's versions have uses, Kazuya's (and Devil's too) 
pretty much sucks.  I mean, Jin can at least go into a 3-Ring Circus to 
juggle 'em up for a combo, and Heihachi's recovery time is ridiculously 
short, allowing him to recover and set up crazy combos with his awesome 
Twin Pistons and WGF.  Kazuya's is identical to Jin's, except he 
practically has nothing in terms of floats (you can get a simple Hell 
Sweep hit off though), and this attack also has a significant lag-time 
and a slight though vulnerable recovery time, and is easily reversed, so 
you're better off leaving this one alone.  If you want to know, it can 
be executed from Kazuya's Crouch Dash by going into the Dash, and 
tapping f+3.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Right Splits Kick             f+4                           **

This has been relatively unchanged since Tekken 2, except now, the Right 
Splits Kick will stun on Counter-Hit, although it is not significant 
enough for him to follow up with any combos.  It comes out rather slow 
and is bait for an Attack Reversal, but it has quite a bit of priority, 
and although it recovers somewhat slowly, it causes enough block stun to 
leave Kazuya safe.

From watching Castel's 2nd Kazuya Combo video, I've discovered that a 
Right Splits Kick done on a crouching opponent will stun them just long 
enough for you to get in a GUARANTEED Wind Godfist and phat combo!  
OOOOH, THAT'S GOTTA HURT!!!  However, the timing is SO FRIGGIN' HARD you 
will almost never get it.  You need to pull like a 13-frame WGF or LESS 
(Not really possible though) to hit them before they recover!  My 
advice: don't even try it.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Demon Scissors                4~3_u/f+4~3                   **

The once-penultimate ground attack of the Mishimas is not quite as good 
as it used to be, due to the fact that guaranteed ground hits are pretty 
much non-existent in TTT due to the additions of Tech Rolls and more 
wake-up options.  This can even be reversed by Attack Reversals and Mid 
Parries (I'm pretty sure that King can NOT with his Kick Attack 
Reversal).  However, unlike Heihachi's and ESPECIALLY Jin's (My God, his 
comes out in 37 frames!) this is still actually an effective move in 
situations.  First, it will cut through almost all of Eddy's sweeps and 
spins and send him to the ground.  Second, lots of scrubs when knocked 
down have little clue on how to Tech Roll, and will eat this attack 
regardless.  Third, Kazuya and the other Mishimas (the Ogres cannot) can 
actually execute the Demon Scissors one frame faster by tapping u/f 
before the 4~3.  Normally, Kazuya pauses, then does the attack, but 
tapping u/f before the 4~3 makes it come out without the delay.  
However, like Heihachi, if Kazuya misses totally, he takes some damage 
(I guess he's getting old...).  So, if they foolishly try to wake-up 
with an out-of-range Low/Mid Kick, do the Demon Scissor to slam them.  
Finally (and this pertains only to Kazuya and Devil), and most usefully, 
it will also connect as a guaranteed hit after a combo following a CH 
Wind Godfist, due to the unique properties of a CH WGF.  This also plays 
a major part of one of Kazuya's PHAT combos, which will be explained 
later...

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Roundhouse                    u_u/f+4                       *

This attack starts off the Triple Spin Kick, an attack that almost all 
Mishima scrubs love to use.  However, the Roundhouse is pretty slow, 
hits High (meaning it is easily ducked), and has low priority, so it is 
always best to go into the Triple Spin Kick, although that isn't all 
that much better.  If you're going to use this against a player with a 
reversal (not a Parry), buffer a Chicken into it.

 = Triple Spin Kick           4,4,4                         **

The overabused scrub attack for the Mishimas (a.k.a. the Cheese Wheel), 
Kazuya lands from the Roundhouse into two Hell Sweep sweeps, finishing 
with a Mid-hitting kick.  As a plus, Kazuya's version of the Triple Spin 
Kick is better than Jin's, because if the second hit connects, the third 
and fourth are guaranteed, unlike Jin's, where if the second hit, the 
third would floor the opponent immediately, preventing the Mid kick from 
hitting.  However, it is still not that great.  Not only is it easy to 
block, it also falls prey to the new low block stagger, allowing a rival 
Mishima (except Jin) to get a guaranteed Twin Piston and a massive 
juggle.  Any of the two low sweeps can be easily Low Parried, and the 
final Mid kick is easily reversed, so it is best to just leave this 
alone.  As a plus, if the Mid kick is actually blocked, Kaz is 
relatively safe from retaliation, although they will usually make Kaz 
stagger long before that, and if he does, it's hurtin' time...

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Gut Punch                     d/f+2                         *****

A new move for Kazuya in Tekken (It has replaced his old d/f+2 Uppercut) 
- it is basically a standing version of his Demon Gut Punch, except it 
only stuns on Counter-Hit AND Clean Hit, and it inflicts Crumple Fall 
Stun, not Double-Over Stun, and recovers one frame slower.  However, 
depending on position, if you connect on Clean and Counter-Hit, it can 
randomly do a LOT more damage than a DGP!  So, while it is not nearly as 
powerful in terms of stun combos, it comes out faster, hits Mid, the 
stun is totally inescapeable, and is a pretty good finisher for a juggle 
combo (check out the Tag Combo section), and there are still some very 
damaging follow-ups you can use (like a Lightning Uppercut).  Set this 
up by going for lots of low hits like Hell Sweeps and Stature Kicks, 
followed by a low jab (d+1), then a Front Kick (WS+4), and repeat.  Once 
you have gotten them angry with all your poking, they will most likely 
try to hit you back.  Send out d/f+2 and watch them get stunned!  Like 
ILuvMomo said, you should use this in every situation you would use the 
Glorious Demon Fist, as they have the same stun (Except the Gut Punch 
needs to be a Clean Hit and CH), but comes out MUCH faster.  Opponent is 
constantly throwing out Deathfist?  Block the first and do Gut Punch as 
he rushes right into it with his second, then go for a power juggle.  
Put this attack into Kazuya's Custom Strings, as it is a nearly perfect 
attack with its decent damage, solid stun capability, and quick speed 
and semi-decent recovery.  In fact, you should use this even more than 
the Demon Gut Punch for poking, as it has almost every property of the 
DGP except the different stun, faster start, and inescapeablility (Is 
that even a word?).

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Entrails Smash                d/f+1                         ***

A new move for Kazuya, and overall not the greatest, but it has a few 
uses.  Kazuya punches the opponent in the kidney area with an Mid-
hitting underhand body blow.  It stuns slightly, although no follow-ups 
are guaranteed, but it does give Kaz the initiative.  However, it comes 
out with a little lag and it has VERY short range, so you're better off 
using the Gut Punch instead of this.  However, this is actually decent 
to use in your Custom Strings, as the recovery is almost instantaneous, 
so Kazuya recovers fast enough to resume offense with his pokes, like 
1,2,4, 1,1, and his d+1.  I'm pretty sure you can use this for a CLOSE 
juggle finisher, though, and it does decent damage, but you also have 
much better options, as in WGF, Tsunami Kicks, Soul Thrust, Gut Punch, 
etc... so dammit Namco, GIVE US BACK THE ORIGINAL TWIN PISTONS!!!

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Soul Thrust                   f+2                           ***

This is basically Kazuya's version of a Demon's Paw, albeit the slower 
execution and shorter range.  Kazuya takes a stride forward and throws a 
slightly slow chest punch.  It has much less range than the Demon's Paw, 
but it hits harder, and it will put them in a Knockdown position on 
Counter-Hit, although it will knock them too far away for Kazuya to 
follow-up with anything other than a Hell Sweep hit, and to make it 
worse, the slow speed makes it easy bait for an Attack Reversal - which 
is why you should always buffer a Chicken into it.  However, it does a 
lot of damage and looks deceptively like a High attack, so anyone who 
tries to duck it will get a nasty surprise.  However, the recovery isn't 
the best, although that is offset by the big block stun it dishes out.  
It is good in situations (like when you block/avoid a slow-recovery 
move), and it is also a good juggle finisher (provided it's at least a 
Class 2), so like a lot of Kazuya's moves, it isn't great, but it is 
very useful, so if Tag combos aren't your thing (they should be though), 
and you don't like WGF as a juggle ender, use this.  It blows 'em across 
the screen when you connect with it in mid-air!

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Glorious Demon Fist           f+1+2                         **

This is another new Kazuya move, and boy does it hurt... although anyone 
stupid enough to see this coming and eat it should be smacked in the 
head.  Kazuya steps forward, crouching slightly, as he aims a slow, 
left-handed sidewind punch into their stomach, instantly stunning them 
with a Crumple Fall Stun regardless of Counter/Clean Hit.  Not only does 
this look cool and have a sweet name, it is POWERFUL - a Counter-Hit 
Glorious Demon Fist will take off about 1/4 of their life!  But... the 
move's power and decent stun combo follow-ups are offset by the 
disgusting lag and recovery time, so a blocked Glorious Demon Fist will 
get you punished severely by Deathfists, Wind Godfists, Disgraceful 
Kicks, etc.  I mean, you must practically be sleeping to be hit with 
this!  It won't even work against whiffed attacks because chances are 
they'll recover and block before this comes out!  You need to anticipate 
an attack and throw it out as they're doing their attack, and hope it's 
gonna hit when they recover.  You can also throw this into a juggle 
(against a big guy) for a powerful finisher, and it works even better 
after a stun from a Demon Gut Punch (Although that will be rare...).  
After an opponent is stunned by the Glorious Demon Fist, Kazuya can 
follow up with more than a few options - your best bet is to do the 
Tsunami Kick, Hell Sweeps, a Crouch Dash Front Kick (f,N,d,d/f+4) to 
scoop them up for a jab or two into a finisher, or even a Thunder 
Godfist (on big characters) for unreal damage if you want it simple.  It 
is a little too slow to serve any real tactical value on a consistent 
basis IMO... but if you KNOW you have an opening (If they miss an attack 
like an Unblockable or a Thunder Godfist), then USE it!

