*********************************************
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*   * Kazuya Strategy FAQ               *   *
*   * Version 1.4                       *   *
*   * By Exar Kun (Nicholas Seemungal)  *   *
*   * exar30@hotmail.com                *   *
*********************************************
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************************************************************************************************
Table of Contents.
************************************************************************************************
Why Use Kazuya?
Kazuya, The Boy, The Man, The Devil.
The Purpose of this FAQ.
Revision History.
Kazuya's Strengths and Weaknesses.
      Strengths.
      Weaknesses.
      Is he worth it?
      Kazuya's Play Style.
Things you should know.
Move List.
Move List Explanations.
      Throws.
      Special Arts.
      Unblockables.
While Standing Moves.
The Art of Crouch Dash.
      Dash Buffer.
      Instant While Standing.
      Is the Mix-up dead?
Tagging.
Juggles.
      Conventional Juggles.
      Stun Juggles.
      Class 1 Juggles.
      My Favorite Juggles.
      A Quick Hit.
10 hit strings.
Offense
	Attacking.
	Countering.
	Okizeme.
	Throws.
	Chickening.
	Custom Strings.
Offensive Style.
      Poking.
      Pitbull.
      Turtling.
      The Keep Away Game.
Defense
	Block or Side Step.
	Interrupting Moves.
	Reversal and Parry.
      Getting Up.
Positioning.
More Advanced Strategies.
	Reading your Opponent.
	Movement.
      Wave Dash.
            Fake Dash.
            Snake Dash.
            Dash & Wave Wind God Fist.
Putting it all Together.
V.S. CPU.
V.S. Human
	Character Specific Strategies.
Tag Partners.
      Good Partners.
Putting it all Together.
Conclusion.
PS2 Stuff.
      Secret Stuff.
Tekken Sites.
Acknowledgements.




************************************************************************************************
Why Use Kazuya?
************************************************************************************************
Aside from the fact that I think Kazuya has the most substance of all the 
Mishimas, why? I mean he has the least moves of all the Mishimas, doesn't 
have the juggle ability of Heihachi or the fancy inherited Jun moves of Jin. 
However, Kazuya does have his excellent array of WS moves and a better Wind 
God fist punch and in my book that makes him real good. He has the standard 
Mishima moves, the same Wind God Fist as Heihachi. His Hell Sweeps are 
standard, two low hits that I think come out faster than any other Mishima, 
though he doesn't have the kind of options that Heihachi has available from 
his. His Thunder God Fist is the same one Jin has. The first time I saw 
Kazuya back in T2 and saw his Demon Gut punch double over someone I just 
said hell yes I love that move. As a WS move, you can get it to counter 
after a ducked high attack, perfect especially for those people who practice 
the religion known as 10 hit.The Demon Gut Punch isn't as good as it was 
anymore and he's been weakened down since Tekken 2(I never used him back 
then) but regardless of that fact I still believe him to be one of the 
game's strongest characters. If you can use any other Mishima characters 
then you won't have much trouble learning Kazuya.

One thing that I believe should be emphasized, Kazuya Mishima is not Jin. He 
is similar in some ways but Kazuya's style is more streamlined along the 
lines of standard Mishima moves while Jin's is more based upon moves 
inherited from his mother and original moves. Kazuya's essence is in his 
outstanding Wind God fist while Jin's Wind God fist seemed to have been 
taught to him while he was under the influence, the only way to describe the 
lame ass manner in which he learned it.

************************************************************************************************
Kazuya, The Boy, The Man, The Devil.
************************************************************************************************
Okay, maybe that ain't true but I thought since you're going to use him you 
might as well know what Kazuya is about.
Kazuya is the son of Heihachi Mishima, CEO of Mishima Financial Enterprises, 
a mega corporation. Kazuya's mother died giving birth to him and this left 
Heihachi grief stricken and turned hi into a bitter old bastard Kazuya was 
physically abused during his childhood by Heihachi, who beat him during 
training to bring out Kazuya's strength. At age 5 Heihachi threw Kazuya off 
a huge cliff and left him with a huge scar across his chest. This left him 
bitter and hateful towards Heihachi.
Heihachi later adopted a boy Lee ChaoLan and an intense rivalry formed 
between the two. Kazuya became jealous of Heihachi's close relationship with 
Lee. Later when Heihachi chose Lee to go to America to study business over 
him, he left Mishima Zaibatsu to search the world and formulate a plan to 
overthrow Heihachi. He was confronted in his dreams by an entity called 
Devil who offered Kazuya almost limitless power. Kazuya accepted Devil's 
help in exchange for his soul.
In 1995 Heihachi organized a competition called King of the Iron Fist. The 
champion of the tournament would receive a very large cash sum as well as 
becoming Mishima Zaibatsu's new owner. Kazuya fought Lee first and beat the 
snot out of him. But before he could land his killing blow, he was stopped 
by Armor King. Kazuya then confronted Heihachi and defeated him, throwing 
off the same cliff that Heihachi threw him off of when he was a boy. Kazuya 
became the new CEO of Mishima Zaibatsu and began corrupting it with his evil 
power.
Kazuya began hiring new bodyguards in the form of Bruce Irvin and the former 
sumo Ganryu. In 1997, the organized the Second King of the Iron Fist 
tournament and offered an even larger cash prize. He also learned of 
Heihachi's survival. Directly before his final confrontation with Heihachi, 
he and Jun Kazama were drawn together by Devil's supernatural force. Later, 
when he finally faced Heihachi, Heihachi defeated him and threw his body 
into a volcano.

Tekken Tag Tournament is not a part of the Tekken chronology story wise. But 
considering Kazuya was the favorite character everyone wanted back not to 
mention strong evidence that he is alive, the hit he ordered on Eddy Gordo's 
father, the fact that Ogre/Toshin shares the gut punch with him and that the 
amulet from Michelle's family he was after is the key to controlling Ogre, I 
believe that Namco will resurrect him in Tekken 4.

************************************************************************************************
The Purpose of this FAQ.
************************************************************************************************
Well, this is my first FAQ, so don't go too hard on me. In this FAQ I want 
to try to cover the more strategic aspect of Kazuya, especially against 
specific characters. This FAQ is not meant for Tekken newbies. I'll assume 
that at least have some basic Tekken knowledge be it from TTT or even T3. 
I'm not going to teach you how to run and block or cross chop whatever. This 
FAQ is dedicated to teaching you how to play humans, the only part 
concerning the CPU will be noted. A lot of Tekken FAQs today focus too much, 
in my mind on move lists and stating juggles, rather than telling you how 
and when to use them. They may say TGF, X% damage on counter, but does that 
mean you should walk around Thunder God fist every 10 seconds...Hell No!  
Most Tekken players nowadays just use the same tired routine over and over 
(where I play anyway). If just one person can improve his/her game from this 
FAQ then I'll be happy.
Why another Kazuya FAQ? Although Reverend C's FAQ is out there which I 
believe to be one of the best FAQs there is, there's more than one way to do 
anything. My style of play differs from the Rev's so I thought that I had 
something to share with the rest of the Tekken community. Not to mention 
that I wanted to touch on some of the finer points Reverend C's FAQ missed.
Anyway allow me to introduce myself, I'm 16 and have been playing arcade 
games since back when TMNT2 Arcade was the rage. I'm from Trinidad, which 
I'm sure no one has heard of (Ms Universe Pageant '99,ding ding). I go to 
school at Presentation College. I generally play in the arcade by the Center 
Pointe Mall food court in Chaguanas if any Trinidadians are reading. I'm 
usually there on Saturdays after lunch. You really can't miss me. If I'm not 
trying someone new in TTT I'm kicking ass in Soul Calibur. Challenge me 
unless you're in that 10 hit till you drop crap.
Anyway, I'm no Kazuya messiah or something like that, but I'm pretty sure 
I'm qualified to teach most of you how to use him. Like most characters it's 
mostly just timing.
If you have any questions don't hesitate to e-mail me, as I'll respond to 
any and all e-mails. Just make sure you put something Tekken related as the 
subject so I don't dump it as junk, I'm really serious about that.


************************************************************************************************
Revision History
************************************************************************************************
Version 1.0
       First Version. Looking back on this I have to apologize for releasing 
this version. It wasn't fully ready to be released. I was just anxious as 
this was my first FAQ. Most of these errors were cleared up in version 1.1. 
Released February 20,2000.
Version 1.1
	 Big revision. Basically added a little to everything, added conventions as 
well as stuff you should know, poking section put in as well as turtling and 
tagging. Revised a lot of the FAQ.
Version 1.2
       Small update turned big. Added Wave dash and put the Haha and crazy 
step in the specific characters section as well as added Pitbull to 
offensive strategies. Fixed Grammar errors. Put in a format on offensive 
style. Added the fact that the DGP is escapable. Added crouch section. Guess 
it's not so small after all. Finished putting in the rest of the 
conventions. The only thing that'll probably be added later is custom 
strings since I'm just learning to use these. Added rankings on partners. 
Rewrote/Revised some stuff. Added Kazuya's story. Probably the last update 
until the PS2 version is released unless I happen to think of something 
else.
Version 1.3
       Small update. Turns out Wind God Fist actually isn't reversible. Go 
ahead and gloat KazMishimaKazama. Added some more Tekken sites and 
multi-throw escapes in the versus characters section.
Version 1.4
       Changed quite a bit of stuff. Added in stuff contained in PS2 
version, Strengths and Weaknesses. I like Twin Pistons a lot more now and 
Demon Gut Punch a lot less so some re-writing had to be done. Added a whole 
new level to sections on crouch dash thanks to stuff I learned in Dohee 
Kim's Wind God Style Tutorials. Added a lot more juggles. Added some PS2 
stuff. As usual fixed some errors in the FAQ.

************************************************************************************************
Kazuya's Strengths and Weaknesses.
************************************************************************************************
Strengths.

The main strength most people see in Kazuya is his stuns. This very true, he 
has the best array of stuns in the entire, if you can get them to actually 
connect on someone. These stuns allow for some of the most vicious combos in 
the game, most of which come out of the infamous Demon Gut Punch stun.

Kazuya also possesses the same gift of all Mishimas, their great array of 
moves off a crouch dash. Wind God fist is arguably the greatest move in the 
entire game and Kazuya has the best of them. They allow him great juggling 
prowess. In addition, Kazuya's Hell Sweeps are, I think even faster than 
Heihachi's even though they are not as versatile.

Kazuya's crouch dash mix up is the best in the game. No other Mishima has 
what he has, not even the much praised Jin. Heihachi and Jin, you can both 
afford to block their crouch dashes low and you'll get away with it almost 
every time. But Kazuya's crouch dash is different. Using methods like quick 
WS from a crouch dash, Kazuya can use his mid hitting Twin Pistons to keep 
an opponent blocking high. This role has been reprised from the now Sm 
hitting Wind God fist. This allows for an effective Hell Sweep game.

He has his Mist Step which allows for a great deal of diversity in his game, 
you can cancel it into a crouch dash even faster than actually doing one. It 
also sidesteps and from there the possibilities are almost endless. Shining 
Fist, gut punch, whatever you want, the Mist Step is Kazuya's tool of 
confusion.

Kazuya's juggles, while not overflowing with finesse get the job done. His 
juggles are not as powerful as some of the better jugglers in the game, but 
even in their simplicity they still manage to do a good deal of damage. The 
true damaging nature of Kazuya stems from his stun juggles which rival even 
monsters like Bruce Irvin in terms of damage done. Not one day has passed 
where I go to the arcade and someone does not marvel at Kazuya's strength.

Weaknesses.

Kazuya has a severe lack of moves. This is a double edged sword. On the plus 
side, you don't have much to learn and the moves he does have are very 
effective. But the greater down side is that this lack makes Kazuya 
predictable against better players.

Kazuya does not have any attack reversals or a command parry. All he 
possesses is the lever parry everyone has, which is very risky to use. 
Therefore Kazuya's defense relies mostly on counters and interrupts.

Kazuya's throws mostly suck. Aside from throws that are standard, he has but 
one command throw, which doesn't even do that much more damage than a 
standard throw. If you rely on throws then you're in trouble.

Kazuya cannot use tag slide, cross chop or jump kick nor does he possess any 
throws that you can tag your opponent into like Bruce's 1+3~5. The only 
exception is his special throw with Jun Kazama and the standard 2+5 tag 
throw.

A Kazuya/Devil team really sucks. Due to his exceptionally unique 
relationship with Devil i.e. he was possessed by him, Namco saw it fit to 
make this team morph during a tag, this takes very long and leaves you very 
vulnerable even though at a point in the morph you are invulnerable. A 
Kazuya/Angel team also is not possible in the arcade version although you 
can select this team in the PS2 version.

Due to his nature, Kazuya doesn't seem to care much about his partners 
status shown by the fact that he takes 7 hits on average to get a Netsu 
power up in comparison to the average of 5 for most characters.

Is he worth it?
Most definitely. Your game with Kazuya will mostly be overpowering your 
opponent's attacks with your strength and using your powerful stuns to 
counter opponents. That is where Kazuya's true damage potential lies. Of 
course doing so isn't exactly easy to do. Regardless of what you've heard 
from other people, like I said, Kazuya is well equipped for juggles. While 
he isn't among the elite in terms of damage, he gets the job done and that's 
what's important. If you want big juggle damage with Kazuya then you have to 
connect with a stun juggle.

Kazuya's Play Style.
Kazuya's style of play basically revolves around his crouch dash, which his 
best moves come from. This is what makes him essentially different from Jin 
Kazama whose crouch dash produces inferior moves. Kazuya is not a turtling 
character and is not meant to be played as such. His style is a balance 
between hard on offense and an excellent countering game due to his stuns. 
Juggling will also be a big part of how you play as Kazuya's Wind God Fist 
is second to none in this field. His array of punch strings also makes him 
able to keep consistent pressure on the opponent and his array WS moves 
makes opponents hesitant to attack him after his d+1.
Kazuya's mix should be balanced between the two fields, countering and 
offense. For early on when you have advantage offense is obviously the 
better deal, lots of damage, keeps pressure on the opponent and you won't be 
on the receiving end much. If you're up against a superior offensive force 
such as Changs or Bruce then you have to switch to counter mode where you 
can take them out with interrupts with your Wind God fist and stun attacks 
not to mention Twin Pistons.


************************************************************************************************
Things you should know.
************************************************************************************************
Tap f when knocked down face up, feet toward, for quick get up.
Tap b when knocked down face up, feet toward, for quick back roll.
Tap f when knocked down face down for an instant straight get up.
Tap f when sent rolling by a power strike to stand after first roll (very 
useful so you don't get hit with a running move)
Tap 5 early in a standard stun to interrupt stun animation and tag out.

When you've been Ultimately Tackled
	1             - Right Punch Block, Kickoff
      2             - Left Punch Block, Kickoff
	1_2           - Back Tackle Flipoff
	1+2,2,2,2,2   - Tackle Arm Lock Escape
	1+2,1,1,1,1   - Tackle Leg Lock Escape

Multi-Throw escapes.
Don't worry they're in the V.S. characters section.

If a flying cross chop (WR+1+2) is blocked below the knees, you can juggle 
the opponent with a simple jab attack.
Kazuya's frame data. You should be aware of just about all of it. I'm not 
going to print it, take your ass to Tekken Zaibatsu and check it out. You 
gots to do some work too.


************************************************************************************************
Move list.
************************************************************************************************

Conventions.
1   - Left Punch
2   - Right Punch
3   - Left Kick
4   - Right Kick
5   - Tag button


f   - tap forward once
b   - tap backwards once
d   - tap down once
u   - tap up once
d/f - tap down/forward once
d/b - tap down/back once
u/f - tap up/forward once
u/b - tap up/back once
F   - hold forward once
B   - hold backwards once
D   - hold down once
U   - hold up once
D/F - hold down/forward once
D/B - hold down/back once
U/F - hold up/forward once
U/B - hold up/back once

h   - attack hits high        i.e.  can be blocked high
m   - attack hits mid         i.e.  can be blocked high
l   - attack hits low         i.e. can be blocked low
sm  - attack hits special mid i.e. can be blocked high or low
!   - unblockable             i.e. can't be blocked (duh)
H   - hits high and grounded opponents
M   - hits mid and grounded opponents
L   - hits low and grounded opponents

+   - Commands must be input simultaneously
,   - Move to be done following the previous one
_   - Or i.e. either command may be input
~   - Command to be input immediately after the previous one (and I mean 
immediately)
FC  - Fully Crouched
WS  - While Standing from a crouch
N   - Neutral joystick i.e. no movement
SS  - Side Step
WR  - While Running
<   - Command may be slightly delayed
CD  - Crouch Dash i.e. f,N,d,d/f or with Mist Step f,N,d/f

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  - juggle starter
BN  - bounce juggle starter
RC  - recovers crouching after a move
CH  - requires a counterhit
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  - block low stagger
SH  - stagger hit
GB  - guard break
big - big character combo i.e. Jacks, T.Ogre, Kuma
WGF - Wind God fist
EWGF- Electric Wind God fist
TGF - Thunder God fist
cc  - crouch cancel





Command          Name                         Escape   Damage        
Property

1+3              Bitch Kicks                  1        30
2+4              Hip Toss                     2        28
f,f+1+2          Stone Head                   1+2      33            #1#2
FC_d_db+1+2      Ultimate Tackle                       05            #3
1+3_2+4_2+5      Steel Pedal Drop             1        40            #4
1+3_2+4_2+5      Skull Mash                   2        40            #5
1+3_2+4_2+5      Reverse Neck Throw           n/a      50            #6
2+5              Tag throw.                   2        30            #7
f,f+1+2~5        Stone Head to Tag Armbar     2        25            #7#8



#1 Opponent can quick recover after this throw.
#2 Jun can tag in after this throw can finish with Reverse Arm Bar.
#3 Same as general tackle everyone has, except Kazuya can only continue with 
ultimate punches.
#4 Left side-throw.
#5 Right side-throw.
#6 Back-throw.
#7 Tag throw. Partner will enter.
#8 Must have Jun on team.