Here's an incredibly cheap and powerful trick - if you hit with a 
Glorious Demon Fist on a big character, Kazuya gets a free Lighting 
Screw Godfist!  HUZZAH!

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Stature Smash                 d/b+4                         *****

One of Kazuya's new moves, and possibly his most useful, the Stature 
Smash is one of Kazuya's fastest attacks, and it thankfully hits Low - 
exactly what Kazuya needed (he lacks in Low attacks).  Kazuya feints a 
mid/high-level kick, then cuts low for a kick to the shins.  People are 
surprised and hit by this on an almost consistent basis, and you, as a 
good Kazuya, owe yourself to put this attack in almost every Custom 
String you have.  If it is blocked, Kazuya is safe from retaliation, and 
when you throw this out during your Custom Strings, mix it up with d+1, 
Tsunami Kicks, d+3, and the Stonehead when you KNOW they will block 
high.  It's so easy to hit with this - you can do this by baiting them 
with quick High/Mid attacks like 1,1, d/f+4, d/f+1, and d/f+2, then cut 
low and hit them in the leg!  This attack is also vital to Kazuya's 
Okizeme game, as it will smack rolling opponents and put them back on 
the floor, afraid to move.  Mix that up with his Hell Sweep, and you'll 
be able to keep them on the floor for a decent piece of the fight.  Now, 
as Exar Kun said in his FAQ, there must be _something_ wrong with this 
move due to how it connects so often - well, not really.  The only real 
drawback is the low damage.  Just don't over-abuse it.  As another cool 
trick I've learned, Kazuya can throw after this (I prefer the Stonehead) 
and I've noticed they almost NEVER expect it!

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Leaping Side Kick             f,f,f+3_WR+3                  **

Everyone has this move, and Kazuya's is no different.  As always, 
remember that this is easily telegraphed and blocked/reversed/parried.  
You are better off using it from the Demon Hop trick mentioned below.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Thunder Godfist               f,N,d,d/f+1                   ****

The classic, ultra-damaging, elemental Mishima uppercut of death is back 
to menace scrubs once again.  A Clean Hit or Counter-Hit with a TGF will 
guarantee a loss of at least 25% of their energy on the tougher 
opponents, and up to 40% on guys with weak stamina like Paul and Lee!  
Of course, power comes at a price, as anyone with half a brain will see 
the Crouch Dash, and block high, and to be even more crappy, it has 
pretty bad recovery time, too.  The damage has also been toned-down 
quite a bit from Tekken 2, although it is still very powerful, and like 
back in Tekken 2, it won't combo off of anything less than a Class 1 
Launcher or CH DGP because it comes out so slowly (Three frames slower 
than Heihachi's).  So, why use this?  Well, that's because it is the 
coolest, deadliest, most stylish juggle finisher ever in Tekken!  It 
will only connect after a Class 1 Launcher, against a big guy after a 
WGF, or a CH Demon Gut Punch, however, due to its slower start (Hei's 
executes in 19 frames, as opposed to Kaz/Jin/Devil's 22 frames).  A TGF 
to Spinning Mid Kick after a Counter-Hit Demon Gut Punch alone does 
around 50% damage, and if you connect a TGF after a Tagged-out Class 1 
launcher like Hwoarang's Sky Rocket or Kuma's Demon Godfist, you're 
gonna have your opponent growling for a while!  Other than that, NEVER 
EVER use this out in the open, because you will GET FUCKED UP ROYALLY IF 
THIS IS BLOCKED!  Only use this in a non-combo situation by going under 
a slow-recovering High or Mid attack - if that happens, the Thunder 
Godfist will pimp them for a quarter of their life and leave a very 
nasty expression on their faces!  Again, do NOT get this blocked - you 
will be punished quite harshly.

 = Spinning Mid Kick           = 3                          ****

No, do NOT think that this will come out fast enough to counter attacks 
after a blocked TGF, because the interim between the two hits is DAMN 
slow.  It's main use is for an added hit after the TGF during a juggle 
or stun combo - in that case, it is excellent - ALWAYS go for it!

 = Hell Sweep                  = 4                          *

Do not use this move.  While it will connect in the combos described 
above, the damage it does is laughably poor, so screw this and use the 
Spinning Mid Kick.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Wind Godfist                  f,N,d,d/f+2                   *****
 = Tag                         = ~5

The Wind Godfist is the penultimate Tekken jugglestarter - it is one of 
the fastest moves in the game (It executes in 14 frames counting the 
Crouch Dash input), juggles to a perfect height for any of Kazuya's 
juggles (and Tag combos too!), has insane priority, does great damage, 
and can be delayed since it comes out of Kazuya's Crouch Dash, which 
lulls many opponents into letting their guard down, and BAM, there they 
go!  However, in TTT, the Wind Godfists have been toned down in that 
they now hit Special Mid, which means that you can block the move 
standing or crouching.  When combined with the toning-down of the Hell 
Sweep, Kazuya's Mid/Low evil Crouch Dash mixups from previous Tekkens 
have basically been killed, and those were an important strategy for any 
good Mishima player.  It is also not as good as Heihachi's due to the 
much broader juggling options available to him.  However, fear not, for 
all is not lost!  First, a low-blocked WGF induces a nice little bit of 
guard stun, giving Kazuya totally safe recovery before they can attack, 
and second, the recovery on this move is excellent (only -10, and at max 
range, a blocked WGF is INVULNERABLE to attack) so many times, only the 
fastest moves at the closest range will be able to hit Kaz after a 
blocked WGF.

And finally, Namco has done it - in TTT, the Special Mid-hitting Wind 
Godfists/Electric Wind Godfists are now TOTALLY IRREVERSABLE!  This 
includes: Kazuya, Devil/Angel, Heihachi, and under special 
circumstances, Jin (he must buffer in a ~5 after the input to make it 
into a Special Mid irreversable E/WGF).  Yes, I didn't believe it myself 
until I tried it myself (and got some info from SauerKraut's TTT Notes 
and Castel's Reversal Charts), but it is true - not ONE Attack Reversal, 
special or otherwise, can reverse the WGF or EWGF, and it cannot be 
parried by a Mid Parry, special or otherwise, either!  Now, you can 
pretty much totally abuse this attack (hee hee hee =^), as they will 
have little they can do about it!  

Pointed out by my pal bluu at the Forums, I've discovered that a blocked 
WGF from the edge of its range is TOTALLY SAFE from ALL attacks - 
Julia/Michelle's 1, Kuma's f+1, Yoshi's d/f+4, all of them, even though 
Kazuya has a 10-frame disadvantage if blocked, CANNOT hit Kazuya if the 
WGF is blocked - they will all whiff!  This is so EEEEEEVIL!!!

However, do not let the Special Mif blocking setback fool you into 
thinking that the WGF is now weak - it has simply been altered in a way 
that makes the WGF a more useful tool for defensive players (and this 
was always the best strategy for the WGF anyways).  All you need to do 
to hit with this consistently is hang back and wait for them to attack.  
If they whiff and/or get blocked, you get a free Wind Godfist and killer 
juggle.  The Wind Godfist is the single best mistake-punisher in every 
Tekken if you know your juggles.  And while Kazuya's WGF isn't as good 
as Heihachi's due to his huge array of follow-ups and juggles, it is 
just as fast, is a whole lot better than Jin's crappy WGF, and Kazuya 
still has some power juggles up his sleeves that can do some real 
damage.  If you are fighting a big opponent like the Jacks, True Ogre, 
Ganryu, and Kuma/Panda, you can connect a Thunder Godfist after a WGF.  
However, you should generally try not to get Counter-Hits with the WGF, 
as a CH Wind Godfist has them flip backwards in mid-air to land on their 
stomachs, and juggling options are much more limited in that property.  
If you do happen to get a Counter-Hit WGF, simply follow up with a 4 or 
another WGF for sick, easy damage, and since they land on their faces 
and cannot Tech Roll, Kaz can theoretically get a guaranteed Demon 
Scissors.  This will also connect guaranteed after a f+4 on a crouching 
opponent for BIG damage, although the timing is so insane you will most 
likely pull your hair out!