Special Arts.

Command                 Name                    Range        Damage          
Property

1,2                     Double Punch            h,h          5,10
  =<2                   Demon Slayer            h            18              
#1
  =4                    Stature Kick            l            17
1,1<2                   Shining Fist            m,m,m        5,8,18          
#1
WS+1,2                  Twin Piston             m,m          12,15           
JG
d/f+1                   Entrails Smash          m            17              
HS
f,N,d,df+1              Thunder God Fist        m            29
  =3                    Mid Kick                m            10
  =4                    Hell Sweep              L            12
f+1+2                   Glorious Demon Fist     m            26              
CFS
f,N                     Kazuya Mist Step        n/a          n/a
  =df+2 [~5]            Wind God Fist [tag]     sm           25              
JG
  =df+1                 Thunder God Fist        m            29
  =df+4,4               Hell Sweeps             L,L          12,12
WS+2                    Demon Gut Punch         m            25              
DSc JG
df+2                    Gut Punch               m            21              
JG CFSc
2,2                     Demon Back Hand         h,h          12,21
f+2                     Soul Thrust             m            30              
GB GS KNDc
f,n,d,df+2 [~5]         Wind God Fist [tag]     sm           25              
JG
f,f+3                   Split Axe Kick          m            23
f,f,f_WR+3              Leaping Slash Kick      m            30              
GB
f+4                     Axe Kick                m            27              
GB KS
WS_df_f,n,d,df+4        Rising Kick             m            10,18
  =4                    Tsunami Kick            m            13,18           
#2
f,n,d,DF+4,4            Hell Sweep              L,L          12,12           
BS
uf+4,4,4,4              Spinning Demon          h,L,L,h      25,15,12,25     
BS
4~3                     Demon Scissors          M            25              
#3
db+4                    Stature Kick            l            17

*************
*Unblockable*
*************

Command             Name                        Range        Damage
b+1+4               Lightning God Fist          *!*          40
B+1+4               Lightning Screw God Fist    *!*          80




************************************************************************************************
Move list Explanations.
************************************************************************************************

KEY

Move Name
Command to execute move
Range i.e. where it hits
Damage
Rating
Description.

*
A utterly pathetic move that should be avoided like the night shift at a 
24hr convenience store. These moves usually lag very badly, take a long time 
to start, will connect only if you're playing someone brain-dead or the 
payoff they give (if any) is worth it. These moves should not be used 
period, I know what I'm talking about. The only time this should come out is 
by accident.

**
This move is not very useful as it may be hampered by ease of it getting 
blocked, lack of range, better options exist which nullify it. They may or 
may not have uses under certain situations but should generally be avoided 
unless you're playing to test something. Avoid using these moves for your 
conventional game.

***
A good move that may be hampered by certain weaknesses such as they're hard 
to do, better options exist or they may take long to execute. These moves 
aren't useless and should be employed in your mix up game and while they're 
not stunning, they do have their special uses.

****
A very good move that you should frequently employ in your everyday play. 
These moves will most of the time recover well and on a hit will do good 
damage and/or leave you at a tactical advantage. These are the better half 
of his moves so don't be shy about using them.

*****
Showtime! One of Kazuya's most kick ass moves in the game. They should be 
used very frequently as they will definitely help you win games and may 
probably win the game for you. Moves rated five stars are highly recommended 
and comprise mostly of the moves handed down through the Mishima Line.

************
* *Throws* *
************

Bitch Kicks
1+3
Escape: 1
30
***
Just your basic run of the mill average throw. It does normal average throw 
damage. After the throw I believe you have a guaranteed d/f+4,4. It's 
nothing special, easy and even accidental escapes from this throw are 
commonplace. But if you use a standard throw, use this one.

Hip Toss
2+4
Escape: 2
28
**
This looks so pathetic. You have a small window of opportunity for okizeme 
after the throw. Use the Bitch Kicks instead of this.

Stone Head
f,f+1+2
Escape: 1+2
33
*****
Kazuya's only true command throw and the best choice for a forward throw. As 
it requires a f,f motion, it is ideal to use in your crouch dash mix-up by 
using the dash buffer. The opponent is able to tech-roll after this throw. 
However according to the Jjt and KOFTEKKEN advanced FAQ a UF,N+3, the 
stunning kick is guaranteed if they tech-roll the throw.
If Jun is one your team, by pressing tag, she'll come in and finish a tag 
throw, total damage being equal to 30.

Ultimate Tackle
FC_d_d/b+1+2
Escape: 2 or 1+2 before hitting the ground.
5 (5 optional punches which do 5 damage each)
*
This really sucks. Anyone with half a brain can escape this with ease. And 
even if you catch them, the punches are easily escaped and Kazuya doesn't 
even have an arm bar to mix things up a bit. Also you can be completely 
reversed even if you do tackle them. This sucks, this really sucks. It's 
best use is to waste some time.

Steel Pedal Drop
1+3_2+4_2+5 (left)
Escape: 1
40
***
It does more damage than a standard throw, but a smart opponent will easily 
escape it unless you catch them by surprise which is usually the case with 
side throws.

Skull Mash
1+3_2+4_2+5 (right)
Escape: 2
40
***
It does more damage than a standard throw, but a smart opponent will easily 
escape it unless you catch them by surprise which is usually the case with 
side throws.

Reverse Neck Throw
1+3_2+4_2+5 (back)
Escape: N/A
50
****
It's good in that it can't be escaped but it's damage is really mediocre for 
a back throw. It should come up to a lot more than this. But at least it 
can't be escaped.


******************
* *Special Arts* *
******************

Double Punch
1,2
h,h
5,10
***
These two punches come out quick, as all jabs do, and if they're blocked, 
recovery is not an issue as you'll be perfectly safe. It's good to use 
against most characters but since this is a Mishima you're playing with 
here, you can always use his 1,1 which is faster and has guaranteed follow 
ups if it connects. The best reason to use these is in your poking game as 
they're ideally suited for that use and for going into one of the follow, 
actually if you're going to use a follow up, just use Stature Kick since the 
backhand one is very useless.

Demon Slayer
1,2,2
h,h,h
5,10,18
*
This is a really bad move. It hits all high and it has a long recovery. The 
only good thing I can see about this is the fact that if the last hit 
connects, you see some nice lightning. If all three hits connect, no 
knockdown occurs.

Stature Kick
1,2,4
h,h,l
5,10,17
*****
This is actually good enough to use. The best finisher after the 1,2 jabs. 
The first two punches come out fast as usual and the kick hits low and comes 
out fast as well. Players would usually block just the first two punches 
high and then eat the Stature Kick that does fair damage. The ending kick is 
structured in such a way that it's hard to see coming out so most people 
usually eat it. Of course the stealth associated with the kick ensures that 
it doesn't do much damage but nevertheless all the tick damage adds up in 
the final analysis. It's also good to mix this up with 1,2,d/f+2 for people 
who have a reflex for the stature kick. Thanks to KazMishimaKazama for this.

Shining Fist
1,1,2
h,h,m
5,8,18
*****
The best choice for punches The first two punches come out very quick and 
are quite impossible to counter. The last one also executes very quickly, 
the only thing being that if the last hit is blocked there's a bit of a 
slower recovery. If you're poking at your opponent the 1,1 is a good bet and 
if it connects you can always end with the 2 since if the first punch 
connects the rest is guaranteed. You can also delay the final punch.
I like this sequence for retaliation against an opponent when they wiff or 
if they get stuck in recovery time. It's good for when there's not enough 
time for Wind God fist or (Demon) Gut punch. It's also good to use after a 
side step or even better in Kazuya's case, his Mist Step.

Twin Pistons
WS+1,2
m,m
12,15
JG
*****
I've recently seen the light with regard to this move. Until recently due to 
Chinky-eye's posts on Zaibatsu and seeing Jang Ik-Su use it I thought this 
move was just average. This move just plain rules! It's execution is just as 
fast as the Wind God fist and if it's blocked it's only as 6 frame 
disadvantage. The only thing is that this can be reversed. It juggles very 
well, enough for you to drop a good WGF,d/f+4,4 down after it.
Twin Pistons are more useful for higher level play however. Since at this 
level you can use a crouch dash/ wave dash to do quick WS moves: 
f,N,d,d/f~b+1,2. Also since at this level, players escape Demon Gut Punch 
religiously. If you're not playing high level opponents then Demon Gut Punch 
is a better option since you'll get more damage off of it. Also using this 
in a crouch dash has advantages since it discourages people from blocking 
the crouch dash low, still allowing you space to use your Hell Sweeps 
freely. The only weakness of the twin pistons is its lack of range, the 
Demon Gut Punch beats it out in this regard.
Using Twin Pistons is just like using any WS move, you mainly use it after a 
d+1, ducking a high attack or throw or you can use the crouch dash cancel to 
throw it straight out. After high attacks and throw are the most guaranteed 
usage as the opponent will have some lag time on him/her allowing you to 
take advantage. Also, due to the Twin Pistons' speed, you can use it to 
easily knock opponents out of ten strings.

Entrails Smash
d/f+1
m
17
HS
**
I never use this. It doesn't have a great range and it looks dumb. If heard 
that it is good for stopping crouch dashes and from it's look, it'll catch 
side steppers good. If anyone knows how, e-mail me and I'll put your 
strategy up and give you credit in the FAQ. But it's still pretty useful at 
close range. Not useless enough to warrant one star.

Glorious Demon Fist
f+1+2
m
26
CFS
***
If this hits it gives a good stun. The only thing is well...it's pretty damn 
slow and it recovers like crap. When I just started using Kazuya I used it 
quite a bit and got punished every single time. If it hits it does do 
considerable damage though and it leaves room for you to tack on a little 
something extra and it is possible to juggle from it. Another use of this is 
for finishing stuns, it's a lot easier than going for something BIG like 
Thunder God fist, which is a lot harder to do than Glorious Demon Fist's 
simple forward maneuver. Probably the best time to use this would be when 
you can sense that the opponent is going to tag so you can catch them 
helpless as they come in. I've successfully connected this move twice in my 
whole life against an opponent in proper play but now I hardly use it since 
it really is too slow to use unless you find someone who doesn't block.

Mist Step
f,N
   =d/f+2   Wind God Fist
   =d/f+1   Thunder God fist
   =d/f+4,4 Hell Sweeps
*****
This is by far one of Kazuya's best features. This little maneuver is what 
gives him somewhat of an edge over other Mishimas. I mean, he just has so 
many options available to him after the f,N! He can do any of the standard 
Mishima punch combos, he can do a regular crouch dash f,N,d,d/f or he can 
tap d/f into the Mist Step. Not to mention that the f,N gives him a little 
sidestep.
If Kazuya does this on an odd frame number, he will sidestep left, if on an 
even frame number, he'll sidestep right. Why I told you this is because some 
people try to sidestep and then use Mist Step to move even further, but 
since the direction in which you step cannot be foretold it's unknown as to 
whether you move further or closer to your opponent's front. One of the good 
uses of this unpredictability is that it gives you a double sidestep. Just 
tap f,N and which ever way you sidestep to do another step in that 
direction. Cool,no?
When you choose to use crouch dash moves from the Mist Step, it's harder for 
the opponent to see what coming from the crouch dash. It's also possible to 
execute moves more quickly. For example the Wind God fist. If you cancel the 
Mist Step into the Wind God fist (f,N,d/f+2) quickly enough then you'll save 
1 frame of execution time on the WGF. No, this doesn't mean that you get a 
10 frame Wind God fist, which is what I had originally thought. A Wind God 
fist executes in 11 frames after the command is entered. The time in which 
it takes to enter the command, let's say it takes 6 frames, the entire WGF 
animation will takes 17 frames. Using the Mist Step Cancel, you would be 
able to do it in 16! This is because by using a proper Mist Step cancel what 
you are essentially doing is subverting the 'd' command which saves you on 
time. Many thanks to Reverend C for this and also for explaining to me my 
error in deducing what it meant.

Wind God Fist
f,N,d/f+2 or f,N,d,d/f+2
Sm
25
JG
*****
My favorite Mishima move! Kazuya's Wind God fist has the same properties as 
Heihachi's, although I think it comes out a bit faster, although after it 
connects Kazuya doesn't have the kind of options that the juggle king has 
from his. Kazuya's WGF is in my opinion the 3rd best launcher in the game 
with Devil Jin's Wind God fist coming in first followed by Heihachi's 
Electric Wind God fist. The Wind God fist has also received one the worst 
weakens since Tekken 3. You see the Wind God fist now hits special mid 
meaning that it can now be blocked either low or high, which really sucks. 
Especially because I used Wind God fist a lot to attack. The Wind God 
fist/Hell Sweep guessing game has now been totally killed. Of course it's 
still much better than Jin crappy high hitting Wind God fist. Of course the 
move still rocks. It juggles to a great height and it comes out really quick 
so don't think it's worthless. I use it a lot now to counter whenever I see 
a hint of movement. So use you it a lot to counter moves and interrupt moves 
since it has good priority. Actually when I think about it the Wind God fist 
is probably the best launcher in Tekken and one of the best moves period up 
there with powerhouses like Paul's Phoenix Smasher.
Wind God Fist is also great against reversal scrubs as it can't be reversed 
at all so you can just drop a barrage of Wind God fists down on them and 
they'll just keep eating them wondering "What am I doing wrong?" It's really 
hilarious as they keep trying to reverse you and keep getting juggled. 
You'll never know this joy until you experience it first hand.

Thunder God fist
f,N,d/f+1 or f,N,d,d/f+1
                        =+3 Mid Kick
                         M
                         10
                        =+4 Hell Sweep
                         L
                         12
m
29
*****
Pretty useless by itself since it's slow as hell and can be seen coming from 
a mile away. Then why the hell did it get 5 stars, right? Because this is 
one hell of a juggle ender and a great stun finisher. This thing and a 
tacked on mid kick or sweep give your opponent a one-way ticket to the land 
of major hurt. Of course it's only possible to do this on big characters (I 
think) and after a class 1 tag. Using it as a stun finisher requires a bit 
more speed. When you anticipate a tag you can use it as well but I don't 
really recommend it over a Glorious Demon Fist or Wind God fist. But, aside 
from the uses I've just pointed out please never use this. Don't use this 
much in the regular game though as if you start to go off with this move you 
will get and fully deserve some major blows. That doesn't mean it's totally 
useless in versus games. Wait for a rushing opponent then throw one out. I 
get this to connect at least once or twice a round at 100% the time I use 
it. The trick is to know when to use this move as if you throw this at the 
wrong time, like I said you'll get beat up major.

Hell Sweeps
f,N,d/f+4,4 or f,N,d,d/f+4,4
L,L
12,12
*****
Kazuya' hell sweep, it seems comes out a bit faster even than Heihachi's. 
His Hell Sweeps consist of two low sweeps. A lot better, in my opinion than 
Jin's low mid alternative. Unfortunately, Kazuya doesn't have the repertoire 
of moves available during the hell sweeps like Heihachi does, which makes 
Heihachi's still superior in my opinion. You get the no frills version, no 
Tsunami Kick or Thunder God fist. The worst part however is that if it's 
blocked low Kazuya will sort of stagger for a bit which I guess adds realism 
but weakens it a lot. If it connects, you can usually hit with another one 
as your opponent is grounded which makes it good for okizeme. Hell Sweep is 
also good for what I like to term a 'guard breaker', not as in a stagger. 
When someone is just blocking everything you do high and mid and we all know 
it happens, throw this out and they'll probably be so mad that they'll 
re-enter the attack phase where you can dominate them.
When you do this with Mist Step it comes out of nowhere and I can't even 
remember the last time someone blocked it. I like to use it with Mist Step a 
lot, it's one of my main offensive weapons against people who can't block 
low. Two sweeps put them on the ground and then another sweep for  okizeme. 
I just love to hear them complain after they eat this combination time and 
time again. Of course they then go and call me cheap saying I only use the 
same move which I don't, just a few times a round it's just that they can't 
block low, if they did I'd definitely stop doing it. No reason to do a move 
that doesn't connect.