And while Kazuya does not have an actual EWGF like Jin and Heihachi, he 
does have special properties in his WGF that are similar to Jin and 
Heihachi's Electric Wind Godfist when input EWGF-style.  While no 
electricity or extra Guard Stun comes from it, it comes out just as fast 
as a conventional EWGF, launches higher than a normal WGF (about the 
same height and closeness as an EWGF), and is vital to several of 
Kazuya's combos, such as the fabled triple WGF.  Inputting the WGF EWGF-
style has several advantages over the regular WGF - it has a much faster 
(almost instant) execution, and launches higher and closer to Kazuya. 
The only problem is the HARD joystick motion.  You must tap f,N, then, 
AS FAST AS POSSIBLE, move the joystick from d to d/f and tap 2 in one 
smooth, VERY fast motion, so that the 2 and the D/F come out within 
THREE frames (not one) of input.  If done correctly, the animation for 
Kazuya's Crouch Dash will be replaced by an insanely-fast Wind Godfist.

MASTER this move with Kazuya - it is by far his most important attack, 
and learning when and where to use this will put fear into every 
opponent you face.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Hell Sweeps                   f,N,d,D/F+4,4                 *****

Unfortunately, Kazuya's Hell Sweeps, like the other Mishimas, have been 
toned down a bit in TTT.  Now, Kazuya's Hell Sweeps do less damage, and 
it is further weakened by the new low-block stagger.  And to put the 
final nail in the coffin, the Mid/Low mixup Crouch Dash games that were 
so important every Mishima, especially Kazuya, have been killed by the 
Wind Godfist's new Special Mid blocking position.  However, despite all 
of these flaws, the Hell Sweep is still a powerful, hard-to-anticipate 
tool of Kazuya warfare.  This is also due to the difference of Kazuya's 
Hell Sweeps from Heihachi's and Jin's.  Unlike theirs (Unless you input 
it f,N,d~D/F~4 with Jin), Kazuya's Hell Sweeps sweep them off of their 
feet regardless of Clean or Counter-Hit (Unless you hit at the edge of 
its range, although completing the whole motion bypasses that), and it 
also comes out the fastest of all the Hell Sweeps (it is identical to 
Devil's).  However, this is balanced by the weaker damage of Kaz's, and 
the ease of blocking it - Kazuya's Hell Sweeps hit twice Low, and that's 
it.  No Mid kick, Tsunami Kick, Demon Godfist, or Thunder Godfist 
follow-ups.  This makes it very easy for a player who's anticipating it 
to block Low and stagger Kazuya, leaving him open for a quick attack.  
And while a Hell Sweep is naturally a good float starter, Kazuya's float 
combos are nonexistant, so that particular use is not very practical.  
So, you're asking "Why the hell do you say it's effective, then?"  The 
reason is this - it is incredibly hard to see coming at times, 
especially when you've been pecking them with a continuous volley of 
Highs and Mids like d/f+4 and 1,1, and BAM, you pull out the Hell Sweep 
and put them on the ground.  So, basically, Kazuya should use this in 
the middle of his Custom Strings, as they will not be expecting it at 
all after blocking all those Tsunami Kicks, Gut Punchs, and Flash Punch 
Combos... remember, you should mostly use this from the Mist Step 
Cancel, as it comes out one frame faster, making it EXTREMELY hard to 
block.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Mist Step                     f,N                           *****

The Mist Step is a special Sidestep that Kazuya possesses (Lee has it 
too, but he has no moves from it, and he only does a Crouch Dash/Wave 
Step-type move, and no Sidestep).  It is basically an extra Sidestep for 
Kazuya that he had back in Tekken 2 (when noone had a Sidestep-type move 
except for Kazuya, Heihachi, and Michelle).  Kazuya, however, has an 
extra-special feature built into the Mist Step - by simply tapping d/f, 
he can go into an automatic Crouch Dash that moves and comes out faster 
than the normal one!  From the Mist Step Crouch Dash, Kazuya can go into 
the Thunder Godfist, Wind Godfist, and Hell Sweep.  On an even frame 
number, Kazuya Sidesteps to the left with the Mist Step - on an odd 
frame number, he goes to the right.

The Mist Step is VITAL to playing Kazuya to his fullest.  Not only is it 
easier to pull off his Crouch Dash power hits with the Mist Step, they 
come out more deceptively than the normal versions and are more evasive 
due to the built-in sidestep.  Not only that, but by just doing the Mist 
Step without the Crouch Dash (tap f,N), you can do any of Kazuya's 
normal attacks, such as the Flash Punch Combo, Twin Fang Stature Smash, 
and other attacks with no hitch.  From the Crouch Dash, Kazuya can pull 
off the Tsunami Kick by simply tapping 4,4, and if you delay the CD to 
the end, Kazuya can do any While Standing move - the Tsunami Kick and 
Twin Pistons come to mind.  This makes it very easy to simply slip under 
all attacks and deal them a big juggle or stun combo.  All attacks from 
the Mist Step Crouch Dash are identical to the normal ones, so 
strategies are found on the individual move analysis.

By the way, I've gleaned something useful from Reverend C. (It's been 
around since Tekken 2 I've discovered, but not widespread until Rev 
brought it up) - it is a special property of the Mist Step called the 
Mist Step Cancel.  This works with all the Mist Step CD moves, but is 
much more effective with the WGF.  When you go into the Mist Step and 
IMMEDIATELY tap D/F~2 (BEFORE he auto-sidesteps), you can pull out a WGF 
that is actually FASTER than a conventional EWGF, because the WGF 
cancels the auto-SS that is built-in to the Mist Step.  What does this 
mean in the long run?  Well, when done naturally, a Wind Godfist takes 
14-15 frames total to execute, because every point in the f,N,d,d/f 
motion counts for one frame, equalling 4 frames of CD input, then 
tapping 2 for the WGF, and adding 11 frames, bringing it to 15 frames 
total (It can be shortened by tapping d/f and 2 simultaneously, making 
both the d/f and 2 count for one frame input and bringing it to 14 
frames total).  HOWEVER, by using the Mist Step Cancel, this means that 
by inputting it f,N~D/F~2 saves one frame of the execution by skipping 
the d part of the motion, and overall comes out at 13 frames, faster 
than a Hei/Jin EWGF done at fastest possible speed!  As of late, I've 
been using this, and dammit, it really is EFFECTIVE!  It comes out 
faster than an EWGF guaranteed, launches higher than a conventional WGF 
(as if you input it EWGF-style), and while it may not be as effective 
when trying to land the hard-as-hell triple WGF combo, it will start 
juggles better and faster than anything else Kazuya has, so fling away!  
And remember, it also works extremely well with the Hell Sweep - that 
thing comes out of nowhere at blinding speed with the MS Cancel...

I've found out a trick from the Mist Step of my own - during or after 
the animation of the auto-sidestep, Kazuya can tap F to get an 
automatic, buffered-in dash.  From that, Kazuya can pull off his Left 
Splits Kick, his Strings, and the Stonehead.  If you don't feel like 
using the MS Cancel (DON'T BE STUPID!), this is another decent mix-up 
from the Mist Step, and by using this I've landed quite a few Stonehead 
throws lately =^).  I still suggest you use the MS Cancel more than 
this...

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
High Pounce                   U/B_U_U/F+2+4                 *

This attack is totally useless.  It used to be effective in Tekken 2 
because it was a guaranteed hit after a Thunder Godfist or both of Kaz's 
Unblockables for INSANE damage.  Now, knockdowns don't last as long, and 
anyone can Tech Roll to avoid this.  Stay away from it, or you'll get 
beat badly.  It can even be reversed (It's weird because it is a ground 
attack)!

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Lightning Godfist             b+1+4                         ***

While it is still slow, the Lightning Godfist is by far a very useful 
Unblockable.  It comes out pretty fast for an Unblockable, and it will 
evade almost every High attack, and even some Mids like Paul's Deathfist 
(a.k.a. Cheapfist), and it deals some pretty good damage, too.  It still 
is slow, though, when compared to most non-Unblockables, and it can be 
easily reversed, so don't misuse it or you'll pay for it.  This can 
connect after a few select Class 1 Tag Launchers, like Hwoarang's 
f,N,d,d/f+4, Kuma/Panda's f,f+2, and P.Jack's SS+1.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Lightning Screw Godfist       B+1+4                         *

While this attack does tremendous damage, it is so damn slow that anyone 
seeing it will sidestep, counterattack, Attack Reverse, or Parry it 
easily.  However, it isn't TOTALLY useless, as just like the Lightning 
Godfist, it will evade lots of High attacks and a few Mids as well, so 
if they are stupid enough to throw out a jab or a high power hit like a 
Mach Breaker, this will rip off about 70% of their life.  The only 
guaranteed Lightning Screw Godfist you can get is after a Glorious Demon 
Fist on a big character, and that's hard enough...

=======================================================================
X. Combos ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

As you all know, Kazuya is a Mishima.  The name Mishima goes hand-in-
hand with crushing combos in every Tekken, and Kazuya is no exception 
(more or less).  While he lacks the finesse and damage of Jin and 
Heihachi, he still possesses some very powerful combos that can decimate 
an opponent's energy by half when employed right.  However, unlike 
Heihachi, and to a lesser extent, Jin, Kazuya is primarily a Mishima 
that relies on stun combos instead of juggles to win.  Kazuya lacks a 
varying amount of jugglestarters, unlike Jin and Heihachi.  He relys on 
starting combos with his Wind Godfist and Demon Gut Punch, and his 
juggle combos are moderately powerful and simple.  His stun combos are 
also arguably the most powerful in the game when performed correctly.