Demon Gut Punch
WS+2
m
25
DSc JG FS
****
This is one the reasons why Kazuya is feared. This thing stuns for a long 
time. I mean seriously long. Everyone loves this move. I loved it ever since 
Tekken 2 was out. This move stuns, and stuns, and then it stuns some more. 
Seriously it stuns for a while and Kazuya recovers quickly so he can pull 
off some damaging moves. There's Wind God fist if you want to go for the 
jugg(le)ular and finish him off with a nice fancy juggle. Thunder God fist 
if you want to get it sweet and simple, can you say half off. Or there's 
Glorious Demon Fist after which you can add a few hits and the ease of doing 
it. Or even a simple roundhouse can end this with major damage. The catch is 
demon gut punch is a WS move, meaning you have to be crouched in the first 
place. This is one of the reasons why I hate WS moves. They're just one of 
those things you have to get used to I guess. If I am doing this I'd rather 
get into crouch by using another move (like d+1 or d+3_4) and then executing 
it since I don't like WS moves one bit. If they're doing a move you know can 
be ducked, do so and counter with it like with Hwoarang's d+4,4. The Demon 
gut Punch is the reason why Kazuya's stun juggles rival the damage of 
jugglers like Heihachi in terms of damage.
Now that I've finished kissing this move's ass, there's an awful truth about 
the Demon Gut Punch, see, it kind of sucks. At high level play, that is. At 
mid and beginners level this move will be your best friend. It'll work 
wonders and you'll marvel at the damage it does. But go to a higher level of 
play and you'll never connect this. It's slow and if it's blocked, you'll 
get badly punished. Not to mention the fact that Demon Gut Punch's stun is 
escapable. Did I mention that? Yep, the Double Over Stun, the longest in the 
game and the stun that is yours on a counterhit, is escapable. The opponent 
can just press tag and leave, inherently screwing up whatever you had 
planned. Of course you could anticipate this and lie in wait but smarter 
players won't tag out. They'll just hold 'f' and fall down quickly, again 
screwing your Thunder God fist or Wind God fist. For these kinds of people, 
just go for a short lightning unblockable (b+1+4). Thanks to 
KazMishimaKazama for this. But this still doesn't' make the attack totally 
useless as for most of us this attack will work against 75% of all opponents 
we play unless that is you're from Korea or play in SHGL or Playmax in 
Japan. You see now why this'll do you no good against worthy opposition? 
Take my advice, use the Twin Pistons, they're much, MUCH better, that's why 
all the ultra-high level players, i.e. Korean masters, use the Twin Pistons 
so religiously.
So basically while the move has been extremely toned down that still doesn't 
make it completely useless. If they hold 'f' you have the tip up there and 
if they escape you can WGF the tagger as they come in. Another FAQ I saw 
recently, Devil_Jin's totally blasted the move down to ** which I think is 
harsh but that's his opinion, I tend to think that although it can be 
escaped that isn't as bad as it may seem, if they tag you get a free hit in, 
if they hold 'f' you can do the short unblockable.

Gut Punch
d/f+2
m
21
JG CFSc
*****
It looks exactly the same as the demon gut punch but its crumple stun isn't 
as long as the double over the demon gut punch has. Does that make it 
worthless? Hell no! I like it more because it can be performed without any 
fancy pre-maneuver. It's a good juggle ender and it recovers fairly quickly. 
Use it to counter when you can and, when it connect you can rain a great 
deal of hurt down on your opponent as they lie there, including a short 
unblockable. It's probably the best move from the standing position not 
counting CD moves. Gut Punch is best used just out of throw range when 
opponents are likely to be gearing up for an attack. It's also a great round 
starter as it counters whatever the opponent was coming at you with and it's 
very fast as well.
Seems that the stun the this gut punch isn't escapable. This in my opinion 
gives this a great edge and makes it better than the Demon Gut Punch.

Demon Backhand
2,2
h,h
12,21
*
Why is this move here again? It hits all high has slow execution and 
recovery and it has so many better alternatives. If someone tried this move 
on me I'd quicker think his hand slipped than he meant to use this. Again 
the best feature of this move is the lightning that you see if it hits.

Soul Thrust
f+2
m
30
GB GS KNDc
***
Not exactly great range wise but it's still pretty good. On counter it puts 
the opponent head away face down. It can be used as a juggle ender but when 
it is used it pushes the opponent a good distance away, too far for okizeme 
unless you maybe use a tag slide. I used this a lot when I just started now 
I just throw it in now and again or use it to end juggles against big 
opponents since if I wanted to use a move from the standing position I'd 
rather use the standing Gut punch.

Split Axe Kick
f,f+3
m
23
*
If this connects on a counter hit it will knock down (that's it) but it's 
hard work to actually get it to connect in the first place as you have to do 
a double forward tap to initiate it and that the kick itself is pretty slow 
and it you have that kind of space available to you why not just Wind God 
fist? Unlike Jin and Heihachi however, Kazuya is not able to add anything in 
a juggle to this move.

Leaping Slash Kick
WR f,f,f+3
m
30
GB
**
This is the same running jump kick that everyone has, if you haven't run far 
enough to shoulder ram use it as if it's blocked it'll stun them good and 
leave you safe from retaliation. But when running in I prefer to use the 
slide anytime. You can also execute this faster by doing f,N,d,d/f~u/f+3, 
basically a crouch dash followed by jumping forward with '3'.

Axe Kick
f+4
m
27
GB KS
**
It gives a little stun and it staggers when it's blocked. I don't use it 
mostly because it's speed sucks and I rather Tsunami kick to it any day. 
However if you catch a crouching opponent with this, it stuns them long 
wnough for you to snag them with a Wind God fist.

Rising Kick
WS_df_f,n,d,df+4
                =4 Tsunami Kick
m,m
13,18
*****
A very good move. It's a good juggle ender, does good damage. I think it can 
be used for okizeme but when you have hell sweep which can be done so easily 
why this which takes some good timing. The first hit of this I use like most 
Hwoarang's or Yoshimitsu's d/f+4, in a keep away game. The first hit can 
also be used to start a juggle after the Glorious Demon or fist or like just 
when an opponent hits the ground after a launcher.

Spinning Demon
uf+4,4,4,4
h,l,l,h
25,15,12,25
BS
**
This only works against new players or the low blocking impaired. I don't 
use this anymore unless I find a newbie and couldn't be bothered to play him 
fair. But if you're playing some Eddy button masher there's nothing better 
to get rid of him with. This move can be parried and reversed so be careful 
when you use it. Its best use for a regular game is in juggles as after 
Glorious Demon Fist or Gut Punch on counter hit, it does good damage.

Demon Scissors
4~3
m_G
25
**
Hits mid or grounded opponents. If you wiff Kazuya'll take some damage 
unlike Jin( Kaz is getting old I guess). I rarely use this except against 
the CPU after a juggle as they always roll forward. Use it now and again for 
variance. If you do u/f right before the 4~3 it'll come out immediately 
instead of the delay when you do it normal. It's also a good juggle ender if 
your Wind God fist connects on a counter hit as they flip over and can't 
tech-roll, giving you this opportunity.
Demon Scissors is also very useful against Lei and Eddy scrubs. As they 
always like to lie down, move in stances and keep moving very unpredictably, 
use this to take them out from afar.

Stature Kick
d/b+4
l
17
*****
I just recently realized that this takes 20 frames to come out. Doesn't seem 
to matter much though. The nature of this move is that it's hard to see 
coming so it connects almost 100% of the time. Of course if a move connects 
this often something has to be wrong with it. Not really, the Stature Kick 
just does minimal damage but all the tick damage from jabs and this kick add 
up in the final analysis and could help win a match for you. Use this a lot 
in your mix up. If you find that the opponent is getting all your high moves 
and you know he'll stop your hell sweep, stature kick. He'll probably get 
hit by it and when people start taking hits they tend to go offensive which 
carries the game right back to you and your counters. Just don't wear this 
move out, it's a very good asset.

***************
*Unblockables.*
***************

Lightning God Fist
b+1+4
*!*
40
****
You're probably like "Four Stars for an Unblockable! Is he mad?!". But this 
is, in my opinion one of the best unblockables in the game, up there with 
Hwoarang's Dynamite Heel and in Kazuya's game, this move will come in very 
handy. It is very fast for an unblockable and although it only does 40 
points of damage compared to the 80-100 most unblockables do, this is the 
price you pay for it's speed.
After a d/f+2 Gut Punch (CH) stun or a WS+2 Demon Gut Punch you can use this 
to end the stun, it's easy and it does a lot of damage. After the d/f+2 gut 
punch on CH this is your best option as a Wind God Fist won't launch as it's 
not a clean hit Can't seem to time that Thunder God Fist after a class 1 
launcher? Use this. It's easier to time and although you won't get the same 
kind of damage you'll still score big.
It's good to use normally as well when you're at mid range, you can throw it 
out sometimes or after you've gotten a knockdown. I connect with this quite 
often. But still remember, this is slow so be careful how you use it.

Lightning Screw God Fist
B+1+4
*!*
80
*
What can I say. It's almost twice as slow as the previous one and although 
it does twice as much damage, it's well slow. When I used to try for this a 
lot, I got it like 1 in every 8-10 rounds. After a juggle and you know 
they'll tag, use it and you probably get a hit and most likely a round win, 
but a better bet is to just use a delayed Thunder God fist. The only time 
you can use this in a juggle is if a big character is skied by a Devil 
Twister.


Now let's move onto the really good stuff!

*******************************
* *************************** *
* *While Standing Moves (WS)* *
* *************************** *
*******************************
While Standing moves are an integral part of Kazuya's game as two of his 
most useful attacks come from the WS position, Twin Pistons and Demon Gut 
Punch.
There's also a quicker way to do WS moves than waiting for Kazuya to crouch 
and then waiting for him to get up. By inputting d~d/b,N or d~d/f,N and then 
the button, the WS move comes out quicker than just doing d,N alone since in 
d,N the computer has to register that you're crouching and not side stepping 
before you can do the move. The d~d/b skips this check so the move comes out 
quicker. Thanks to Josh Turpen and Dong Lee for their Advanced Techniques 
FAQ which taught me this. This is very useful as it allows you to throw out 
your Twin Pistons right there in the middle of the game relatively quickly. 
Incorporate this technique into your game, it will help you out so very 
much.
Another alternate method of doing WS moves is by jumping and then inputting 
the buttons when you land. As you land you end up crouched and so while 
rising you have the opportunity to do the WS move.
Get accustomed to doing WS moves as they'll be a big part of your Kazuya 
game and they also encourage you to crouch more which means soon you'll be 
evading high attacks with ease if you can't already.


****************************
* ************************ *
* *The Art of Crouch Dash* *
* ************************ *
****************************
The crouch dash is the most essential maneuver to master when using Kazuya, 
or for that matter, when using any Mishima. You must be able to consistently 
pull of a crouch dash, at any speed, fast or slow, be able to delay, cancel, 
buffer with it before you can become a true Kazuya master.
Crouch dash starts, conventionally, four of Kazuya's key moves:
1) Wind God fist
2) Thunder God fist
3) Hell Sweeps
4) Tsunami Kicks
Every last one of these four moves are completely essential to Kazuya's 
arsenal. If you can't do crouch dash, then stop wasting your time and go 
find someone else to play with. Wind God fist is by far, Kazuya's greatest 
asset, so you're fooling yourself if you think you can do without it. 
Another thing about crouch dash is that it ducks under high moves and some 
mid moves. So while Bryan is throwing out that Mach Punch you'll be dashing 
under it and come right up to pop him into the air with a Wind God fist. 
Also since you can execute the move at any time during the crouch dash, you 
can choose to delay the move, execute it immediately or to totally abandon 
the crouch dash.
Crouch dash also has many tricks associated with it. The rest of this 
section is associated with  showing these tricks to you. A very big thanks 
goes out to Dohee Kim from http://www.tekkenzone.com for writing the 
tutorials from which I learnt most of these tricks and to Bob for 
translating the tutorials from Korean to English.

*****************
* *Dash Buffer* *
*****************
The first art of the almighty crouch dash is the dash buffer. Dash Buffer 
allows you to do moves that utilize a f,f or b,b command right out of the 
crouch dash. Doing a f,f moves just out of the blue, the conventional 
method, does the job well enough but range is one limiting factor in doing 
it this way. As we mentioned before, crouch dash has a lot of range and can 
be delayed easily. Let's say you wanted to do a stonehead throw but the 
opponent was out of range for the regular f,f+1+2 to work. Walking up to 
them and then doing the throw would be risky but if you used crouch dash, 
they might believe that you were going for a crouch dash move and block, 
when you'd actually be using dash buffer to throw them. This would be done 
like this:
f,N,d,d/f~f+1+2
Basically a 'f' plus the button is added at the end of the crouch dash, 
meaning that the crouch dash in itself acts like the first 'f' of the move. 
Other moves Kazuya has which can use this is his Left Splits Kick (f,f+3). 
Dash buffer can also be used to buffer for moves that have just 'f' or 'b' 
which gives access to Glorious Demon Fist and more. By using dash buffer 
your crouch dash arsenal is increased significantly.
Kazuya doesn't have any move that can be used with back dash buffer but 
later on we will see how using this is just as useful as the forward buffer.

****************************
* *Instant While Standing* *
****************************
As you should realize by reading the movelist, Kazuya is a demon when it 
comes down to while standing moves. Demon Gut Punch and Twin Pistons are 
both two of his most important and valuable assets. Doing a while standing 
move the normal way of crouching and getting up is fine if you're already in 
a crouched position. But what if you're not? Quick WS works pretty well, but 
what about range? Quick WS can't be used effectively in an attacking 
pattern. So how do you use While Standing moves for attack? Well, that's 
another of the crouch dash tricks.
Doing a crouch dash cancel into WS move is a simple yet complex matter. 
Simple in that the motion doesn't take a genius to decipher. Complex in that 
it's very difficult to get the motion down to perfection so you can use it 
as an effective tool in your game. The motion itself is simple enough, let's 
just do a crouch dash cancel twin pistons:
f,N,d,d/f~d~d/b~b+1,2
f,N,d,d/f~b+1,2
f,N,d,d/f~d/b+1,2
All three methods work but the last two have very hard timing to get down. 
It's obvious to see the advantage of using twin pistons in this. Twin 
Pistons has wonderful recovery, it juggles, it executes as quickly as Wind 
God fist and it hits mid unlike WGF's Sm.

************************
* *Is the Mix-up Dead?* *
************************
When TTT first came out, people were appalled by the Sm hitting Wind God 
fist as they realized that the old crouch dash mix-up was now dead. But time 
went on and Korean techniques common knowledge to them since Tekken 3 became 
known to us, it was realized that the mix-up still lived for two Mishimas 
anyway, Jin and guess who?
Since Wind God fist can now be blocked low and high the only choice you 
would have had for a mix-up is with Tsunami Kicks as TGF was way too slow. 
Not anymore, with the crouch dash cancel to Twin Pistons you can have the 
old mix-up as Twin Pistons is a mid attack. So you can still use the mix-ups 
that made the crouch dash so feared, once you reach the required level of 
skill, the only problem being that once you reach that level, you probably 
won't really need to mix anything up again.

*************
* ********* *
* *Tagging* *
* ********* *
*************
Well this is Tekken Tag isn't it? The obvious reason for you to tag is to 
switch your characters. We all have to do this at some point. But tagging 
can be done in many other ways as well.

You can tag to get off the ground and bring your partner in. Most people do 
this when their life is low and mostly after a juggle or knockdown 
move(obvious, you're getting off the ground ain't ya?). But the thing is 
most players know to expect this and they counter your character who's 
helplessly running in like a fool. You'll take a Deathfist from Paul for 
this mistake or a shoulder charge if you're at range. Tagging off the ground 
should only be done if your opponent tries to okizeme you, if you tag then 
you should be safe.

Another way to use it is with the tag throw. There are two, the normal 2+5 
tag throw where your other character comes in and lands on your opponents 
after you shoulder flip them away and then there's the one that's character 
specific. Kazuya's only character specific is with Jun: f,f+1+2,5. This is a 
good way to get your other character in without them taking damage, rather 
you'll be sharing damage out.

The other way to use tagging is with your other character in a tag combo 
where you can call in your other character to finish a juggle and whatnot. 
The best part about this is not only does it look cool but the damage 
inflicted by a tag combo is NOT recoverable.

Tag advice.
1) If you're tagging out, make sure you're not under any pressure. The best 
time to tag is if you're at range or if your opponent is grounded. 
Alternatively you could tag throw or do a tag combo to get your other player 
in safely. Tagging carelessly will get you hit, by an unblockable or a power 
move. I can't recall the number of times I've seen people tag out close up 
and run in just to get hit by an unblockable or a Phoenix Smasher which is 
just as bad because it takes about half your life away. The worst time to 
tag is after you've been juggled and are on low life. Try to knock your 
opponent away first, with a rising sweep or kick, then tag.
2) In the same fashion, punish anyone who tags in recklessly. After a juggle 
and they're low on health I sometimes go for Kazuya's short unblockable 
(b+1+4) and they get hit. Or you can Wind God fist them or go for Demon Gut 
punch.
3) Use tag slides and cross chops! These can save your life as you tag in 
and will most likely do your opponent some damage as well as help to break 
their habit of trying to counter as someone tags in. Also use the run in 
cancel (u,u/b) if your character is able. Unfortunately this will only apply 
to your partner as Kazuya isn't tag slide or cross chop capable.
4) Don't only tag when you're low on health. Obviously if you're low you 
should tag to your fresh teammate but tagging at that stage is very 
predictable as well as if you tag earlier you may be able to get more 
recoverable life back and that character will still be able to come back 
without you worrying that one Deathfist will kill him.



************************************************************************************************
Juggles
************************************************************************************************

The first step in a juggle is the launcher. Everything after that is just 
free damage for you to pick up, like bonus points. Kazuya's doesn't have 
many launchers but they're effective in that he won't need anything but 
those. I mean c'mon he has Wind god fist! Is anything else really necessary?
Most or more like all these juggles were taken off Tekken Zaibatsu so Castel 
and the Zaibatsu staff deserve all the credit for finding them.

Wind God fist
The launcher of choice! The Wind God fist in case you haven't realized is 
maybe Kazuya's best asset next to the Demon Gut punch. It also launches to 
an ideal height and should be one of your main moves. Learn to execute this 
fast so you can pick up on any small chance you may get to use it.

Twin Pistons.
Launches to about the same height as the Wind God fist. It launches them a 
bit more forward though, but powerful juggles are still possible from this. 
Doesn't give much to Wind God fist in terms of connecting, Wind God fist is 
still better but this is your only choice from WS position. Also note, tag 
juggles are not possible from this move.

************
*Important.*
************
You'll realize that a lot of the juggles have a lot of jabs in them. You 
must be wondering "How the hell am I supposed to know that if I haven't 
gotten that far?" And I apologize for that.
Anyway, it seems that Kazuya's f+1 gives you a +1 frame advantage but his 
F+1 gives you a +3 frame advantage. Aaaahhhh, right. Anyway, what this means 
is that you use F+1 for the jabs, it's quicker, gives you more time, nuff 
said.
Okay maybe not nuff yet. For those juggles where you see a lot of jabs the 
jabs are performed by doing:
f,F+1
Otherwise you won't have enough speed to finish all the jabs. Thanks to Josh 
Turpen and Dong Lee for this in their FAQ.

**************************
* *Conventional Juggles* *
**************************
These juggles are possible off a Wind God Fist, Twin Pistons or a class 2 
tag.

1,1,1,2,4
Decent damage not too flashy though. Don't be alarmed if the right punch 
fails to connect, it's not supposed to. There's no reason for you to ever go 
for something like this unless you're in the presence of someone who will 
recognize how damn hard this is.

1,1,1,1,WGF
Better choice than the juggle shown above but this is just as hard. Kazuya 
has MANY better juggles than this. Don't waste your time, unless you want to 
show off.


WGF,d/f+4~4
Your best choice from the standard launcher. Best damage combo you can get 
from it.

WGF,1,WGF
Timing is really hard! But if you can pull this off consistently you've got 
a very good reliable juggle on your hands to use. It's damage isn't great, 
its best use is as a show off combo.

1,1,d/f+2_f+2
Very easy to do and it does decent damage, using the f+2 puts them a good 
distance away while the d/f+2 puts them a bit closer and if they roll 
forward afterwards you can tack on a 4~3 or a tag slide which looks very 
flashy.

d/f+4,WGF
Looks really cool but the last WGF needs to be timed properly, you'll need 
to Crouch Dash a bit to nail it. This juggle gets a 9 in the looks division.

1,1, f,N,d,DF+4,4
1,1, d+1, WS+2
1,2, WGF
1,2, df+4,4
1,2, f,n,d,DF+4
1, 1,2, WGF
1, 1,2, df+1
1, 1,2, df+2
1, 1,2, db+4
1, 1,2, f,N,d,DF+4
1, 1,2, 1,2,4
1, 1,2, 1,(1),2
1,2, f,N,d,DF+4,4
1,2, 1, df+1
1,2, 1, d/f+2
1,2, 1, db+4
1,2, 1, 4
1,2, 1,1,2
1,2, 1,2, df+4
1, 1, 1, df+1
1, 1, 1, 1,(1),2
1, 1, 1, 1,2
1, 1, 1, 4
1, 1, 1, db+4
1, 1, 1, 1, 1,(2),4 (big)
WGF, df+4,4
WGF, 1,(2),4
WGF, 1,1,2
WGF, WGF, df+2
df+4, WGF
df+4, df+2
df+4, 1, WGF
df+4, 1,(2),4
df+4, 1,(1),2

********************
* *Counterhit WGF* *
********************
1,1,1,WGF,uf~4~3
Cool looking and damaging choice.

4
Simple and damaging. Bang for the buck.

1,2, df+4,4
1,2, f,n,d,DF+4,4
1,2, WGF
1,2, df+2
1,2,4
1, 1,2, df+4,4
1, 1,2, df+2
1, 1,2, f,n,d,DF+4
1, 1, f,N,d,DF+4,4
1, 1, 1,1,2
1, 1, 1,2,2
1, 1, 4
1, 1, 1, 1,2
1, 1, 1, db+4
1, 1, 1, df+4,4
1, 1, 1, 1, df+4
1, 1, 1, 1, df+2

*************************
* *Glorious Demon Fist* *
*************************
You must be wondering: this is a launcher? Yep, after this connects you can 
do a crouch dashed rising kick and then do a little juggle. Nothing special 
like the Wind God fist's or the twin piston but it still counts. It's hard 
to time the rising kick though, normally I'd just for go the whole thing 
altogether and just do a Tsunami Kick to get it over with.

f,N,d,d/f,f+4,1,1,f+2_d/f+2_WGF
Same damage as the WGF versions.

d/f+4,4
u+(4),4,4,4
4~3
WGF
f,n,d,df+4,4
df+4,4
f,n,d,df,f+4, 1, 1, df+4,4
TGF,3_4     *Big Characters only*
d+1,WS+2    *Big Characters only*
f+1+2       *Big Characters only*
b+1+4       *Big Characters only*


******************
* *Stun Juggles* *
******************

You can get a whole heap of damage this way. The damage you get from stun 
juggles rivals the damage that even master jugglers like Heihachi can get 
from a juggle. The stun drains them and then the juggle just adds to insult. 
This is where Kazuya juggles get all their damage from. However getting the 
stun down is much easier said than done in practice.

*********************
* *Demon Gut Punch* *
*********************
The stun of choice. This does big damage especially on counter and some of 
these combos drain more than half the bar. Even though it's hard to hit 
with, it still is the best stun to connect with overall.

Any of the Wind God fist juggles shown before will work here as well. You'll 
just get the added damage that the stun causes.


TGF,3_4
Very deadly. I like Mist Step here with the Thunder God fist since my crouch 
dash isn't very fast and the TGF has to be executed quickly.

4
Not really a juggle but hot dog this thing does great damage for the effort 
you put out. Any Mishima can do this as well as Ogre and I think it does 
something like 82 points! I first discovered this on Practice Mode  when T3 
just came out for the PSX and was basically amazed at the damage two hits 
could do. Just to calm anyone who's thinking Kazuya does exist in T3, no I 
did it with Ogre.

WGF,any combo
The WGF must be down quickly to launch tem otherwise it'll just knock them 
down.

1, 1, f,N,d,DF+4,4
1, 1,2, WGF
1, 1,2, df+1
1, 1,2, df+2
1, 1,2, df+4,4
1, 1,2, 1,2,4
1, 1,2, 1,(1),2
1,2, f,n,d,df+4,4
1,2, 1, df+1
1,2, 1, df+4
1,2, 1, db+4
1,2, 1, 4
1,2, 1,1,2
1,2, 1,2, df+4
1, 1, 1, df+1
1, 1, 1, 1,(1),2
1, 1, 1, 1,2
1, 1, 1, f+2
1, 1, 1, df+2
1, 1, 1, df+4,4
1, 1, 1, 4
1, 1, 1, db+4
1, 1, 1, 1, WGF
1, 1, 1, 1, 1,(2),4
TGF,3
TGF,4
b+1+4
1, 1, 1, 1,2,4        *Big Characters Only*
f+1+2                 *Big Characters Only*



***************
* *Gut Punch* *
***************
If you can't get the Demon version, why not this? It's easier to do and more 
likely to hit since it can be done more quickly.

b+1+4
Probably the best choice. You have to do it immediately though. So be ready 
to execute it. It does great damage for the effort you put out which is next 
to none.

d+1, WS+4,4
d+1, cc, 1, df+2
d+1, cc, 1, WGF
WGF
df+2
df+4,4
f,n,d,DF+4,4
u+4,4,4,4
f+1+2              *Big Characters Only*
TGF,3_4            *Big Characters only*


*************************
* *After a Class 1 Tag* *
*************************
After a class 2 tag Kazuya can do the same stuff in the previous section. 
However after a class 1 launcher e.g. Yoshimitsu's 4~3 or Hwoarang's CD+4 
Kazuya can do some special stuff that does big damage. Just a good reason to 
have a class 1 capable character with you.

TGF,1,f+2_d/f+2_WGF
Excellent damage ,looks good too. You'll have to buffer the crouch dash as 
Kazuya goes in. Just don't execute TGF too fast or it'll go right under the 
person and you'll come out the other side with a total wiff not to mention 
you look really dumb.

TGF,3,d/f+4,4
About the same damage as the previous.

WGF,4
Very good damage.

b+1+4
Good damage and easy to time. Just make sure you do the short one and the 
long one will have them hit the floor and you'll still be going.

WGF, BT 4
f,f+3 , BT 4
f+1+2
TGF, BT 4 (big)
UF+4, 1, 1,2, WGF
UF+4, 1, 1,2, df+1
UF+4, 1, 1,2, df+2
UF+4, 1, 1,2, df+4,4
UF+4, 1, 1,2, db+4
UF+4, 1, 1,2, f,n,d,df+4
UF+4, 1, 1,2, 1,(1),2
UF+4, 1,1, f,N,d,df+4,4
UF+4, 1,2, 1, df+1
UF+4, 1,2, 1, df+4
UF+4, 1,2, 1, db+4
UF+4, 1,2, 1, 4
UF+4, 1,2, 1,1,2
UF+4, 1,2, df+1
UF+4, 1, 1, 1,(1),2
UF+4, 1, 1, 1,2
UF+4, 1, 1, 1,2,4
UF+4, 1, 1, f+2
UF+4, 1, 1, df+2
UF+4, 1, 1, df+4,4
UF+4, 1, 1, 4
UF+4, 1, 1, db+4
UF+4, 1, 1, 1, WGF
UF+4, 1, 1,2, 1,2,4


To Tag or not to Tag.
This one basically depends upon your situation. It all depends upon the kind 
of damage you can cause with the said player. If you WGF with Kazuya and 
your partner is King, hell no! You don't tag. But if you have Heihachi or 
Jin or Bruce as your partner, by all means tag in and combo them, you'll get 
more damage and it'll look cool. Of course tagging in means you'll have to 
change player so make sure you're ready to use that player before you tag.
Some attacks when tagging out
Julia   : f,f+1,f,f+1,f,f+1,d,d/f+1,2
Bruce   : b+3,b+4,3,4
          b+4,3,1,4
Jin     : b,f+2,1,d+2_2,f,f+2
          EWGF,EWGF
Hwoarang: 3,3,3,3   or
          3,3,3,4,3 or
          1,2,4
A.King  : 1,1,d+1+2
Heihachi: f+1,b+2,1
          1,1,f,N,d,D/F+4,4,N+1
          EWGF,EWGF

Devil Anomaly.
With Kazuya, if you have Devil as your partner, then you won't be able to 
use any tag combos. This is because instead of the tag partner running out, 
Devil 'morphs' into Kazuya and vice versa. This looks very cool and at the 
point of changing they execute the equivalent of Jin's force block which 
also rocks but the sequence takes too long for anything worthwhile to happen 
as well as the fact that it leaves you open to attack if you do this 
outright.

**************************
* *My Favorite Juggles* *
**************************
I thought that after that whole listing thing, you might want a quick list 
you can go to for actual good combos instead of wading through unnecessary 
junk.

1) WGF,1,1,d/f+2_f+2,d/f+4~4
A good, easy reliable combo to use. You can't go wrong here. This is a good 
juggle for a beginner to Kazuya to start off with or if you need assured 
damage. I use this when I'm not getting the crouch dash down too well or if 
I don't want to chance a higher damage, but harder juggle.

2) WGF,WGF,d/f+4~4
Definitely the juggle I use most. It's Kazuya's best damage juggle from the 
Wind God fist and it puts you in a fairly good position to set up for more 
moves. As long as you have crouch dash down fairly well, you can pull this 
one off with fair ease. This combo is your best choice if you want good 
damage for relative ease.

3) CH WGF,1,WGF,uf~4~3
Best bet after a counter hit Wind God fist. Since on counter hit it turns 
them upside down, they land on their face and therefore cannot tech-roll 
making this combo possible. You have to be quick on the Demon Scissors 
however or they'll be able to get up. This combo does great damage.

4) WGF,4
Simple, quick, good damage. You can do this regardless of how the Wind God 
fist hits. It'll knock them a good distance away so you'll have plenty of 
space to do whatever. Most of the Korean Kazuya players I've seen use this 
so it can set up for more wave dashes.

5) WGF,WGF,WGF
You know it had to be in here. Only a couple of points away from 
WGF,WGF,d/f+4~4 in terms of damage but it just blows it away in the style 
department. Most definitely a show off combo. All you 'style' players, take 
note.

6) CH d/f+2,b+1+4
Easy to do as long as you don't get caught by surprise that the d/f+2 
stunned. It's damage is about half the bar so you know it's good. It's looks 
nice too as it's an unblockable you're using to end the combo.

7) CH WS+2,TGF,3
Ouch!! This is the old favorite for just about everyone. Lots, and I mean 
LOTS of damage from this. The only problem is connecting the WS+2 which is a 
bitch to do. You want to do this combo, you NEED to use this combo if you 
get the chance. Of course if the opponent holds 'f', then you're screwed.

8) CH WS+2,WGF~5 (Bruce),b+3,b+4,3,4
I just had to put this one in. If number 7 was ouch then this must be 
mega-ouch!! Depending on the machine damage setting, this baby WILL KILL the 
opponent if Bruce is Netsued when he tags in. The WGF must be pulled off 
very quickly, though. You gotta love it man!!



************************************************************************************************
A Quick Hit.
************************************************************************************************

This is actually quite useful for tacking on an extra hit to your juggle. If 
you have a partner that can tag slide or cross chop, after you complete the 
juggle tag out and slide kick or cross chop. But beware with cross chop you 
have to have an exact distance between the opponent and yourself. Chances 
are you'll nail him just as he's getting up. Another good use of this is as 
follows. Let's say you're using Kazuya/Hwoarang. Hwoarang launches them with 
his CD+4, Kazuya tags in and does a TGF,1,f+2 or something then he tags out 
and Bob runs in with a slide that puts them back down. You get to revert to 
your original character without any risk. Surprisingly, this slide technique 
is something I've never seen used except by Douzono in some of his 
exhibition videos.


************************************************************************************************
10 hit strings.
************************************************************************************************

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

I personally don't use 10 strings. I think they should be removed altogether 
from Tekken. Kazuya has 2 10s and a 9 string. The two tens start with 4 high 
hits, so a low jab can easily interrupt. The nine is better though since it 
only has two highs then a low I think also the last hit is a stun like one 
of his 10s. After the stun you can continue the string or just plain do 
something else. Something else being better. I haven't tested this out yet 
but in theory if the stun connects you could actually do b+1+4 instead of 
pressing '1'. They seem to execute same speed and the b+1+4 will do more 
damage.
These strings shouldn't be used against even intermediate players as they'll 
make you regret it each time. These should only be used against beginners if 
at all during a Tekken versus match.