(Note: The rating I give a move pertains to how effective it is for 
combos, not as a move overall)

JUGGLESTARTERS

1.) Wind Godfist
Command: f,N,d,d/f+2_f,N,d/f+2
Damage: 25
Height: sm
Class 2
Rating: *****

As you all should know, the Wind Godfist is the ultimate jugglestarter 
in every Tekken.  Its range, speed, good damage, priority, and ease of 
execution (from the Mist Step), and irreversibility make it the perfect 
tool for a pitbull Kazuya that lives on getting out his juggles.  While 
it can be blocked Low now, the guard stun it incurs is usually enough to 
offset any retaliation attempts.  The WGF will also override almost any 
High/Mid attack thrown at the same time.  Remember though, that a CH 
Wind Godfist will juggle them in a different manner (they flip backwards 
to land on their stomach and face) and that there are less options after 
it.  Your best bet after a CH Wind Godfist is to finish with a standing 
4 or WGF.  Quick, easy damage.

Of course, inputting it EWGF-style is even better (and extremely easy 
from the Mist Step Cancel).  It comes out blindingly fast, launches 
higher than a normal WGF and has slightly more horizontal hitting-range.  
Try to go for this all the time if possible.

2.) Twin Piston
Command: WS+1,2
Damage: 12,15
Height: m,m
Class 2
Rating: *****

This is an excellent launcher for normal juggles, but it does not work 
as a Tag Launcher simply because they land before your partner can come 
in and finish the combo.  However, it still pales in comparison to the 
WGF  in terms of speed, effectiveness, priority... pretty much 
everything, but remember this is used at different times than the WGF.   
The Twin Pistons are used in-close, when they are in your face and you 
need a jugglestarter that won't put you at risk by doing a complicated 
motion like a Crouch Dash or Mist Step that would get snuffed by a jab.  
In the case of in-close fighting, the Twin Pistons is one of the best 
moves in the game.  It has INSANE priority, extreme speed (The WS+1 
executes in 11 frames), great rewards if unblocked, comes out of 
nowhere, and has extremely short recovery time.  If you by any chance 
don't have Kazuya's Crouch Dash down to a science (which should NOT be 
the case... if so, then you need to practice first before trying to get 
any good), this is the next best thing to use.  The only hitch is that 
you need to be close to get both hits guaranteed.  As a definite plus, 
the recovery is extremely short.  Very effective, and arguably one of 
Kazuya's top three attacks.

STUN-COMBO STARTERS

1.) Demon Gut Punch
Command: WS+2
Damage: 25 (37 on Clean Hit)
Height: m
Stun Type: Fall Over Stun (on Clean Hit), Double-Over Stun (on Clean and 
Counter-Hit)
Rating: ***

One the most feared moves of Kazuya (IF IT IS NOT ESCAPED), although it 
bites comapred to the Tekken 2 version.  As said before, if the opponent 
gets hit with a Counter-Hit DGP and does not escape, they will most 
likely lose at least 50% due to the huge combo that will inevitable 
follow.  The options Kazuya has after a DGP are almost limitless... for 
style and originality, you can go into the Glorious Demon Fist when 
fighting large characters.  If you're one of those krazy Kazuya 
jugglers, you can do an EWGF to pop them up for a disgusting juggle, or 
you can really pack on the damage by Tagging out of the WGF and 
continuing the combo if you have a partner like Bruce or Jin.  And, if 
you want, in the words of Jason "Isiah" Cole, phat damage and quick 
wins, you can go for the Thunder Godfist to Spinning Mid Kick to drain 
up to 60% of their energy on a weak opponent, or you can use the 
Lightning Godfist to get almost equal damage but less style points.  My 
advice is: pray that they suck and hope they don't escape the stun.

2.) Gut Punch
Command: d/f+2
Damage: 21
Height: m
Stun Type: Crumple Fall Stun (on Counter-Hit)
Rating: ****

This is extremely similar to Kazuya's DGP.  While this comes out faster, 
does nearly identical damage, looks identical, and is slightly easier to 
do and MUCH easier to set up, it is not as effective in terms of stun 
combos, because there are less options than if you hit with the DGP, and 
recovers one frame slower than the DGP.  However, I'd trade the larger 
options, damage, and escapability for similar follow-ups, high potential 
damage, and an inescapeable stun like with the regular Gut Punch.  It is 
a very effective juggle finisher by the way...

3.) Glorious Demon Fist
Command: f+1+2
Damage: 26
Height: m
Stun Type: Crumple Fall Stun
Rating: ***

While again, this is REALLY slow, it has insane power, and when put into 
play against the big guys, Kazuya simply DEMOLISHES them with the supa 
stank combos he can pull afterwards (Glorious Demon Fist + Lightning 
Screw Godfist = BIG HURT)!  Just be careful when you use this, as it has 
tremendous recovery time and can be easily punished by a long-range 
power hit like a Deathfist, Mach Breaker, Konvict Kick, and countless 
others.  Don't overabuse this, and the reward can be VERY high.

*******************
STANDARD COMBO ARTS
*******************

Starters

Wind Godfist: f,N,d,d/f+2
Twin Pistons: WS+1,2
Class 2 Tag

1, 1, f,N,d,D/F+4,4         1, 1, 1, 1,(1),2
1, 1, d+1, WS+2             1, 1, 1, 1,2
1, 2, WGF                   1, 1, 1, 1,2,4
1, 2, d/f+4,4               1, 1, 1, f+2
1, 2, f,N,d,D/F+4           1, 1, 1, d/f+2
1, 1,2, WGF                 1, 1, 1, d/f+4~4
1, 1,2, d/f+1               1, 1, 1, 4
1, 1,2, d/f+2               1, 1, 1, d/b+4
1, 1,2, d/f+4~4             1, 1, 1, 1, WGF
1, 1,2, d/b+4               1, 1, 1, 1, 1,(2),4 big
1, 1,2, f,N,d,D/F+4         WGF, WGF
1, 1,2, 1,2,4               WGF, d/f+4~4
1, 1,2, 1,(1),2             WGF, 1,(2),4
1,2, f,N,d,D/F+4,4          WGF, 1,1,2
1,2, 1, d/f+1               WGF, d/f+2
1,2, 1, d/f+4               d/f+4, WGF
1,2, 1, d/b+4               d/f+4, d/f+2
1,2, 1, 4                   d/f+4, 1, WGF
1,2, 1,1,2                  d/f+4, 1,(2),4
1,2, 1,2, d/f+4             d/f+4, 1,(1),2
1, 1, 1, d/f+1

**********************
COUNTER-HIT COMBO ARTS
********************** 

Starters

Wind Godfist: f,N,d,d/f+2
Twin Piston: WS+1,2
Class 2 Tag

1,2, d/f+4~4                1, 1, 1,1,2
1,2, f,N,d,D/F+4,4          1, 1, 1,2,2
1,2, WGF                    1, 1, 4
1,2, d/f+2                  1, 1, 1, 1,2
1,2,4                       1, 1, 1, d/b+4
1, 1,2, d/f+4~4             1, 1, 1, d/f+4~4
1, 1,2, d/f+2               1, 1, 1, WGF
1, 1,2, f,N,d,D/F+4         1, 1, 1, 1, d/f+4
1, 1, f,N,d,D/F+4,4         1, 1, 1, 1, d/f+2
   
Gut Punch: d/f+2
 
f+1+2 big                   d/f+4~4
d+1, WS+4,4                 f,N,d,D/F+4,4
d+1, cc, 1, d/f+4           u+(4),4,4,4
d+1, cc, 1, d/f+2           TGF,3 big
d+1, cc, 1, WGF             TGF,4 big
WGF                         b+1+4
d/f+2
  
Demon Gut Punch: WS+2

f+1+2 big                   1,2, 1,1,2
WGF, any Standard Combo     1,2, 1,2, d/f+4
1, 1, f,N,d,D/F+4,4         1, 1, 1, d/f+1
1, 1, d+1, WS+2             1, 1, 1, 1,(1),2
1, 1,2, WGF                 1, 1, 1, 1,2
1, 1,2, d/f+1               1, 1, 1, 1,(2),4
1, 1,2, d/f+2               1, 1, 1, f+2
1, 1,2, d/f+4~4             1, 1, 1, d/f+2
1, 1,2, d/b+4               1, 1, 1, d/f+4~4
1, 1,2, f,N,d,D/F+4         1, 1, 1, 4
1, 1,2, 1,2,4               1, 1, 1, d/b+4
1, 1,2, 1,(1),2             1, 1, 1, 1, WGF
1,2, f,N,d,D/F+4,4          1, 1, 1, 1, 1,(2),4 big
1,2, 1, d/f+1               TGF,3
1,2, 1, d/f+4               TGF,4
1,2, 1, d/b+4               b+1+4
1,2, 1, 4
  