*************
* ********* *
* *Offense* *
* ********* *
*************


************************************************************************************************
Attacking.
************************************************************************************************
You'll realize that I don't recommend turtling anywhere. Why? Because 
although I think that sometimes turtling is important against some 
characters who'll massacre you if you get up too close, I believe that 
Kazuya is a very attack oriented character. He has lots of quick, fast, high 
priority moves. Use his hell sweep to give yourself some room if you're 
being hounded and then return with some offense of your own. Even against 
characters like Nina and Anna who have fast strings and even when they 
attack I prefer to go for the jugular with Wing God fist. And you know what, 
it almost always connects. Then I tack on a little juggle damage. Another 
move I like for offense is his d/f+2 gut punch. Get up close and most likely 
your opponent will be trying to attack you and then you'll gut punch him on 
counter. The first hit of his tsunami kicks I also like to use since it has 
good range. Stature kick while not powerful almost always hits and helps KO 
your opponent. When you're crouching Twin Pistons should be your attack of 
choice to punish people. Just don't go crouching outright as no one in their 
right mind approaches a crouched Kazuya. Such is the fear of Kazuya's WS 
arsenal which includes the stunning Demon Gut Punch. If the attack comes in 
really quick use d+1, there was this one time I was playing a Hwoarang guy 
and he kept charging with mid kicks, some low jabs and he got interrupted 
every time. If the move they attacked with has a bad recovery go for Shining 
Fist since it damages and knocks down so you can get into position. You need 
to be the aggressor since Kazuya isn't a very defensive character, you don't 
want to have block a lot since once you block once, you basically have the 
case of an opportunity wasted right there.

************************************************************************************************
Countering
************************************************************************************************
Well, Kazuya's major moves for countering with are the Wind God fist, Demon 
Gut Punch, Twin Pistons and his regular Gut Punch(d/f+2).  They can all hit 
for a lot of damage and both can be followed up into even more damage. With 
countering all you really have to do is wait and time everything right...or 
anticipate the move. After some time you'll come to know it as second 
nature. And it is necessary; you can't just block any and everything that 
comes your way. Of course if you miss you'll get a nice reminder not to miss 
again...course what kind of Tekken player are you if you're not willing to 
take risks? Plus counter hits do a lot more damage and with gut punches you 
get stuns you can follow

Wind God fist
This is probably my favorite counter move, it's so fast and it opens up so 
much. You really have to know the other player and read how he plays. If he 
likes to play it close and then dash, stay a minuscule further than he wants 
and Wind God Fist. Since Wind God fist constitutes a crouch dash it'll go 
under a lot of high mover so characters who have many high based attacks 
like Bryan Fury should be cannon fodder when he uses his Mach Punch as 
you'll go under and when you come up he'll be movin' on up as well. Others 
like Paul you have to be more careful with as the possibility of retaliation 
with Phoenix Smasher is very real but it all comes down to your opponents 
style of play. Some players like Hwoarang are quite easy to Wind God fist 
since a lot of his moves come in strings and that's what a lot of people 
use, unless you're playing Seok, in that case just pray :). As he starts 
that string nonsense, Wind God fist. In the end it all comes down to 
practice and your experience.

Demon Gut Punch
Demon Gut Punch is a good and bad move for countering. On the good side, it 
does crazy damage and presents many opportunities but then on the flip side 
it's slow as hell to initiate and it's almost impossible to get this off 
against a seasoned player. But if you're playing against less experienced 
competition then by all means use this but use it well. Learn the attacks 
that hit high so you can duck and counter. Hwoarang and Baek, Yoshimitsu and 
Kunimitsu too all beg for this. If you see a Jin coming at you, go to low 
block in case he goes for hell sweeps and if he goes for WGF, counter! 
Against a better Jin ,you'd never be able to do that, but since novice 
players rarely use dash buffer, Tsunami Kicks and since they cannot initiate 
quick while standing, it's a safe bet.
Any string of high attacks, duck and counter, a single high attack duck and 
use the recovery time. No one can withstand two of those mistakes. people 
who like to 10 hit combo a lot are also good to go after as their string is 
set and once you know where the weak points are you can take them down 
easily. Use the Demon Gut Punch well grasshopper.
One point that weakens the Demon Gut Punch, substantially, it's escapable. 
They can tag out of this or tap f,f to fall over quickly, ensuring that your 
Thunder God fist will wiff. When you find someone that does this, many 
people are unaware of this feature, instead of using Thunder God fist use 
Lightning God fist.

Twin Pistons
Like a diamond in the rough, the wonder of the twin piston is only there for 
those with a keen eyesight good enough to realize it's greatness. Up until a 
few months ago, okay maybe a month or so ago I had always thought of the 
twin pistons as average. Believe me, it's anything but average. You have 
Demon Gut Punch to counter the novice and then you have Twin Pistons to 
counter the advanced. It's execution is beautiful and although it doesn't 
juggle as well as Wind God fist, it does it's job well enough. Its only real 
weakness is that it has pathetic range, not as much as Demon Gut Punch 
anyway.
Countering with the twin pistons should be done just as it would be with the 
Demon Gut Punch except that you now have a better chance of connecting on it 
heh heh. Twin Pistons are also better to use in countering 10 strings as 
windows of opportunity in 10 strings are very specific and if you miss you 
get hurt, and since this executes faster it's a much better bet.

Gut Punch
This is a different kind of counter, and can easily become reflex since 
you'll be standing. When someone is recovering from a move, gut punch. If 
they get too close, gut punch as you see them twitch. Basically it's the 
same usage as the demon version but with the added ease of motion. and the 
fact that you're standing. I use this to counter a lot. After you connect 
this on a counter hit, do a short unblockable and you'll get a lot of 
damage, about 40-50%!
While some may argue that the damage you can do from this is not up to Demon 
Gut Punch level, you're more likely to hit with this than with it's big 
brother and plus the stun is guaranteed to stay unlike Demon Gut Punch's 
escapable stun.
Other Counters
1,1,2
f+1+2
f+2
d/f+1

They all have their uses but the four listed above are those I believe to be 
the best. Shining Fist, depending on how you look at it, is by far the 
safest bet but since I've emphasized it's usefulness throughout the FAQ, I 
saw no reason to do so again.

************************************************************************************************
Okizeme.
************************************************************************************************
For okizeme, Kazuya doesn't exactly have many options. But those he does 
have get the job done well enough. Kazuya isn't exactly going to keep them 
grounded forever but you will be get the tick damage that adds up. Mainly as 
far as okizeme goes, Kazuya has the Hell Sweeps and the Stature kick, oh; I 
guess you can count the Demon Scissors as well. Maybe not, since it takes 
too much time, only use it if you see a forward roll and are at close enough 
range since if you wiff you'll take damage. Both the hell sweep and Stature 
Kick should be used as your main form of okizeme. Get in at close range and 
once you see movement, execute them and put them back on the ground or if 
you just want the damage just do the move and hit them. If you are close 
enough, Tsunami Kicks are also a good option, but you have to get the timing 
right, wait for when they start to roll. This is a good way to get people 
who like to tech-roll all the time, the value of staying grounded is one few 
people have realized. Try them all and decide what works best for you then 
stick with it. Just don't try too hard or could get caught with a rising 
move.
There are other moves that can be used for okizeme but I don't think any of 
them work as well as the two I listed up there.

If you're at a more advanced level, wavedash works very well here, not as 
the okizeme in itself but in taking them as they get up. As they are 
grounded, just start wavedashing at them and the minute you see them twitch 
WGF or hell sweep them. You'll have to be dashing fairly quickly for it to 
work as you have to be able to take advantage of a split second of lapse 
time on your opponent's part. You should be relatively safe from an ankle 
kick interrupt about 33% of the time as that's the period in which you'll 
have the d/f motion input to parry the ankle kick. The only way they'll 
probably get away from this is if they tech-roll after you hit them.

So basically while Kazuya's okizeme isn't going to make anyone pull their 
hair out it's still free damage that Kazuya can cash in on.
To summarize, your best bets for okizeme are:
f,N,d,D/F+4,4
d/b+4
f,N,d,d/f+4,4
WGF
TGF,3

Each of the above moves have their own particular usage. One thing you 
should watch out for in okizeme is an ankle kick which will allow a safe 
rise if it connects. It's sp fast you really are powerless against it but if 
it wiffs then you can drop a WGF or some Tsunami Kicks down.
For forward and back rolls you can simple crouch dash up and use Wind God 
fist or Tsunami Kicks yet again to drop them down. For forward rollers 
Thunder God fist is better as it has less a chance of wiffing on a forward 
and it does some mad damage.
Tech-rolls are a trickier subject. However if you know you opponent is going 
to tech-roll you can get them as they get up with a move with a sweeping arc 
like say a roundhouse or you can use crouch dash's tracking to Thunder God 
fist them.


************************************************************************************************
Throws
************************************************************************************************

Kazuya isn't exactly a throwing character. He has no multi-throws nor does 
he have any special command throws that do big damage. The only one he has 
is Stone Head which I guess is good in that it requires a two button escape 
but it does barely more damage than the regular throws. A word from the 
wise, don't EVER use the Ultimate Tackle, just about everybody in the world 
can escape this and Kazuya doesn't even have an arm lock to keep things 
interesting, not to mention that you could get reversed. Of course if you 
get reversed you can always escape it but well it's not worth the bother. 
But throws still have their uses. If your opponent keeps blocking everything 
you do, rush or crouch dash at him and throw him. They usually don't expect 
a rush throw and many have fallen for it in the past. Also throws are always 
good for variance as predictability can be your downfall with Kazuya who 
lacks a large amount of moves. Throws give you the chance for a free move, 
okizeme, which gives you the chance for free damage, 1+2+3+4 power up or to 
tag. The bottom line is throws are useful for more than variance but don't 
get too dependent on them and you should throw whenever you get the chance. 
Oh, and don't feel cheap doing it, in Tekken throws aren't cheap as all of 
them can be escaped and well it gets your opponent angry and no one who's 
angry and frustrated ever played properly.
The best way to use a throw is to use dash buffer to buffer a Stone Head 
into your crouch dash if your opponent is blocking a little too much.


************************************************************************************************
Chickening.
************************************************************************************************

Well this is always good to demoralize a reversal happy opponent. Chicken is 
a big insult against a fellow player. I don't really try to lure people into 
chicken because my chickening ability is far from perfect but if you're 
going to you can do f+2, d/f+1, d/f+2, f+1+2, 1,1,2 or 1,2,2. Again it 
depends on reading your opponent since some players may read into your 
trying to bait them and interrupt with low jabs. And in case it wasn't 
blatantly obvious only buffer chicken against reversal capable characters.
Thanks to Tekken Zaibatsu, we now have a reversal chart. The following list 
contains moves that cannot be reversed. All other high and mid moves 
obviously can be reversed as low moves can only be low parried.
1) f,N,d,d/f+2
2) f,N,d/f+2
3) d/b+1+2      *Only King may not Reverse*
4) f,f,f_WR+3
5) 4~3          *Only King may not Reverse*


************************************************************************************************
Custom Strings.
************************************************************************************************
You won't much information on these here since I don't use 'em much, I don't 
really know why maybe I'll start someday. But in case you want to use them 
I'll post a few that I picked up around the place.
f,f,d+1,d+3,f,f,d+1,d+3,f,f,d+1,d+3,f,f,d+1,WS+2_WS+4,4
1,d+1,WS+4,df+1,1,1,d+3,WS+2
d+1,d+3,f,f,d+1,d+3,f,f,d+1,d+3,f,f,d+1,WS+2
1,1,d+1,WS+4,1,1,f,n,d,df+2,d+1,WS+4,f,n,d,df+2,f,n,DF+4,4
1,2,4,d+1,WS+2,1,1,1,2,4,d+3,WS+4,f,n,d,DF+4
Anyway, there they are. Custom strings are basically used so you can set up 
your opponent for a bigger more damaging move. If/when I ever start using 
these, I'll put up a good strategy for them.


*********************
* ***************** *
* *Offensive Style* *
* ***************** *
*********************

************************************************************************************************
Poking
************************************************************************************************
Poking is just one of the basic techniques you'll have to master if you want 
to be able to compete at a high level. You won't always have big 
opportunities coming at you and  a good poking technique can be used to make 
opportunities happen for you. Poking is well suited to be used with a good 
movement chain as you'll be dodging and maneuvering your opponent as well as 
getting a little damage in there. Pokes usually consist of fast quick 
attacks that most of the time do little damage but recover very quickly like 
1,2 jabs or 1,1. A good way to determine good pokes is to look at the frame 
data on the attack. These are available at www.tekkenzaibatsu.com.

Poking is a good way to basically be a fly in your opponents face and will 
keep pressure up on your challenger. If you keep him/her too pinned down 
with your fast quick strikes, you'll give them no chance to retaliate 
against you and if they try you'll most likely get the interrupt with your 
quick attacks. And if they block you then you should still have no worries 
as your attacks are fast recovering enough for you to be safe. Just ensure 
that when you poke, you don't use slow recovering attacks, if you do you'll 
lose your frame advantage and could get hit by a faster move.

Another reason to use pokes is so that you can get a frame advantage you can 
use to set up bigger and more powerful attacks. Like if one of your pokes 
connect, you'll recover quickly and will get a chance to add another strike 
due to your opponents frame disadvantage. The simplest example of this is 
when you poke with 1 or 1,1. If it connects you can always finish the rest 
of the Shining Fist as it'll be guaranteed. Normally if you just pull 
Shining Fist out of thin air and it gets blocked, the last hit has a longer 
delay on it. So by waiting like this you reduce the danger to your 
character.

A lot of people also start to lose it when they keep getting ticked by these 
pesky attacks. Normally when they're in this position, they'll do something 
stupid and then, well, you punish them appropriately.

Good Pokes
1
2
1,2
1,1
1,2,4
d/b+4
d+1
d+3
d+4


************************************************************************************************
Pitbull.
************************************************************************************************
This, for me is the way for Tekken, and Kazuya to be played. I mean Tekken 
IS a fighting game, fighting meaning the majority of the time offense. 
Anyway, in this style, you just have to be all over your opponent, all the 
time. Keep pressure on them by using a variety of quick moves, the same kind 
you'd use in your poking game to set them up for a big shot like a counter 
hit gut punch. I've found using the standard jab strings work very well or 
you could go with the first 4-5 hits of one of Kazuya's ten strings but 
don't use the whole thing or you'll pay. If you get a knockdown, like from a 
hell sweep or something, stay close and keep moving around, gives people the 
feeling that you're itching to put down some more hurt, and as they get up,  
be all over them again. Use wave step, if you can, to stay up in his face 
with WGF and when he/she tries to respond, hit em' with a Shining Fist or 
gut punch or a simple low jab. Just remember to keep the pressure up on 
them.

************************************************************************************************
Turtling.
************************************************************************************************
First off, let me just say that I don't think Kazuya is meant to turtle all 
day as he is a very offensive character and he doesn't have any reversals to 
boot. The only character I believe that can play like this indefinitely is 
Forest Law with his parrys. But if you use Kazuya like this you should know 
by now what to use here. Wind God fist is good to get them with as they come 
at you and should provide your platform from where you'll build damage. 
Demon Gut punch or better yet, Twin Pistons them as they come in at you with 
high moves. Shining Fist also works wonders in this department as well. The 
low jab is also good to interrupt them if they start upping the tempo too 
much. But like I said I would shy away from playing like this as Kazuya is a 
much more offensive character and shouldn't be turtling all the time.

************************************************************************************************
The Keep Away Game.
************************************************************************************************
The Keep away is sort of a strange mix between the pitbull and turtle. 
Basically you want to stop your opponent from getting too close to you by 
either running away or via the power of suggestion a.k.a Wind God Fist;) 
This is where the Rising Kick (d/f+4) really shines due to it's great range 
and speed. Kazuya isn't as good as this as Heihachi since Heihachi has his 
Shadow Steps but Kazuya makes good on it as well. This can easily turn to a 
countering game as your opponent may try a mad blitz to break your game up 
and then you drop a stun on them. Or it may be the opposite, you see a 
weakness in the opponent's game and you blitz them. The problem is you must 
only blitz for a few hits then return to your game. If you get too caught up 
in attacking then your pattern is broken and you play his game.
But when the opponent finally rushes you have to make it a good one 
otherwise you'll just turn to simple pokes and every round will end in time 
outs. When they charge, you want to go straight for the jugular. How you do 
this is up to you. Stuns, juggles or whatever else you have planned is fine 
as long as it works. The attacks you use for keep away really depends on 
your style and your preferred keep away distance.


**************
* ********** *
* *Defense.* *
* ********** *
**************

How can there be offense without defense. Although your defense will most of 
the time consist of blocking there's always these other techniques to use.


************************************************************************************************
Block or Side step.
************************************************************************************************

Side step is very underrated. Kazuya has a very good Side step and so he 
should use it as much as possible. Of course blocking is the safe 
conservative option it always was and is always an option. Although one 
block usually leads to another, right? So I'd rather go for the interrupt or 
the side step. Of course going for side step is a double edged sword isn't 
it? You could get nailed if the move your opponent executed sweeps the area 
like Yoshimitsu's '3' roundhouse.
The best attacks to sidestep are those which come in one dimension like 
Thunder God fist and Jin's Laser Cannon electric punch rush. After the 
sidestep some good moves to go for:

Shining Fist (1,1,2) - This is very quick and will interrupt them as they're 
performing their move. Due to it's speed, you'll catch them in the act and 
get a counter hit. This move is good to use anytime you perform a sidestep.
Wind God fist (CD+2, f,N,d/f+2) - A good choice as long as you can execute 
it fast enough to interrupt your opponent and since it juggles you'll have 
the chance for some free damage.
Stature Kick Combo (1,2,4) - The two punches will hit then the stature kick. 
Of all the ones listed this is probably the best chance to hit since even 
the opponent has a chance to block, the stature kick will most likely get 
him for good damage.
Gut Punch (d/f+2) - I'd probably choose this over the rest because all it 
requires is a simple motion and its comes out fast as well as the fact that 
if it hits while they're in the act, you'll get a stun and an opportunity to 
do some more damage.
Throw - You really can't go wrong here. No need to explain this, you all 
know what a throw is.

Blocking is just one of those things that are as simple as breathing, but 
people still manage to mess it up. High moves shouldn't be blocked if you 
can help it. Duck under all high moves and respond with a Twin Piston.


************************************************************************************************
Interrupting Moves.
************************************************************************************************

Kazuya is a very good character for interrupting moves with. His Wind God 
fist, of course, which comes out very quickly and has great priority and of 
course allows you to juggle. Then of course there is the soup de'jour, the 
Demon Gut Punch for interrupting anyone who's stupidly trying to do high 
attacks against the mighty Kazuya. Twin Pistons may be a better choice here 
though as its speed is much greater and so you'll take full advantage of any 
window that you may have. The regular gut punch can be used as well at close 
range when you can't Wind god fist fast enough or can't crouch and is one of 
my favorites to use in this area. And then of course there's the d+1 low 
jab. Very fast and interrupts hem almost all the time. I did that to a 
Hwoarang player 5 times in a row before I decided to let him be. After the 
low jab you can Demon Gut punch or Twin Pistons to further add to the 
carnage. Or use can use old Mishima favorites like 1,1 or 1,2. The Shining 
Fist (1,1,2) is really good for interrupting because it's really fast and 
all that has to connect for the whole thing is the first jab. But be careful 
remember interrupting isn't guaranteed. You may try to do it and then find 
yourself in a very sticky situation. But of course it's more rewarding than 
blocking.


************************************************************************************************
Reversal and Parry
************************************************************************************************
Basically you don't, Kazuya has the universal low parry (d/f) but I really 
hate this because a lot of the time I have trouble finding the diagonal and 
to do it you have to leave the safety of your block to do it. Also I find 
that it's pretty hard to time the damn thing unless you get cut and dried 
cases as in a 10 string. So you'll basically have to block any strings you 
come across and hope there are some high hits so you can low jab or do a 
Twin Pistons or parry it if there's a low hit (if you can). But I guess it's 
not so bad that Kazuya doesn't have a reversal as reversals can be chickened 
except for Kings, Wang's Left hand reversal and then Law's parrys, if he had 
those that would rock.

************************************************************************************************
Getting Up
************************************************************************************************
One of the most integral parts of the game is actually getting up while 
avoiding countless okizeme attacks. If you're not careful about how you get 
up, you'll continuously get pounded right back into the ground by a tile 
splitter or Jin's b+4. The information here can be used for just about any 
character.
First there's the '3' sweep kick. The move of choice against average players 
as they rarely block low moves. Against higher level players they usually 
anticipate someone going for a sweep so they block low or parry as they come 
up. If the sweep connects you have the perfect opportunity to continue with 
your own okizeme, tag out or position yourself for another move.
Then there's the '4' standing high kick. This is best alternated with the 
low kick, to confuse your opponent. Or this kick should be used against the 
people who aren't necessarily pitbulls but more like rushers to take them as 
they advance.
Then there's Kazuya's b,b+3+4. This is one of the worst choices unless your 
opponent is coming in at you as a lot of times this is anticipated and plus 
there's a delay before the move is actually executed. Also if this is 
blocked, you see some retaliation. Stay away from this one most of the time.
Then there's the f,F+1+2 option. If you have some range then this is a good 
choice as the cross chop stuns so you should be safe as well as if it hits 
it's good damage. This will also catch people who tag out after the 
knockdown and so when their partner comes running in, they'll get caught by 
it.
Then there's the ankle kick (d+3_4 can't remember). One of the best options 
just for giving you time to move. It's very fast and even though it does 
negligible damage, it'll give you enough of a frame advantage to get up. If 
you can get the timing down well enough, you can stop running attacks. After 
a power strike that sends you down the screen a lot of people charge in for 
a slide kick, cross chop or shoulder in case you get up or a simple trample. 
If you time it just right you can get the ankle kick to stop a slide or 
trample which is very useful.
Then there's the tag out. This is highly advised against as people are 
always ready to get your helpless partner with a Deathfist or Wind God fist 
or the like. Even if you're low on health try to use '3' or '4' to get a 
knock down and then tag out or your other partner could end up with a 
disadvantage as half his/her life would have been taken by the Deathfist.
Then there's plain rolling to get up. Using '1' to roll sideways is one of 
the best options you have as you'll be relatively safe. Don't roll 
forward/backward or get right up unless you have enough room to do so.
Of course, I can't forget tech-roll. This is probably the best option as 
long as you don't get too dependent on it. It'll give you instant recovery 
from the attack and people who use non-guaranteed juggles will beasically be 
screwed over. Just don't get too predictable with it otherwise, they'll wait 
and get you as you bounce up by sidestepping along with you.


Always remember before you get up to observe what's going on. Sometimes 
staying on the ground a few seconds longer may be the best option if an 
unblockable was being charged in case you would have been over zealous. Like 
the old proverb always said "Look before you Leap".


************************************************************************************************
Positioning.
************************************************************************************************
This is one new area I thought I'd put a bit of stress on. Many people when 
they get into a new position that they're not accustomed to, they have 
absolutely no clue as to what to do and just mess up what could have been a 
potentially devastating (for the opponent) situation. Since Tekken is a 3D 
game with sidesteps and with oddities that may arise from tagging and moves 
wiffing, there are different positions that a player can find themselves in:
1) Close Range.
2) Outside Throw Range or 'f,f' Dash Range as it is called by Tragic.
3) Far Away.
4) Side of Opponent.
5) At Opponent's Back.

*****************
* *Close Range* *
*****************
This is one of the more common ranges that a player may him/herself in. 
Close range is not one of Kazuya's stronger areas due to his lack of an 8 
frame jab. You poking punch strings are the best bet in these close 
quarters. Up this close crouch dash is risky but possible though 
interruption should not be discounted. Counter attacks such as Gut Punch are 
good to use in this vicinity but again due to the range interrupts can 
become common. Your best bet here is to try to put some more distance 
between your aggressor. This is the range at which characters such as Julia 
Chang rule over.

****************
* *Dash Range* *
****************
This is Kazuya's range of choice. At dash range Kazuya has the space and 
freedom to properly execute his crouch dash moves without fear of 
interruption. Also at this range Kazuya can use his Gut Punch efficiently. 
This should be your standard range for attack and a little outside it if on 
defense. Basically from here everything will work out fine, all moves will 
hit at proper range, however delaying crouch dash moves won't work here as 
for the crouch dash moves to hit as they reach the required range, they must 
be quickly executed.

**************
* *Far Away* *
**************
Well there really isn't much Kazuya or for that matter anyone else can do 
from this range. At maximum range you may find people charging at you to 
connect with the shoulder unblockable but you can easily escape this with 
U/F+2+4. Normally if I have a standoff at this range I just dash in until 
I'm just outside dash range or if I'm playing less skilled opposition, I may 
go for a slide kick or a shoulder charge myself.

*********************
* *Opponent's Side* *
*********************
>From the side your options narrow down to what you can do and what's smart 
to do. Wind God fist from here will flipover the opponent allowing for 
WGF,1,WGF,uf~4~3 which is very damaging. The most commonly performed move 
from this position would be the side throw. This is generally a good option 
unless you're playing against the few people who can escape throws on a 
whim.

*********************
* *Opponent's Back* *
*********************
Ahh, the coveted back turned position. This is by far the most advantageous 
position to yourself. A back throw is a good choice for easy damage although 
Kazuya's back throw isn't as damaging as those of other characters. Wind God 
fist from here will launch as normal, no flipover at all. The throw is 
probably the best option overall.


********************************
* **************************** *
* *More Advanced Strategies. * *
* **************************** *
********************************

************************************************************************************************
Reading you Opponent.
************************************************************************************************

This is something you'll have to break into on your own. Reading your 
opponents style of play can help you more than you might think. By reading 
an opponents style of play you can adjust yourself to combat him. Some of it 
is very obvious; don't turtle against whose defensive. Don't rush an 
aggressive person. At higher levels TTT is very psychological. You have to 
be ready even before the fight. If you see he likes to charge in a lot, then 
you'll want to make use of Wind God fist and low jabs to interrupt. Against 
a defensive person you'll want to poke a lot. Your opponent's style of play 
also comes into consideration when you're deciding the first thing to do in 
a match. This will be discussed later on.
Part of reading your opponent and his style is because you want to be able 
to control the pace and style of the match. To control your opponent, you 
must first understand your opponent. Then when you know how they react to 
certain changes in the game, you can begin to manipulate them and make them 
go your way. They'll eventually reach a point where they have no idea what 
to do as they're afraid you'll get them. Basically at this point you've won 
the match. While novice players are easily manipulated, expert players tend 
to mix their game up a lot to prevent predictability which is what you 
should to do as well to safeguard against this same tactic.


************************************************************************************************
Movement.
************************************************************************************************
Movement is probably by far the most important aspect of the game and 
probably of the hardest to integrate properly into a game. Movement is the 
key to setting up any victory against an opponent. Tekken is a 3D fighter, 
the sidestep is there for a reason, you're not just supposed to wait for 
things to go your way. You have to keep moving so that the opponent may wiff 
something that you can get a countering opportunity against them.
The primary instrument in a good movement is the sidestep. The sidestep is 
equal for most characters, Kazuya's sidestep itself is a good one in terms 
of distance covered but it has the disadvantage of not being able to execute 
any sidestep specific moves like Jin or Bryan can. It is however the key to 
evading attacks especially the mid and low attacks that can't be ducked. 
However each time you use it you put yourself on the spot, a sweeping attack 
will knock you right out of it while a successful evade will give you a 
retaliation chance. This brings you to another crossroads, should you take 
the chance. Nothing has ever been won by playing it safe and the payoff here 
would equal the damage done so it is definitely worth it to try.
The next instrument is the forward and back movements that a character has. 
The thing about a backdash is that it could be more trouble than it's worth, 
during the dash and for some time after it you are unable to guard against 
any attacks leaving your self open. However backdash is necessary for you to 
get your proper spacing and will get you there faster than walking back so 
it will all depend on the distance relative to your opponent. The case is 
the exact same thing for forward and back movements.
Putting together the forward, back and sidesteps into one big package can 
give you a good routine and at any point in the routine you can interrupt it 
with attacks like a Shining Fist, Wind God fist or go into the Mist Step. 
The total package might look something like this:
f,f~ssl,b,b~ssr,1~1,b,b,ssl,ssr,f,f,b+1

Then there's the harder more advanced movement motions.
I'm sure we've all heard of the infamous Lei Haha step which allows Lei to 
go into an almost continuous backdash. This allows him to control the tempo 
of the game as the opponent is obliged to follow Lei's lead. What you may 
not know is that everyone is able to do this same type of backstep. I've 
seen many different ways of people doing it:
b~b~f~b~b~f
QCB~N~b
The first I find to be very hard to use, I always just mess it up. The 
second seems to be the better of the two ways listed above, my way of doing 
it is very similar to the second. My way of doing it is basically a reverse 
wave dash:
b~b~N~d~d/b~b~b~N~d~d/b~b~b
It's works well for me so this is the only method I can confirm. The use of 
this is obvious. To slow down the tempo of the match if you're being out 
poked or are being totally pitbulled by some Bryan or Julia or even to just 
waste time if you want to.

This brings to the final element of the movement game, the wave dash in 
actuality. The wave dash is explained in full in the next section so I won't 
re-state it here. The use of the wave dash is basically the opposite of the 
pseudo Haha step, the up the tempo of the match and get right in that 
turtles face.


************************************************************************************************
Wave Dash.
************************************************************************************************

*********
*Warning*
*********
Some of the techniques in this section are very advanced and will take lots 
of practice to master. Since they all have to do with crouch dash, I put 
them here instead of in the advanced section. While basic crouch dash 
skills, dash buffer and even crouch dash cancel to WS moves are necessary 
for a proper game, aspects such as wave dash are best left until all aspects 
of the basic game are well learnt.

Wave dash is just too cool not to like. It sets up for the best stuff in the 
game, moves quick as lightning and is one of the most effective tools for a 
Kazuya master. Now when you crouch dash you can cancel it simply by 
inputting a 'f' command. Therefore after you cancel the dash you can simply 
do more crouch dashes and cancel them to get a sort of continuous crouch 
dash going on. This is wave dash. Wave dash is considered inputs the dash 
command up to 4 times per second. Anything faster than that is considered to 
be light dash, to be discussed later.
Wave dash, depending on the speed it can be input at, is very useful at 
covering ground as it moves you across the arena very quickly. It also 
allows you all the standard crouch dash privileges that were previously 
described above. This means access to regular crouch dash moves as well as 
dash buffer and crouch cancel WS moves. This makes Kazuya's wave dash in my 
opinion even better than Jin's, whose wave ranks second.
Due to the speed that dashes are executed and canceled at, you can interrupt 
your opponent as soon as they twitch using wave dash. As soon as you see 
movement, press '2' or cancel into twin pistons and you'll float them. Using 
dash buffer, Kazuya doesn't really have many options outside of the 
Stonehead throw which I guess is good enough.
Wave Dash is also good for okizeme. While the opponent is grounded, start 
dashing and you'll keep riding up and down at their feet. Then, once you see 
them start to move, use a Wind God fist or Hell Sweep to put them back down 
on the floor.
All crouch dash capable characters are able to wave dash.
There are only two true commands for the wave dash. All other are wrong:
f,N,d,d/f,f,f,N,d,d/f,f,f,N,d,d/f,f
            OR
f,N,d,d/f,f,N,d,d/f,f,N,d,d/f
The second command is commonly used for light dash as it is quicker as you 
can see by watching the commands and comparing.
There is currently are fascination with wave dash. The minute people first 
heard of it the first thing they did was turn on their Playstations and try 
to make 4 times per second. But that in itself is not wave dash. To wave 
dash effectively, you must be able to use all aspects of the dash, including 
the tricks shown below. Just being able to do the motion doesn't mean you 
are a wave dasher. Wave dash is a very powerful tool but is best left to the 
advanced player as using it without the full knowledge and practical ability 
to use all of its capabilities, wave dash can do more harm than t can good.
There are many tricks that are used out of the wave dash and these will be 
discussed in the upcoming section.

***************
* *Fake Wave* *
***************
In fake wave, instead of buffering a 'f' into it and so moving your player 
forward, a 'b' is buffered into it and Kazuya is seen as sort of chopping 
back and forth while doing his full wave dash motion. What's the use of 
this? Well, aside from looking way cool it keeps you in position and you at 
all times have access to your crouch dash. You start doing this and it sort 
of calls your opponent to attack you. And when they come, as you're using 
crouch dash to do the fake wave, you'll have full access to your repertoire 
of moves and will be able to interrupt them as they attack.
Here are the commands for Fake Wave:
f,N,d,d/f,b~b,f,N,d,d/f,b~b,f,N,d,d/f,b~b
                OR
f,N,d,d/f~b,f,N,d,d/f~b,f,N,d,d/f~b
Either way will work fine although the second way is faster though it 
doesn't push you as far back.

****************
* *Snake Dash* *
****************
Snake dash is best used in collaboration with the above tools to confuse the 
opponent. By doing a dash canceling it into a sidestep, it also allows you 
to sidestep attacks and before you sidestep you also have normal crouch dash 
options available to you. Snake dash is performed using the following 
command:
f,N,d,d/f~f,SS,f,N,d,d/f~f,SS,f,N,d,d/f~f,SS

*******************************
* *Dash & Wave Wind God Fist* *
*******************************
Dash Wind God Fist: DWGF
Wave Wind God Fist: WWGF
Dash and Wave Wind God fist are sidestep killers. That's their primary 
function. We all know of those chronic sidesteppers who walk all over the 
place trying to avoid your crouch dash attacks. This is their remedy. Dash 
Wind God fist is entered like this:
f,f,N,d,d/f+2
As you can see this is just a 'f' entered before the Wind God fist. As you 
know, tapping forward makes you face the opponent, and therefore their 
sidestep will be cancelled so you can snag them with your WGF.
Wave Wind God fist takes longer to execute than DWGF, but since you're using 
a wave dash, it tracks the opponent better. Needless to say, it's harder to 
do than DWGF:
f,N,d,d/f~f,f,N,d,d/f+2
WWGF in addition to having it's longer range also gives you options while 
you're in the first wave.


***************
* *********** *
* * V.S. CPU* *
* *********** *
***************

1) Use the d/f+2 gut punch as an opening move, when I use it almost always 
hits. And if it hits on CH I think you can do it again for guaranteed hits 
or just do a short unblockable.