Glorious Demon Fist: f+1+2

d+1, WS+2 big               4~3
f+1+2 big                   f,N,d,d/f+4, 1, 1, d/f+2
WGF                         f,N,d,d/f+4, 1, 1, WGF
TGF,3 big                   f,N,d,d/f+4, 1, 1, d/f+4~4
TGF,4 big                   f,N,d,d/f+4, 1, 1, d/b+4
u+(4),4,4,4                 f,N,d,d/f+4, 1, 1, f+2
f,N,d,D/F+4,4               b+1+4 big
d/f+4,4

**********************  
CLASS 1 TAG COMBO ARTS
**********************

Starter

Class 1 Tag 

WGF, BT 4                   U/F+4, 1, 1,2, 1,(1),2
f,f+3, BT 4                 U/F+4, 1,2, f,N,d,D/F+4,4
f+1+2                       U/F+4, 1,2, 1, d/f+1
TGF, 1, f+2                 U/F+4, 1,2, 1, d/f+4
TGF, 1, d/f+2               U/F+4, 1,2, 1, d/b+4
TGF, 1, WGF                 U/F+4, 1,2, 1, 4
TGF, d/f+4,4                U/F+4, 1,2, 1,1,2
TGF,3                       U/F+4, 1, 1, d/f+1
TGF,4                       U/F+4, 1, 1, 1,(1),2
TGF,3, d/f+4,4 big          U/F+4, 1, 1, 1,2
TGF, BT 4 big               U/F+4, 1, 1, 1,2,4
U/F+4, 1, 1,2, WGF          U/F+4, 1, 1, f+2
U/F+4, 1, 1,2, d/f+1        U/F+4, 1, 1, d/f+2
U/F+4, 1, 1,2, d/f+2        U/F+4, 1, 1, d/f+4~4
U/F+4, 1, 1,2, d/f+4~4      U/F+4, 1, 1, 4
U/F+4, 1, 1,2, d/b+4        U/F+4, 1, 1, d/b+4
U/F+4, 1, 1,2, f,N,d,D/F+4  U/F+4, 1, 1, 1, WGF
U/F+4, 1, 1,2, 1,2,4

**********************
CLASS 4 TAG COMBO ARTS
**********************

Starter

Class 4 Tag

4~3                         f,N,d,D/F+4,4

*******************
MY FAVORITE JUGGLES
*******************

1.) WS+1,2, 1,2, d/f+4~4
Twin Pistons, Left Right Combo, Tsunami Kick

A quick, easy juggle for the aspiring Kazuya player that doesn't have 
those mad reflexes needed to pull TGFs and the like as juggle finishers.

2.) f,N,d,d/f+2, 4
Wind Godfist, Standing RK

The WGF can be a regular or Counter-Hit.  Pretty high damage for two 
hits, but lacks skill and is really just a quick juggle to use if you're 
losing badly and need a comeback.  Don't abuse this combo, though, or 
you'll get some trash talk.

3.) CH WS+2, f,N,d,d/f+1,3
CH Demon Gut Punch, Thunder Godfist to Spinning Mid Kick

The bread and butter, mega-damage Kazuya combo is back and just as good 
as before.  This is easy to do, works 100% when done fast, and destroys 
about half of their energy in three hits.  Overall, it should be a combo 
used OFTEN by Kazuya, whenever possible.  While you can substitute the 
Hell Sweep ender for the Spinning Mid Kick, it doesn't do as much damage 
and looks rather weak itself...

4.) CH WS+2, f,N,d~D/F~2, 1,2, f,N,d,d/f+2
CH Demon Gut Punch, Wind Godfist, Left Right Combo, Wind Godfist

You have to be FAST (EWGF-speed) after the Demon Gut Punch, or they'll 
just get knocked down by the WGF.  If you can pull this, though, you 
will most likely win, as it does quite a bit of damage.  It also looks 
very cool to boot.

5.) f,N,d,d/f+2, f,N,d,d/f+1,3
Wind Godfist, Thunder Godfist to Spinning Mid Kick

You can only do this combo on the bigger guys: the Jacks, Kuma/Panda, 
Ganryu, and the Ogres.  Does quite a lot of damage, too (about 40-50% 
everytime).  You must pull the TGF quickly though or they will Tech 
Roll.  It would be cool if you could pull this on anyone, but since it 
executes slower than Hei's, it's pretty much impossible.  Makes you wish 
Kazuya had a 19-frame TGF like Heihachi =^(.

6.) f,N,d~D/F~2, f,N,d~D/F~2, f,N,d~D/F~2
Wind Godfist, Wind Godfist, Wind Godfist

This is arguably the hardest combo in the game, although it is slightly 
easier to do than in Tekken 3.  Heihachi and Jin can do it too, and 
easier since they have easily-recognized, conventional EWGFs.  You MUST 
get three EWGF-speed WGFs, not regular WGFs, in order for you to 
successfully pull this off.  It is of course much easier to do this on 
the big guys.  You could try using it with the Mist Step Cancel, 
although it seems to be a little harder to learn at first.  If you can 
do this at will or at least once per match, your Kazuya is most likely 
never going to lose, to be bluntly honest =^).

7.) f,N,d,d/f+2, 1, 1, 1, 1, f,N,d,D/F,2
Wind Godfist, Standing Jab, Standing Jab, Standing Jab, Standing Jab, 
Wind Godfist

Cool, and extremely hard.  You must have mad dashing skillz for this one 
inbetween the jabs, and delay the WGF until the end of the Crouch Dash 
to pick them off the floor by like an inch =^).  If you're having 
trouble with the four jabs, use three for almost equal damage and equal 
style points).

8.) f+1+2, f,N,d,d/f+4, 1, 1, f+2
Glorious Demon Fist, Crouch Dash to Front Kick, Standing Jab, Standing 
Jab, Soul Thrust

Very sweet-looking and extremely damaging, although it will be hard as 
hell landing the Glorious Demon Fist!  Make sure you Crouch Dash in as 
close as possible before scooping them off the ground with the Front 
Kick.  After that, remember to dash then jab with f,F, not f,f (saves 
two frames of recovery on the jabs), then Soul Thrust, and BAM, they're 
on the other side of the screen.

9.) CH f,N,d,d/f+2, 1, 1, 1, f,N,d,d/f+2, u/f+4~3
CH Wind Godfist, Standing Jab, Standing Jab, Standing Jab, Wind Godfist, 
Demon Scissors

HOLY HELL, this one is phat!  I got this from the Castel's 2nd Kazuya 
Combo movie, and the Demon Scissors is, in fact, 100% GUARANTEED!  The 
reason for this otherwise-impossible combo is that Kazuya's WGF on CH 
flips them over onto their stomachs, preventing Tech Rolls, and allowing 
the Demon Scissors!  You MUST tap u/f+4~3, and not 4~3, because the 
u/f+4~3 executes one frame faster, to have it combo in.  You must also 
be close after the last WGF, and must pull the Demon Scissors AS SOON AS 
YOU RECOVER to get a guaranteed hit before they can roll away.

10.) f+1+2, B+1+4
Glorious Demon Fist, Lightning Screw Godfist

OWWWWWWWWWWWWW!!!!!  Only works on the big guys.  If they get hit with 
this, can you say "Goodbye!" to 75% of their energy?!?

***********************
MY FAVORITE TAG JUGGLES
***********************

(Note: The cool thing about Tag Combos is that being hit with one 
inflicts unrecoverable damage.  Huzzah!)

1.) (Yoshimitsu) 4~3~5, (Kazuya) f,N,d,d/f+1,3, d/f+4~4
(Yoshimitsu) Kangaroo Kick to Tag, (Kazuya) Thunder Godfist to Spinning 
Mid Kick, Tsunami Kick

Just insane.  Super mad damage... in the immortal words of Martin 
Lawrence in "Blue Streak", "Belie' dat!"  Hard, though.  When you Tag 
in, you must back up a bit, then do the TGF to Spinning Mid Kick.  You 
can only do this on the big guys, though.

2.) (Kazuya) CH WS+2, f,N,d~D/F~2~5, (Bruce) b+3, b+4,3,4
(Kazuya) CH Demon Gut Punch, Wind Godfist to Tag, (Bruce) Front Kick, 
Triple Knee Combo

The hated, dreaded, Kazuya/Bruce Tag Juggle of Destruction.  This combo 
does so much damage it is plain scary.  I'm pretty sure that this combo 
will kill the weak guys like Paul, Wang, and Heihachi if you hit with 
it.  On everyone else, it will take off about 60-85% of their energy.  
You have to be FAST with the WGF, and you need to be fast after Bruce's 
b+3 to pick them up with the Cheese Knees.  If you happen to have Bruce 
on your team and don't use this, you're just plain stupid!  The only 
real problem is landing the DGP and them not escaping the stun ^_^, 
although it will do insane damage with or without the DGP.  An equally-
damaging although not as stylish alternative is: CH WS+2, f,N,d~D/F~2~5, 
b+4,3, f+2,4.

3.) (Lee) CH d,D/B+4~5, (Kazuya) U/F,4, 1, 1,2,4
(Lee) CH Blazing Kick to Tag, (Kazuya) Leaping Hop Kick, Standing Jab, 
Twin Fang Stature Smash

Another VERY cool combo.  LEE ROCKS!!!  Even better when Lee and Kaz are 
both decked out in their pimp suits (Start for Lee, Kick for Kazuya).  
Off the subject... don't you wish Namco kept the old Kick T2 Kazuya 
outfit in here?  You know, the one with the white jacket, flyscreen 
shirt, jeans, and combat boots?  That outfit kicked ASS... erm, ha, 
let's go on...