2) Tag slides usually do no good here, in my experience cross chops have 
performed better, but I'd not recommend you use them either.

3) 10 hit strings as long as you don't wiff the first few punches almost 
always take the CPU, the last hit almost always hits. Take advantage of 
this.

4) Wind god fist is a good attacking weapon against the CPU. It connects a 
lot and even if it gets blocked you can defend quickly enough. Just don't 
wiff it.

5) I've seen this work a lot, Wind god fist ,1,1, unblockable (long).

6) The final boss, Unknown continually regenerates her life that's in the 
red so keep persistent against her so she doesn't get too much of an 
advantage by having the regeneration ability.

****************
* ************ *
* *V.S. Human* *
* ************ *
****************

1) Use your knowledge of your opponent's style to determine your actions at 
the beginning of the round. If you know that they are very aggressive you'll 
want to either come in with a fast counter, Shining Fist or the d/f+2 Gut 
Punch or if you can pull off a very fast Wind god fist, or you can dash 
back. The back dash is obviously your safest option but nevertheless you 
lose a chance for easy damage (either way). If your opponent would be 
defensive you can either mimic him or come in hard with Wind God fist or 
hell sweeps. I prefer hell sweeps with mist step because it's harder to see 
coming and at the start of the round people seldom block low.

2) Always mix up your moves. Redundancy can be your worst enemy against a 
human. While the CPU may take that same move 10 time and time again, a human 
will definitely punish you if he knows it's coming.

3) If you're he kind who likes to use 10 hit strings, I suggest you stop 
here, Kazuya's 10 hits start with 4 high hits so a simple low jab will 
interrupt you every time.

4) Remember big guys launch high and smaller ones launch well higher. Know 
this. Some of your great juggles won't work on the bigger guys.

5) Unblockables aren't entirely out of the question here especially the 
short one. A lot of people freeze up when they see an unblockable coming at 
them. A good time to use it is after a knockdown a short distance away. If 
they roll back you'll wiff and they'll probably be too far to get you. If 
they stand in position and try to retaliate they'll get slammed.

6) Tag cross chops and to a much greater extent tag slides work wonders 
here. Most players try to retaliate as you tag in. Here's one you can try, 
if you're at the other end of the screen and the opponent is standing charge 
in and press tag at the last second and send your second in with a tag 
slide. Of course Kazuya can't do tag moves so this is only applicable if 
your second can do it.

7) Don't forget hell sweeps for people who can't block low, it really does 
work wonders. Two sweeps put them down and then one for okizeme.

8) Make sure you know all the escapes from (A)King's, Nina's and Anna's 
multis and if by chance you get grabbed don't be afraid to look at their 
hands so you'll know what button to escape with. Also learn how to reverse 
and escape all parts of the Ultimate Tackle. People rarely use this but if 
it happens, you'll be prepared.

9) Use the options that Mist Step gives you to keep them guessing, will you 
go for the crouch dash or the good old Mishima trademark punch combos. Moves 
executed from Mist Step especially hell sweeps seem harder to detect by 
people.

10) If you can do wave step effectively, then use it! It's one of the 
quickest ways to cover ground and it's a very confusing art. Your opponent 
won't have a clue what you're planning on doing and if they try to attack 
you can just WGF them.


************************************
* ******************************** *
* *Character Specific Strategies.* *
* ******************************** *
************************************

Basically these will not hold true for every human since we all play 
differently, but this should outline what you should do against specific. As 
you gain experience you'll learn your own tactics to use with Kazuya but in 
the meanwhile here's my suggestions, and I must apologize due to the fact 
that not every character will be listed here since in my arcade not all the 
characters are used so I'll know more about some than others, but I'll try 
my best to round it off. So if you see very limited info on some characters 
bear with me, I'll try to make it better next revision.
These are very basic outlines of each character. While some characters may 
be rated low in the hands of a master they could do some good damage. The 
most dangerous characters in a master's hands, in my opinion are the 
Mishimas.
Basically I think you should continually hound them but in some cases it's 
better to hang back and wait for a mistake to surface that you can use to 
your advantage.
The characters who are reversal and multi throw capable are stated.

The characters in alphabetical order:


Alex/Roger
Difficulty: Easy
These two whackos share the same basic style as the Kings minus the 
multi-throws. Just keep a little distance from them and come at them with 
Wind God fist, hell sweeps and the like. They do have a couple good points 
about them however. Their Animal God fist rivals your TGF in terms of 
damage. Their f,N+1, if blocked, gives them a lot of frame advantage which 
allows them time to drop a guaranteed combo down or even an AGF. They also 
come equipped with King's cheesy Ali kicks and everyone should know just to 
block them and come up with the WS move of your choice, be it a Twin pistons 
or a Demon Gut Punch.

Angel/Devil.
Difficulty: Easy
Unblockable lasers. Great...shyeah right. Now in the flying version they can 
go over your head to the next side so just sidestep the beams now. They have 
a side step uppercut now that is very strong and launches very high, it only 
fault is it's considerable wind up time that it takes to execute. They share 
all the Mishima moves with Kazuya so they're dependent on the crouch dash 
like you are. Anticipate their attacks and interrupt with whatever you can. 
They have an excellent Twin Pistons which execute very quickly and don't 
give frame advantage when blocked. It has mor forward momentum than yours or 
Jin's and Devil players just abuse this to death. You basically have their 
moves and then some so keep at them, don't allow any room for them to blast 
at you.

Anna Williams
Difficulty: Hard
Reversal Capable.
Multi Throw Capable
She's more or less the same as her sister Nina, though I think her sis is 
better than she is although what do I know about them so I could be wrong. 
Be prepared for low of little poking attacks and a number of strings. 
Speaking of strings, whenever you see her a little way off go for the Wind 
God fist since she probably is going to start a string or go for the multi. 
You'll want to go for interrupts a lot with your trusty Wind God Fist. Play 
her as you would Nina, her only real difference is her low super which you 
can see coming and punish accordingly.

Anna's Multi-Throw Escapes:

Throw Name                         Throw Motion         Escape
_______________________________________________________________
Palm Grab                          QCF+1+2              1
Rear Chickenwing Lock*             ~5                   N/A
Reaping Arm Bar                    3,4,3,1+2            1+2
Standing Reverse Arm Lock          1,3,2,1              1
Falling Reverse Arm Lock           2,1,3,4,1+2          2
Rear Gatelatch Falconwing Squeeze  3,1,4,1+2,1+2        1+2
Gatelatch Throw                    2,3,1+2,3+4,1+2      1
Arm Sprain, Standing Cross Lock    1+3,4,1+2            2
Inverted Crucifix                  4,3,4,3+4,1+2        1+2
Arm Break, Rear Cross Lock         1+2,4,3,1+2,1+2,1+2  1
________________________________________________________________


Armor King
Difficulty: Medium
I just love this guy. For me he's the King I respect. He has a single 
multi-throw so just learn the escapes for it since you can't afford to duck 
his crouch dases due to his Dark Uppercut and other impressive moves. His 
Multi also comes straight out of the crouch dash so he has an excellent 
mix-up at his disposal with that and he can mix the throws in the crouch 
dash up. He has an array of power punches. He also has the *drum roll* 
People's Elbow. That move is so cool; it even recovers on its own. Attack at 
him but keep some distance since he's a brawl fighter. Use stature kicks to 
poke at him and counter as he comes at you. He has juggles unlike his 
apprentice but they're not overly damaging. He has good low attacks 
includong two cheap ones, the first is the Ali Kicks that we all know and 
hate and second is his d/b+4 which executes really quickly, but if he wiffs 
this, then he's totally screwed.
One more note. When you're face down he can continuous mount you and without 
doing any punches, re-mount as you'll be too stunned to get up. What this 
essentially is, it's a Hand-Cuff where ha can continuously mount you until 
time runs out. This is very cheap and I doubt many people will use this but 
if some do, and you're bigger, you ought to beat them down for being cheap 
bastards.

A. King's Multi-Throw Escapes:

Throw Name                         Throw Motion      Escape
___________________________________________________________
Choke Sleeper                      f,N,d,d/f+1+2     1+2
Full Nelson Suplex                 2+4,1+2,1+2       1
Waist Lock Sleeper                 3+4,3+4,1+2       2
Leg Stretch Muffler                3,4,1+2,3+4       2
Triple Backmounted Head Punches    1,1,1+2           1
___________________________________________________________


Baek Do San
Difficulty: Easy
He's more of a Tae Kwon Do simple person and isn't as flashy as Hwoarang is 
and is also to my eyes less dangerous. He was my favorite from Tekken 2 but 
his old moves aren't meant for 3D game play so keep moving and then charge 
in when one of his little strings miss. He doesn't have the kind of 
confusing type of strategy Hwoarang has and everything is pretty much cut 
and dried. You should be able to easily overpower him and counter him a lot, 
especially his d+3,3,3 as last shot hits high. So, just like his student 
look out for the high kicks and counter them until he falls. He seems a bit 
more string oriented than Hwoarang though, so use this your advantage with 
interrupts. He possesses a very fast jumpkick (3+4) which sends you flying 
and can also be easily used in juggles, but it hits high so if they try to 
abuse it then he's screwed.

Bruce Irvin
Difficulty: Hard
Another of my T2 favorites. Be very careful against this Muy Thai master. 
His mid kick to double uppercut 3,2,1 juggles on the third hit and if 
blocked he can sweep you with a '4'. The thing is if the mid kick hits on 
counter the next two are guaranteed. If you get launched get ready to cry as 
he slams a Triple knee combo down on you. Don't try to attack him head on or 
you'll get slammed with that combo. His pokes are very annoying and very 
effective as well. He has a very large mix-up from his 1,2 double punch with 
hits that can go just about anywhere.  His Nightmare Mach Punch can parry 
punches but the timing has to be exact for this to happen. His right jab 
also has great range so he can poke at you a lot. He has an extreme lack of 
low power blows although he is amply equiped in low ticks. Go at him with 
hell sweeps and stature kicks and if he'll take it mix the sweeps up with 
Thunder god fist from a distance since he'll normally be trying to hit you 
with his long legs. Wind God fist when he starts coming too close. This is a 
tough battle to win. Try to out power him with your juggles. Like I said 
this is tough to keep ticking at him.

Bruce's Multi-Throw Escapes:

Throw Name          Throw Motion     Escape
____________________________________________
Embracing Knee {1+2}f,N,d,d/f+1+2+4  1+2
Tumbleweed          1+2,1+2,1+2      N/A
Left Knee Strike {2}(3_4),1+2+3      2
Turning Knee        1,3,1+2+4        N/A
Rising Knee         2,4,1,1+2+3      N/A
____________________________________________


Bryan Fury.
Difficulty: Hard
Good Lord! You're going to feel real pain against him. Be very careful about 
your moves since if you wiff them, he'll give you a good Mach Punch for your 
troubles. A lot of his moves cause a stun on counter which means you're 
going to fell again. The only consolation is that all his moves have some 
initial movement involved (f,f,). Try to detect this and counter 
accordingly. Some of them require a back crouch dash, when you see this go 
for the Wind God fist and counter.  Most of his power strikes can be blocked 
high with the exception of his power sweep, which you can see coming 
(hopefully). His new b+1, if buffered with a tag gives him guaranteed ticks 
at you if blocked and most players will definitely abuse this a lot. He has 
the best array of WS moves in the game and so use caution when approaching 
him. You shouldn't have to worry much about being countered with his WS+3 as 
Kazuya doesn't have many moves that can be ducked. That of course doesn't 
mean it isn't a threat.
Of great importance is his punch parry which, if the player can use it, will 
give you no end of trouble. The Parry is irreversible as all parrys are and 
since it's a Punch parry that means that he can totally, in theory, shut 
down your Gut Punch and Twin Piston game.

Eddy Gordo or Tiger
Difficulty: Medium
Owner of the coolest 10 string in the game. There are two kinds of Eddy 
users, button mashers (common) and the ones who can really use him. One uses 
the kicks like it's some kind of messiah. They'll normally end up using his 
'break dance' kick where he sweeps low twice then follows up with two kicks 
where he sort of rolls towards you. Now here's the deal, it's actually very 
easy to deal with this move. If you can, you can parry it or Wind God fist 
if you have the space, just don't get hit. And then there's the choice of 
kings. Block low and after the last hit (they're 4 in total, two sweeps and 
two roll kicks) go for the Demon Gut Punch. No two ways about it he'll 
either try to get up after the kicks (without blocking) or stay low and get 
nailed with the Demon Gut Punch, on counter hit! Then do with him as you 
please. An expert on the other hand should be treated with respect. Low 
attacks from him are the catch of the day so get used to d/b. Use the same 
strategy as before for the low hits but beware of him suddenly going mid and 
beware of him suddenly turning masher at close range. Wind God fist is also 
a good use to interrupt since it does hit mid, even if it's special mid. 
Your best attacks against Eddy scrubs however is simply u/f+4,4,4,4 or Demon 
Scissors.

Forest Law
Difficulty: Hard
High, low, air parry capable.
Be on your guard against Bruce Lee's shadow here. Be on the lookout for his 
Junkyard kick that hits low second. Also watch for his Dragon Tail attack, 
it does good damage and it's a knockdown and can be used for okizeme. When 
you see him crouching, get ready to block low as he can do a slide attack 
from a crouch.  Poke at him a lot with of jabs and Shining Fist when you get 
a opening. Attack him with hell sweeps and lots of stature kicks. If he's 
teamed with Paul remember that their tag attack (f+1~2~5,2,2,5,1) can be 
escaped from the first stun. Law is the best defensive character in the game 
as he can parry every kind of attack possible and parrys can't be reversed. 
Watch for his two three hit punch combos, the one that starts with a right 
punch goes low.
If he's teamed with Paul he has a cool tag combo that can be done after the 
Poison Arrow (F+2~1), although he can do something special with just about 
everyone after this but Paul's is the worst. The F+2~1~5 causes a stun which 
allows for some deep comboing. If you happen to get hit with it, tag out and 
come in with a slide if you can else just hope that your tag messed up the 
coordination.

Ganryu
Difficulty: Easy
Block his multi palm shots and retaliate. He's the king of slow and he's 
heavy so you won't get good juggle height on him. I say you take advantage 
of your speed over him and go after him with the normal mix. Since he's so 
slow I find that the standing gut punch works well on him. Mix up your high 
and low game a lot as usual. He has an infinite where he goes on one foot 
and hops, just block this low until you get pushed back some distance and 
then retaliate.

Gun Jack.
Difficulty: Easy
Erm, I wouldn't be too worried about this. I haven't yet met a formidable 
Jack player so don't know much strategy. He's really slow but also powerful. 
His attacks can be seen coming easily but they are still very powerful. 
Watch for his low kicks as well as his uppercut rushes. His only real 
nuisance is the height your juggle starters launch him to and he fact that 
he takes less damage because of endurance. His slow speed is his undoing, 
you should be able to succeed easily with your standard array of moves, go 
offensive here.

Heihachi Mishima
Difficulty: Hard
Automatic Right Kick Reversal if hit with a right kick during his 
unblockable.
The juggle king and one of my favorite characters. If he blocks one of your 
slower moves look out! His Twin Pistons, unlike your have almost zero 
execution time and if they connect just prepare your best sour look for the 
kick ass juggle you're about to receive. Of course if you block it has a 
long recovery so retaliate with Shining Fist or another move. He has a good 
high low mix up with his hell sweeps that have a lot of options ranging from 
Thunder God fist to Tsunami Kicks that can be executed anytime after the 
first sweep all the way up to the third.. Jab a lot to avoid this. If your 
opponent can Electric Wind God fist, you're in for a good fight, avoid his 
launchers like the plague, they hurt really bad after all that juggle! But 
that's not all, Heihachi doesn't just have juggle ability, he can duke it 
out as well. He has a power punch like Paul's and his comes out faster as 
well though it doesn't do as much damage wise. His Demon's Boar (b+2), a lot 
of people seem to have trouble blocking this, it's not as slow as you might 
think.
Higher level Heihachi players, may use his wave dash, you can do one as well 
but since Heihachi can do EWGF and some mondo damage from his juggles, 
you'll have to be especially careful and you'll have to watch for his hell 
sweep while you're at it as it's capable of some big juggles and big damage 
by itself as well.