4.) (Baek) f,N,d,d/f+3~5, (Kazuya) b+1+4
(Baek) Snake Rocket to Tag, (Kazuya) Lightning Godfist

Pretty cool to see and does quite a bit of damage, since the Snake 
Rocket pops them up so damn high, and that the Lightning Godfist just 
HURTS.  Is Baek like Pepsi's Tekken spokesman or something?  That really 
looks like the Pepsi symbol on the back of his jacket...

5.) (Kazuya) f,N,d,d/f+2~5, (Heihachi) 1, f,N,d,D/F+4,4,1
(Kazuya) Wind Godfist to Tag, (Heihachi) Standing Jab, Hell Sweep x 2 to 
Spinning Thunder Godfist

Very cool combo... kinda compensates for their lack of a Netsu Power-Up 
of both guys... too bad they hate each other =^(... remember to be fast 
with the Hell Sweeps or they'll Tech Roll.

6.) (Kazuya) f,N,d,d/f+2~5, (Julia) f,f+1, 1, d/f+4,2,b<f+1
(Kazuya) Wind Godfist to Tag, (Julia) Dashing Elbow, Standing Jab, 
Mountain Crusher

Although they don't get Netsu Power-Up, this combo alone strikes fear 
into the hearts of many players due to the disgusting damage it 
inflicts.  This will turn a few heads... although IMO you shouldn't even 
use Julia... that cheap 'ho is so goddamn overpowered!

7.) (Law) CH b+1,2,1~5, (Kazuya) f,N,d~D/F~2, d/f+4~4
(Law) CH Dragon Storm to Tag, (Kazuya) Wind Godfist, Tsunami Kick

This is an insanely-cool-looking juggle from our resident Bruce Lee, 
Law.  This combo just screams "style", and it is extremely hard, as 
well.  Kazuya needs to pull the WGF RIGHT WHEN HE TAGS IN, and at EWGF 
speed, for him to recover in time to get off the d/f+4~4 for the Tsunami 
Kick to and finish a crazy-ass combo!  Be QUICK about the Tsunami Kick 
or you'll miss and they will Tech Roll.  You can only pull this on the 
big guys.

8.) (Hwoarang) f,N,d,d/f+4~5, (Kazuya) U/F,4, 1, 1, f+2
(Hwoarang) Sky Rocket to Tag, (Kazuya) Leaping Hop Kick, Standing Jab, 
Standing Jab, Soul Thrust

Pure madness.  Right when Kazuya is Tagged in, jump forward and hit 4 as 
he's just about coming down, do the Jab, dash, Jab, and Soul Thrust.  
Ouch ouch ouch.  This is Bob's Discount Tag Combo (Bob's Discount Combo 
is: f,N,d,d/f+4, 3~4, d+4,4... I love that combo =^) just so you know.  
Aren't you feeling special now that you know that ^_^?

9.) (Ganryu) b,d/b,d,D/F+1~5, (Kazuya) f,N,d,d/f+2, d/f+2, d/f+2
(Ganryu) Megaton Float to Tag, (Kazuya) Wind Godfist, Gut Punch, Gut 
Punch

You need to be fighting a big guy to do this.  The Wind Godfist flips 
them over in mid-air, preventing Tech Rolls and allowing the two Gut 
Punches to connect.  This one is just friggin' insanity (I got it from 
Kazuya Combos Act 1 on the PS2 Movies section at the Zaibatsu)!  God, 
Castel is good at what he does...

10.) (Kazuya) f,N,d~D/F~2~5, (Jin) b,F+2,1,d+2, f,f+2
(Kazuya) Wind Godfist to Tag, (Jin) Laser Scraper, Demon's Paw

A little father-son interaction between Jin and Kaz.  Oh yeah, and it 
does INSANE damage.  You need to be quick (EWGF-speed) with the WGF and 
the Tag as well or Jin won't have enough time to tack on the Laser 
Scraper.  Looks extremely cool.  It's easier to do on the bigger guys.

=======================================================================
XI. Strategy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

This is the meat and potatoes of your Tekken Tag game with Kazuya.  If 
you go in there and mash buttons or do random, unplanned attacks, you'll 
get your ass handed to you and embarrassed.  Here's a sterling example.

*****

I was at Time-Out and playing as Heihachi and Devil with my pal Kenny 
(He plays Lei/Law and Jin/Jun teams... not too good though).  As you 
know, that duo is very powerful, especially if you get off that nasty 
Devil SS+2~5, (Heihachi) d+1+4 combo (although I've only used it once).  
This little kid, I swear he was about 7 to 8 years old (shouldn't he be 
playing DopeMon or something?), pops in his two tokens and proceeds to 
pick Devil and True Ogre.  Well, ok little man, I pick Kazuya and Lee 
for my team.  He then "assumes the position" - palm over the buttons, 
fingers twitching.  "FIGHT!"  And WHAM, that little bastard starts 
slamming those kick buttons with Devil to pull his cheeseball laser 
attacks.  Ok, I rush in, SS his 3+4 laser, and pop him up with WGF, and 
do 1, 1,2,4, BAM he's on the ground.  I switch in Lee, and when he gets 
up, I duck under his 1+2 laser, and use the FC to go into d/f+4, 
2~2~1(Silver Demon!).  Mwahahahaha (I love that move).  All the while, 
the kid was cursing me off!  Where do they get that stupid-ass bottom-
feeding 'ho-bag motherf***ing language anyways? (HAHAHAHAHA)

Kids these days.

Now, although you can't tell by reading this, I am a good sport when I 
play (I rarely trash talk unless the dude sucks and I KNOW it), and I 
realize the kid is trying his best to win, so I actually try to tell 
this kid that doing the same move over and over will not have him win, 
and I told him a few moves that even he would understand, like Devil's 
1,1,2.  But no, he's too good for that, so he calmly tells me "Devil's 
laser is the best move in the whole game!  I'll kill you, just watch!"  
Ok, I watch as he throws out laser after laser, all of which I SS and 
WGF to combo.  He then Tagged in True Ogre, ok fine, he throws out the 
air fire.  Double sidestep, WGF, TGF,3, he's down by almost half energy.  
So he, realizing his losing situation... did the same friggin' move!  
See the pattern?  I thought you did.

*****

The moral, kids, is DO NOT DO THIS!  If you fight with strategy and 
cunning, you will be respected, rewarded with bragging rights (and maybe 
a Coke from your g/f next to you =^), and actually put up a decent fight 
to your opponent.  And above all else, have fun.  Tekken is a game and 
nothing more, so treat it as such.

...but if the sumbitch is mouthing off, by all means, school his ass.  
You don't necessarily NEED to trash talk - beating them 50 games in a 
row and smiling placidly as they burn their money is as sweet as revenge 
can be.

Just make sure that if you DO talk shit to an easily-angered guy, make 
sure one of your buds got yer back =^.

**************
CROUCH DASHING
**************

This is by FAR the most important thing to learn about Kazuya, and just 
about every other Mishima in general.  Without it, Kazuya is a punching 
bag, plain and simple.  The Crouch Dash allows Kazuya to set up almost 
any attack and is also one of the best ways to avoid High attacks and a 
generous amount of Mids.  The Crouch Dash is done by tapping f,N,d,d/f - 
tap Forward, leave the stick neutral for a split-second, and then tap 
Down then Down-Forward.  The Crouch Dash has Kazuya duck and dash in 
fast and low, ending in a crouched position.  During this movement, 
Kazuya has three official Crouch Dash attacks he can perform: the Wind 
Godfist, Thunder Godfist, and Hell Sweeps.  However, there are a 
multitude of other attacks Kazuya can pull in the middle, beginning, and 
end of the CD.  These include: While Standing attacks (Demon Gut Punch, 
Tsunami Kicks, Twin Pistons), double-tap moves (Left Splits Kick and 
Stonehead), and finally, the tool of destruction known as the Wave Step 
(explained later).

-- Unofficial Moves --

To pull off While Standing attacks in your Crouch Dash, do the crouch 
dash, then wait until the forward movement stops, and tap the button or 
buttons needed for the WS move, or you can cancel the Crouch Dash into 
WS position by tapping b or d/b.  Now, depending on how you play, you 
have a lot of options.  You can do the Twin Pistons if you want an easy, 
quick juggle to knock off a chunk of energy, and if they are throwing 
out an attack, 90% of the time the Pistons will override them due to 
their insane priority and insane speed (11 frames!).  However if you are 
looking for an opportunity to do Tag combos, do not use this as the 
launch height is not sufficient enough for your partner to come in to 
finish.  Your best bet when landing a Twin Piston is this combo: Twin 
Piston, Left Right Combo, Tsunami Kick.  This is extremely easy to do 
and does a good amount of damage, or if you really want it simple, do 
Twin Pistons, WGF or standing 4.  Both of those do GOOD damage and are 
almost pathetic in easiness.  It's actually pretty easy to hit with 
this.  It works very well on ducked throws, and you can even put it in 
your Custom Strings when you use the instant WS method, although you can 
set it up just as easily by doing WS+1,2.  The d+3 is also a premier way 
of suckering them in to get hit with this.  For some odd reason, just 
about EVERYONE I've played seems to attack after I hit them with d+3.  

If you're looking for an attack to use in Custom Strings and footgames, 
then you should use the Tsunami Kick.  This is extremely fast, has 
insane priority, hits twice for decent damage, and has very little 
recovery time, so Kazuya will almost always be safe from attack if 
blocked.  Kazuya also moves forward slightly doing this, keeping him 
close to the opponent.  The first hit of the Tsunami Kick (the Front 
Kick) is also excellent itself as it will scoop the opponent off of the 
ground if they are rolling for a quickie juggle.  And now, for those 
that want big damage, stuns, and quick wins, the Demon Gut Punch is, 
well... NOT TOO USEFUL!  This move SUCKS!  A CH Demon Gut Punch is the 
only saving grace, and it's DAMN NEAR IMPOSSIBLE to land, and even if it 
does, they can escape it not one, but TWO, TWO, TWO different ways!  The 
computer and scrubs fall for it on a consistent basis, but that isn't 
how you prove your skill in Tekken.  If you can consistently (about 
three times a match) land a CH Demon Gut Punch and combo on a player 
WITH A BRAIN, you have some skills... (Or maybe they REALLY suck)  

To land this, you must constantly poke at your opponent, goading them 
into throwing out a High attack for you to duck under and DGP.  Try it 
by dashing in and throwing a low jab, then pause slightly, and throw a 
standing jab, followed by a low kick (D+3), then pause.  During these 
pauses, if you anticipate they will attack, throw out the DGP and watch 
them double-over.  With characters like Jin, Bryan, and Bruce, with many 
of their power hits being High attacks, it can be pretty easy to land a 
DGP, but if you're fighting a character like Paul or Heihachi who hit 
hard with fast Mids like the Deathfist, Hell Axle, Wind Godfist (Special 
Mid), and Double Hop Kick mix-ups, it is unwise to attempt it on them.

To do double-tap moves (f,f) in your Crouch Dash, simply do the Crouch 
Dash, then during the CD, tap f and the button you want to use.  Unlike 
Jin and Heihachi, Kazuya's options for double-tap moves are quite 
limited.  He can only do the Left Splits Kick, which has no real use, 
and the Stonehead.  The Stonehead, unlike the Left Splits Kick, is 
extremely useful and figures into quite a few of Kazuya's strategies.  
By going into Custom Strings and using varying mixups in attack heights 
(like dash-in 1, d+1, WS+4, 1,2,4, d/f+1, d/b+4, WS+1,2, 
f,N,d,d/f,N,f+1+2), you can connect quite often with this, and the only 
real drawbacks are if they escape it.  However, the Stonehead is rarely 
escaped as it requires a 1+2 escape, and since it is not preceded by a 
regular dash when doing it from the Crouch Dash, it is very hard to see 
coming.  To throw them off, you can always do one of the normal throws 
(1+3, 2+4) if they are accustomed to escaping the Stonehead.  And if 
they actually Tech Roll, hey, Kazuya gets a free Leaping Stun Kick 
(U/F,3), so it's a win-win situation!

-- Official Moves --

-------------------------
Wind Godfist: f,N,d,d/f+2
-------------------------

Of all your attacks from the Crouch Dash, the Wind Godfist is by far the 
most important one to master.  This is the best move in the game as well 
as the best launcher in the game - a good Kazuya simply CAN NOT survive 
without it.  Fortunately, it isn't all that hard to become a master at 
landing WGFs due to its insane priority, easy controller motion, speed, 
recovery, and power.  Your best bet when going for the WGF is to land it 
when an opponent is recovering from attacks, as they will be unable to 
block, and of course, they cannot reverse it either.  Even better, 
Kazuya recovers pretty quickly, so very few attacks are fast enough (and 
usually aren't powerful enough) to pose a threat to him after a blocked 
WGF.  However, you must remember that it hits Special Mid now, so you 
can't really use it to hit ducking turtles, although it does induce a 
nice block stun on crouch blockers.

While the WGF is an easy attack to use on offense, it is better to use 
it for attacking opponents recovering from attacks.  A CH Wind Godfist 
is a rather poor launcher for juggles since it flips them over in mid-
air (they fall really fast as a result), but as a plus, they cannot Tech 
Roll upon landing, allowing an old-school T2 Demon Scissors-type combo 
on occasion.

Remember, if you get off a WGF and launch them, know what kind of juggle 
you want to do and know how to pull it off without a hitch or problem.   
Pulling juggles out of your head on the fly is not recommended, as there 
is a chance you will forget the next hit and/or mess up.  An example is 
Heihachi's WGF, 1, ETGF combo.  You must pull of the ETGF with Hei as 
fast as possible after the Jab, or they'll land, Tech Roll to avoid the 
TGF, and have an opportunity to fuck up Heihachi because of the bad 
recovery.  Kazuya is just like this, as he has a lot of juggle finishers 
that recover badly.  Get my point?

Also, the type of juggle finisher is also very important.  If you are 
striving to knock them down and go into a nasty Okizeme game, use a 
finisher that leaves you relatively close to the opponent (like Kazuya's 
1,2,2 and d/f+4~4).  If you want them to get knocked away so you can get 
distance to plan a new strategy, use finishers like his WGF, f+2, and 
1,1,2 (make sure the last hit connects to knock them away).

--------------------------
Hell Sweeps: f,N,d,D/F+4,4
--------------------------

While it has been weakened by the new low blocking system, this is still 
an excellent surprise attack for Kazuya, and it is arguably the best of 
all the Hell Sweeps, because Kazuya (and Devil's) sweep regardless of 
Clean Hit or Counter-Hit.  It also comes out EXTREMELY fast from the 
Mist Step Cancel (f,N~D/F~4).  The only real weaknesses are the lack of 
mix-ups that Kazuya has from the Hell Sweeps - he only goes Low twice, 
with no Tsunami Kick/Thunder Godfist/Mid kick afterwards, and it can be 
staggered if low-blocked, so it isn't as much of a guessing game as 
Heihachi's and Jin's.  But since they need a Clean Hit or better to 
knock them off of their feet (unless Jin pulls it at EWGF-speed, and 
even then it has pathetic range) while Kazuya does not (unless it hits 
at max range), Kazuya's is better for starting Okizeme and for getting 
an instant knockdown.  While Kazuya's is slightly less-damaging than Jin 
and Heihachi's, it is almost unnoticeable.  This should always be stuck 
into Kazuya's Custom Strings, as they will not expect it after blocking 
varying heights of attacks (a good one is: f,f,1, d/f+4, d+1, WS+4, 
dash-in, d/f+1, f,N,d,D/F+4), and for Okizeme purposes, you can do a 
single Hell Sweep, then follow-up with another one while they're 
helpless, or simply dash up and time a Stature Smash as they roll to 
smack them down again.

----------------------------
Thunder Godfist: f,N,d,d/f+1
 = Spinning Mid Kick: 3
 = Hell Sweep: 4
----------------------------

This is Kazuya's most damaging and fastest power hit (although that 
doesn't say all too much), but it isn't as good as Heihachi's because it 
doesn't execute fast enough to connect in most combos unless you hit 
with a Class 1 Launcher or a Class 2 on big characters.  However, if it 
does, it will rip off about 25% of their energy on Clean Hit, and about 
40% on CH.  You should just about NEVER use this on a standing opponent, 
because it is so slow (much faster than the Glorious Demon Fist, though) 
and recovers so slow you will fully deserve the 40+ damage power hit 
and/or juggle you will undoubtedly be getting if you are blocked or 
avoided.  You should only use the follow-up kicks (and only the Mid 
Kick) if you connect in a combo because the interim between the two hits 
is not safe at all.  It is, however, very effective if you're trying to 
go under attacks, as Kazuya dips very low to the ground when doing the 
attack, so it is a nuclear deterrent to Deathfist-crazy Paul players, 
Bryan/Bruces High/Mid mixups, Julia/Michelle's standing 1 mixup 
bullshit, Jin's WGFs, Nina/Anna's Can Opener and side kick mixups... ah, 
life is good...

*************
THE WAVE STEP
*************

Discovered by some Tekken-freak-genius in Tekken 3 (Tekken 2 didn't have 
it) and refined and perfected by the Koreans, the Wave Step is a dreaded 
tool of destruction that can be employed by anyone with a standard 
Crouch Dash (f,N,d,d/f), although it is easier to do with the Mishimas.  
However, on average, many Mishima players, as well as many casual Tekken 
fans, have no friggin' clue what it is, or simply choose not to use it.  
Little do they know, a player that knows the intricacies and properties 
of Wave Stepping and its tricks can be an almost unstoppable force.  
Allow me to enlighten you.

A Wave Step (also called Wave Dash) is a Crouch Dash cancelled into 
another Crouch Dash, cancelled into another, and so on, until it forms 
one big, insanely-fast movement of mini-Crouch Dashes, while it appears 
that the Wave Stepper never stands up fully.  What makes this so deadly 
is that you can pull While Standing attacks, regular Crouch Dash moves, 
and double-tap moves at ANY TIME during this, and the second deadly 
property is that this can move you across the screen in less than five 
seconds when used correctly!  To perform it, it goes like this:

f,N,d,d/f,f,N,f,N,d,d/f,f,N (ad infinitum)

By moving all the way to Forward instead of stopping at d/f normally, 
you cancel the Crouch Dash, and by leaving it neutral, automatically 
starting the motion for ANOTHER Crouch Dash!  Since a Crouch Dash can be 
cancelled at any time by tapping Forward, this also sets up double-
tapping moves like the Left Splits Kick and Stonehead, and by cancelling 
the Crouch Dash with b or d/b, it ALSO sets up the While Standing moves 
like the Twin Pistons and Tsunami Kick!  And that's not the half of it!

During the Wave Step, by tapping 1, 2, or 4, you automatically perform 
the Thunder Godfist, Wind Godfist, and Hell Sweeps at their fastest 
possible input (as if you did f~N~d~D/F~), pulling off the CD moves at 
Electric Wind Godfist-like speeds (I know, I know, that's a rather weak 
analogy, but I couldn't compare it to anything else).  Hell, when I 
started to do Wave Step I was getting like four Thunder Godfists in a 
row on my friend because they came out too fast for him to recover and 
block from his moves (Boy was he PISSED).  But, by far, a Wave Stepping 
player who throws the Wind Godfist and Twin Piston into the equation is 
THE nightmare of all Tekken players (Moreso with Heihachi, because he 
has a Special Mid EWGF).  Since doing a WGF from the Wave Step makes it 
come out at automatic EWGF speed, they can throw out like anything, and 
get clipped like a pedestrian in a police chase!

As a rule, however, the adept Wave Stepper will not simply do Wave Step 
after Wave Step.  While still VERY hard to anticipate, it is not 
unstoppable, and can be stopped by an extremely-well-timed D+1 or D+3.  
No, what you want to do is mix it up with Kazuya's Mist Step 
(Escpecially with the Mist Step Cancel), his normal Sidestep, 
backstepping, and dashes, so you can always cancel them to block and mix 
up your hits, then go into the Wave Step again to totally fuck with 
their mind and get them guessing what you're gonna do next.  You could 
be Sidestepping, and they'll think "Hey, he isn't in Wave Step, he's 
vulnerable, and Kazuya has no SS moves, so I'll Deathfist his ass!"  
Well, remember, Kazuya can cancel his SS with a Crouch Dash... which can 
cancel into Wave Step!  MWAHAHAHAHAHA!  Pop them with a WGF to show them 
the error of their ways.  Remember, Kazuya (like everyone else) has a 
universal Haha Step (think of a reverse Wave Step, but you travel 
backwards, and if you don't believe me, ask KOFTEKKEN and/or refer to 
his FAQ) by doing d,d/b,b,N,b,N,d,d/b,b and so on, so you can be on 
their ass, destroying their energy with your evil Wave Step mixups, then 
all of a sudden, start flying backwards, running down time!  Then they 
can come after you, angry as shit, and you can all of a sudden go into 
the Wave Step again and totally demolish their ass!

While this isn't vital to playing Kazuya effectively, this can transform 
him from an excellent character to a nigh-unstoppable demon, so it is at 
least worth your time to learn it and employ it at least occasionally.

************
SIDESTEPPING
************

In my opinion, this is one of Kazuya's more lacking areas.  Unlike 
characters like Jin, Xiaoyu, Ogre, and the Changs, Kazuya is lacking a 
sidestep-exclusive attack, like a Devil Twister, Spiral Explosion, or a 
triple/double sidestep, so his jinking game is slightly limited. 
However, this should not prevent you from using them!  Kazuya possesses 
a quick SS with good distance, so his SS can be used just like everyone 
else's - evading attacks.  Your best bet is to use sidestepping at about 
close/medium range, where the opponent will use staple attacks, such as 
Paul's -Deathfist, Law's Dragon Storm/Somersaults, Mishimas' WGFs, 
Williams' Blonde/Red Bomb, and King's Konvict Kick/Disgraceful Kick.  At 
that range, you have more than enough time to see what attack they are 
using and SS accordingly.  Remember, you sidestep in the direction that 
the move is coming in at.  For example, King throws out the Konvict 
Kick, which is f,f+4.  Since it is done with a Right Kick, Kazuya must 
sidestep to his right to evade it.  Dig?

And as you may know by now, Kazuya can also do the normal Crouch Dash 
from his sidestep, which opens up a lot of attack options.  You can 
choose to WGF them if they are a pitbull sort (King, Yoshimitsu, Anna, 
Nina, Xiaoyu, etc.), punish them for throwing out slow attacks (Jacks, 
Kuma/Panda, Wang, Ganryu) by doing the Thunder Godfist to go under their 
attacks, or chase after them if they are turtling (Paul (sometimes), 
Law, Nina/Anna, Yoshimitsu, King) and Hell Sweeping them when they go 
for a Mid Parry/Attack Reversal.  So, wait for them to throw out their 
main attack, and block it first.  Chances are, if it pushed you back a 
bit, they'll go for it again to get more initiative.  This is when you 
sidestep, Crouch Dash, and smack them hard!

*******
OKIZEME
*******

Kazuya has a pretty good Okizeme game due to his powerful Crouch Dash 
attacks.  All of them (Wind Godfist, Thunder Godfist, Hell Sweeps) will 
hit a rolling opponent for massive damage, and of course will floor them 
again, afraid to do anything but lie there.  However, unlike Paul, Nina, 
Heihachi, Jin, the Ogres, and Xiaoyu, Kazuya cannot keep an opponent on 
the ground forever, as his attacks aren't powerful enough or fast enough 
to chase them all over the arena.  However, there are plenty of options 
to choose from.  Here are your main Okizeme attacks:

f,N,d,D/F+4
f,N,d,d/f_WS_d/f+4~4
d/b+4
1,2,4
WS+1,2
d/f+2
f,N,d,d/f+2
f,N,d,d/f+1
u_u/f+4,4,4,4
d+3
d+1
u/f+4~3

These are all very straightforward and decent attacks for which to keep 
them grounded.  Your overall best Okizeme attack is the Tsunami Kick, as 
it comes out extremely fast, will cut through their Low Kick/Mid Kick 
will smack them twice for good damage if they twitch, and slam them back 
into the floor, petrified.  It will also snuff out Flying Cross-Arms and 
Spring Kicks, provided you use it EARLY in their animation - if you pull 
it too late, they'll smack you and you will instead be on the wrong side 
of a nasty Okizeme game.  

If you think they'll go for the Ankle Kick (d+3_4), set them up by 
dashing in and out of the Ankle Kick range, and wait for them to throw 
it out.  While the Ankle Kick has insane priority and will allow them to 
safely rise if it hits, whiffing it guarantees punishment, as they are 
completely vulnerable until they stand, allowing you to come in and WGF 
them out of their boots for a huge combo.  If they try the old-school 
Low Kick, you can duck in front of them and move to d/f for the Low 
Parry, and follow up with a Twin Pistons for a juggle.  The Mid Kick, 
however, is slightly tricker.  If you block it or get hit at max range, 
they'll push you back enough to rise safely.  Like with the Ankle Kick, 
you should dash in and out of Mid Kick range, let them whiff, and slam 
them with a vicious Mid hit or WGF if you want a combo to connect, or if 
you want to fake them out, duck right in front of them, and when you see 
them twitch for the Mid Kick, go for Twin Pistons!  This will come out 
faster than the Mid Kick, hit twice guaranteed for a combo, and launch 
for a nasty juggle.

For those that Tech Roll, it's a trickier issue.  Tech Rolls can only be 
punished in their later frames as the first couple or frames are 
invulnerable in some way, and to make it worse, it rolls them to the 
side, so your Okizeme hit may need to track to hit.  Remedy this by 
sidestepping in the direction that they Tech Roll, and greeting them 
with a power hit when they rise, 100% vulnerable to your Wind Godfist!

If they like to roll forwards and backwards, not only can you tell that 
they are probably novices/intermediates, but they are open to a variety 
of Kazuya's attacks.  If you want to keep it simple, you can use Tsunami 
Kicks or Stature Smash for tick damage, and if you want real damage from 
knockdowns, you can WGF/TGF them as they roll for some nice chunks of 
energy.  If they are the type that waits on the ground for you to make 
the move (very dangerous players), you can fake them out by doing the 
Twin Fang Stature Smash.  Since the first two hits are High-hitting 
jabs, they'll think you goofed, throw out a Low/Mid Kick to stuff you, 
and get smacked by the final low Stature Smash!

Other than that, Kazuya's Okizeme game is very basic, and should be kept 
simple.  Don't go for Hell Sweeps and Thunder Godfists every time you 
see them move, or you may whiff and Kazuya will be left open.  Stick to 
using fast, quick-recovery moves like Tsunami Kicks and Wind Godfist for 
your damage, and if they do get up, go back into your Custom Strings and 
confusion tactics to throw them back down and smack 'em around again 
with more vicious wake up games!