Hwoarang
Difficulty: Medium
His kick strings are particularly deadly. Against intermediate players, 
you'll want to block a lot and then retaliate at an opening. A good poking 
game is necessary against him. Another thing, his 3,3,3,3(why do people do 
this?) has a high last hit, so block the first three, then duck and Demon 
Gut Punch or Twin Piston him for a juggle. But even if you get caught in the 
first hit or two, I think that it's still escapable. His d+4,4, many 
Hwoarang players' favorite launcher, has a high last hit, but get this, even 
if the low hit hits you while you're ducking, the high one still goes over. 
So, block the first low hit and as the high executes, Twin Pistons. Just 
because he's a Tae Kwon Do fighter doesn't mean you should take his juggles 
for granted, they can put some BIG hurt down on you. Just because Hwoarang's 
a kickster be aware of his punches, Hwoarang players like to use them to 
poke at you a lot and to interrupt you when you think you see an opening. 
His main weakness is the lack of good low attacks, be aware of this. Also 
some of his attacks LFF 3~4, RFF 3~4 and RFF f,f+4,3 do A LOT of damage so 
be on the lookout but these are generally slow. He has a really good side 
step and most Hwoarang players use his triple side step (SS, f+3, SS) to get 
all the way behind you and then give you a good kick in the back.
More advanced Hwoarang users may try a technique on you called 'crazy step' 
popularized by world champion Seok Dong-Min. It basically where Hwoarang 
goes into a sequence of sidesteps and forward and back dashes while using 
his 3+4 stance change ability to cancel the movement giving the illusion 
that he is hopping about the place. It's a good technique for dodging jabs 
and such as well as it looks very fancy and may confuse you. Just wait for 
them to calm down or use a sweeping move like hell sweeps.

Jack-2
Difficulty: Easy
I'm not going to repeat myself here, just use the same strategy as with Gun 
Jack, they're basically clones as far as I'm concerned. I heard he has some 
type of tag cancel which causes a class 1 launcher and that it can be lead 
into an infinite combo, I also heard that the combo is insanely hard to pull 
off, some kind of 1 frame window, so I doubt you'll have to worry about 
that.

Jin Kazama
Difficulty: Medium
Reversal Capable
Kazuya and Jun's son so you'll know to expect a mixture of the two. He has 
your Gut punch but it's not nearly as good as yours. He has the standard 
Mishima combos like 1,2,2 and 1,1,2.  He also has a more powerful juggling 
ability than you. His main ouch maneuver is a three hit electric punch combo 
that starts with a gut punch and if it all connects, does a good deal of 
damage. This same combo's last hit can also act as a launcher but most Jin 
players stop after the first or second and go for (Electric) Wind God fist. 
A lot of Jin users fake the third punch and instead go for a throw so be 
prepared to cancel. Jin also has a (Electric) Wind God fist but it hits high 
so you what I'm going to say now. When Jin crouch dashes towards you chances 
are he's going to use Wing God fist or hell sweep, so block this low and if 
it's a hell sweep you block it low then block the follow up high, if a Wind 
God fist however, after the attack wiffs, hit him witha Twin Pistons. Of 
course he could use Thunder God fist or Tsunami Kicks instead. TGF should be 
no problem; the Tsunami kicks are the only problem and the only risk 
involved. Just don't let him get you in the air because he can put some 
major hurt down on you with his juggles. His new b+4 will annoy you forever 
with its okizeme usage and its ability to cause stuns.
Also a high level Jin player will probably use wave dash against you, you 
have it as well but it's more useful with Jin since if they can do it well, 
an EWGF isn't far behind and he can use the dash buffer to go into his f,f+2 
or a WS+2 juggle starter. And Jin has some mean juggles.
One more note, when he's teamed with Heihachi, after a force block he can 
turn to Devil Jin for a short time. You'll know because he'll be pulsing 
with lightning. Also in this mode his Wind god fist also hits mid so be 
aware of this.

Julia Chang
Difficulty: Hard
A lot of people find her tough to defeat. She always mixes up high and low 
attacks and especially the dreaded overhead hit to low sweep to jump kick 
that if you don't block the low hit always connects. I would suggest keeping 
some distance and dashing in and out with pokes, hell sweeps and stature 
kicks. Interrupt with Wind God fist. She also can keep you in the air for a 
long time with her elbow juggles, which actually don't do that much damage, 
since each elbow does around a jab's worth of damage. A good Julia player 
will keep in your face and poke at you with all her fast little high low 
attacks waiting for a chance to launch you or connect with one of her more 
powerful moves. Also beware of her G-Clef cannon, it executes VERY quickly, 
you couldn't even get a Shining Fist off, and it juggles so she'll start 
dropping some elbows down on you.

Jun Kazama
Difficulty: Easy
Reversal Capable
She's weak but has the pest gene in her. She has little 4-5 hit combos that 
are relatively powerful but her strength is in pestering. Her double jump 
kick hits low unlike Jin who learned it wrong. Use the interrupting strategy 
here to stop her cold when she charges at you. She has the same annoying 1+4 
move that Jin has so she'll be able to mix up using this.

Kazuya Mishima
Difficulty: Medium
This match will basically be a test of who's the better Kazuya player. 
Remember the weaknesses of your own moves and try to exploit that. Use your 
specialty strategy with Kazuya here be it attack or poke, since he's the 
same as you you'll want to fight him at your most comfortable. Just remember 
how each of his moves operate and adapt accordingly. Just remember to 
lookout because in this battle, your opponent doesn't just accept Demon Gut 
punch and twin pistons, he can dish it out as well.

King the Second
Difficulty: Medium
Kick reversal capable
Multi-Throw Capable
I really hate him. He's sooo advantaged over everyone else. An 
un-chickenable reversal, ground/crouch throws, unblockables that don't need 
to charge, waaay powerful throws and a Boomerang Kick that does more damage 
than even a Phoenix Smasher! He also has a set of general moves and the good 
ole multi throws. I really suggest that you learn the escapes to ALL his 
linkers so they don't do you in. Speaking of linkers, when you see him 
crouch dash in, that usually means he's coming in for a throw so duck to 
avoid and when it wiffs, Twin Pistons. Of course he could lure you to think 
he was throwing by crouch dashing in and then throwing out a Black Bomb. 
Also when you see him in the long sidestep, duck and then retaliate as 
necessary. Look out for the Boomerang kick I mentioned, a side step move, 
which does 82 points of damage on CH and about 62 on normal hit. It can 
quickly change the way the game goes. The only good thing about this move is 
that it hits high so you can duck it and it's easy to see coming. Also 
beware of the most used follow up to his b+4 kick which makes him end facing 
back, a low quick foot raise (cheap too, I might add) that does too much 
damage. I've just been made aware that after he does the b+4 kick use a WS+2 
demon gut punch on him to counter. Thanks to KazMishimaKazama for this one. 
Attack at him a lot so he doesn't get a chance to throw (all his special 
throws do mega damage, the spinning one does 70 points!). Use Wind God fist 
as usual when you see him twitch and go for hell sweeps rather than Tsunami 
kicks which can be reversed and can't be chickened (cheap). He'll try a lot 
to punish you with his u/f+4 and go for a little juggle. be careful of this, 
although King isn't a juggle oriented character he can still do some damage 
onto you.

King's Multi Throw Escapes:

Throw Name            Throw Motion                 Escape Motion
______________________________________________________________________
Achilles Tendon Hold  f,N,d,d/f+2+3                     2
STF                   1,2,3,1+2                         1
Scorpion Death Lock   1+2,3,1,1+3                       2
Indian Death Lock     1+2,1,3,1+2                      1+2
Romero Special        1,3,4,1+2,3+4                   (none)
Arm Break 1           f,N,d,d/f+1+4                     1
2 Arm Breaks          1+2,1+2                           1
Reverse DDT           1+2,4,2+4                         2
Arm Crucifixion       4,3,4,3+4,1+2                   (none)
Chicken Wing FaceLock 2,1,1+2+3                        1+2
Dragon Sleeper Hold   2,1,3,1+2+4,1+2+4                 1
Rolling Death Cradle  1+3,3+4,2+4,1+2,1+2+3             2
Reverse Arm Clutch    f,D/F+1+3_f,D/F+2+4              1_2
BackDrop              2,1,1+2                           1
German Suplex         3+4,1+2                           1
PowerBomb             1,2,3+4                            1
Giant Swing           2,1,3,4                           1
CannonBall            2,2,1+2                           2
Manhattan Drop        3+4,1+2,1+2+4                     2
SuperFreak            1,2,3+4,1+2                     (none)
TBone PowerBomb       3,1,2,3+4,1+2+3+4                 2
Reverse Full Nelson   d/f+1+2_d/f,D/F+2+4_SS_2+4    1+2_2_1+2
_____________________________________________________________________


Kuma/Panda
Difficulty: Easy
Their fighting style is similar to that of the Jacks. They have great big 
uppercuts and biting and clawing moves and throws. He has a long range over 
you and he doesn't launch high so most of your juggles don't apply here. He 
also has some the characteristic Jack pounds like 1+2,1+2 and f+1+2 as well 
as the low uppercut rushes which can end in different ways. Their 
unblockable can turn into a rolling move that has an entire screen's range 
but is blockable. I'm yet to see someone actually use one of them. Don't 
worry too much, they're great, big, slow animals. Watch for his f+1~1,1. 
Kuma's f+1 has mad range however and that gives him a big poking tools that 
you'll see being used a whole lot. Fight them as you would a Jack.

Kunimitsu
Difficulty: Easy
The Yoshimitsu rip off is in my opinion not as good as the real deal. Train 
yourself to look out for her teleport into mid air with a stab move and 
counter it every time with Wind god fist, glorious demon fist or whatever 
you want. Most of her moves are the same as Yoshimitsu's so use the same 
basic idea against her. She has a plethora of unblockables just like 
Yoshimitsu does and most of them are very fast but they also don't do much 
damage.

Lee ChaoLan
Difficulty: Easy
He has a few of Law's moves but strangely doesn't have any Mishima moves. He 
has infinity kicks, don't be scared when they push you far enough out 
interrupt or side step throw. He has his own stance now and when you see him 
beckon you I suggest hell sweeps. Also, watch for his d+4,4,4,4 combo. This 
has to be one of the cheesiest combos I've ever seen, it comes out fast and 
the first three hits are low so remember to block this one, Lee scrubs use 
this a whole lot and even the advanced incorporates it. But he's overall 
pretty weak so I wouldn't worry.

Lei Wulong
Difficulty: Hard
The king of confusion. Be very careful wit this cop's style. He has a total 
of twelve, yep, count em' twelve different stances. His Razor Rush is one 
move you should be especially wary of. This move has four punches and then 
either a high or low kick. Each one of these hits, aside form the low kick 
can be transformed into a stance that makes things very hectic. Also look 
out for his b+1+2 head butt, which avoids attacks, and his sweeps, which are 
quite fast. Because of all his style, you can get many opportunities to 
interrupt and counter him. I suggest that you go on an attack against him so 
he doesn't get time to gather himself and spin his web of confusion. Study 
how he moves and reacts. A lot of Lei players, when they're a little out of 
throw range are looking to start the razor rush, so you can go for Wind God 
fist at that time. He has the best mix up in the game with stances but if 
you keep at him he'll eventually succumb to his fate, a KO.
More advanced Lei players may be employing a technique called the 'Haha 
Step' where Lei seems to continually back dash. It's executed by inputting 
b~3~4,b,repeat or b+3+4,b,repeat. By canceling the back turn each time he 
seems to be on a continuous back dash. I recommend you don't give chase as 
he can come out very quickly with a Razor Rush. This is seriously one move 
to which I have no cure, if anyone knows of a solid way to kill a haha 
stepper please e-mail me and share it, I'll give you credit in the FAQ. I 
was thinking to charge in then press tag to stop and tag out and come in 
with tag slide, this will probably fail though. Anyway, I just recently got 
a strategy against Haha step from bluu. Start wavedashing towards him, your 
wave should match his Haha for speed. Then, when you see him about to twitch 
for the Razor Rush, drop a TGF down on him.

Ling Xiaoyu
Difficulty: Hard
She's a little pest who'll constantly tick away at you. Her little ticks do 
negligible damage, but if it continues, be prepared to lose. Her little 
stance can evade a whole lot. When she goes into it, take her out with hell 
sweeps or Stature kick. She has a few strong strikes that do a good deal of 
damage like her d/b+1 or u+1+2,2,1. She'll poke at you a lot and flip around 
with her cartwheel and roll so you'll have to stay back and interrupt and 
counter her little pokes. A good Xiaoyu player will keep in your face and 
keep poking at you while using her quick movement to move about the place 
and using her stance to dodge your attacks. Also be careful, she has some 
mean okizeme. Just don't get frustrated, keep at her and she'll eventually 
succumb to your power. Wait for her cartwheels and rolls to end before 
throwing out an attack.

Michelle Chang.
Difficulty: Hard
A lot of people find her tough to defeat. She always mixes up high and low 
attacks and especially the dreaded overhead hit to low sweep to jump kick 
that if you don't block the low hit always connects. I would suggest keeping 
some distance and dashing in and out with pokes, hell sweeps and stature 
kicks. Interrupt with Wind God fist. She also can keep you in the air for a 
long time with her elbow juggles, which actually don't do that much damage, 
since each elbow does around a jab's worth of damage. A good Michelle player 
will keep in your face and poke at you with all her fast little high low 
attacks waiting for a chance to launch you or connect with one of her more 
powerful moves.

Mokujin/Tetsujin
Difficulty: Depends
Everything Capable (depends)
Err, well...what can I say? You're either playing a newbie who got enticed 
by the tree man or someone who studied the way characters stand. However 
you'd better be able to do it otherwise you'll fall pray and might think 
it's Jin coming with Wind God Fist and duck when it's Paul with a mid 
hitting OOOWWWWAAAAGGGG! Well, I think he also get whatever size advantage 
or disadvantage he gets with being that size e.g. not as strong as Gun Jack 
when imitating him or not as weak as Ling when imitating her.

Nina Williams
Difficulty: Hard
Reversal Capable
Multi Throw Capable
Oh boy, I really hate her. Watch for her between the legs kick, on counter 
you can collect a few more before you actually get off the ground as well as 
sudden upward roundhouses. Her powerful double palm you should see from 
afar. Use the same strategies that you would use against Anna as well. If 
she starts poking then you can either interrupt or go on a rampage although 
I'd recommend the former. She has a LOT of little strings that'll just make 
you hate her which she uses a lot to poke at you with. Like I said she also 
has multis, but don't use the King crouch dash strategy here because she has 
a lot of moves she can execute from there. Learn how to break all of her 
multis and it'll save you a lot of life in the actual game.

Throw Name                 Throw Motion         Escape Motion
_____________________________________________________________
Crab Claw                  qcf+3+4                   1
Rolling Arm Bar            3+4,3,4,1+2              1+2
Achilles Tendon Lock       3+4,4,2,1+2               2
Knee Cross Lock            3,1,4,2,2+4               1
Double Leg Break           1,3,2+4,3+4,1+2          1+2
Palm Grab                  qcf+1+2                   2
Standing Reverse Arm Lock  1,3,2,1                   1
Double Arm Break           3,1,4,1+2,1+2            1+2
Falling Reverse Arm Lock   2,1,3,4,1+2               1
Knee Bash, Neck Snap       2,3,4,2,2                 2
Octopus Special            1,2,4,3,1+2+3            1+2
Neck Snap                  1,3+4,1,2,1+2             1
Shin Smash                 qcb+1+3                 (none)
Twisting Arm Lock          2,1,1+2,1+2+3             2
Octopus Special            1,2,4,3,1+2+3            1+2
Neck Snap                  1,3+4,1,2,1+2             1
______________________________________________________________


Ogre
Difficulty: Medium
He's basically a mixture of characters, Baek's triple low to high kick and 
WS+4,4, your own gut punch, Lee's infinity and whatnot. He also possesses 
the standard Mishima 1,1,2 and 1,2,2 combos. He has a variety of 
unblockables from quick to slow. When you see him glow go for the interrupt 
immediately or dash away. He can slide without running so be aware. I 
suggest you go on offensive with hell sweeps and stature kicks and use your 
WGF and gut punch to counter as usual. Use Gut punch for Baek's kick. Go for 
the counterattacks from a distance against him. Also use tech-rolls mostly 
to get up as his okizeme game is very strong.

Paul Phoenix
Difficulty: Medium
Reversal capable
I really hate him. There are basically two types, the kind who'll play you a 
game with his Smasher, Falling leaf and his QCB+3,2,2_1. For him be VERY 
CAREFUL, don't get too cocky for a moment. I can't emphasize this enough. 
Try to play a more ranged game against him, as up close you're more 
vulnerable. You don't want too brawl with him. Tag carefully as well because 
a Phoenix Smasher can drain 60% and ruin your day. If possible, use tag 
slides to be safer. Counter him at will with your Wind God fist and gut 
punch. Look out for his shin kick, which comes out very quickly, when you 
see him SS he's probably going for it. A good point is that he's not all 
that great at juggles and his launchers are either QCF+1, which is slow, or 
uf+4. Take every opportunity to punish him when he makes a mistake. I would 
go low against him and use many hell sweeps. Remember he'll always be 
looking to execute the power punch. Although I believe that Kazuya is an 
attack-based character I don't recommend going for the jugular with an all 
out attack against Paul since he's a brawl type character. Against the other 
Paul, if you ever find one, he'll play you using a lot of little punch 
strings. Try to get to try him for a juggle, usually with the uf+4 launcher 
by dashing forward and back. Then in the recovery time punish as you see 
fit. I would use the Wind God fist and normal gut punch in this battle more 
than the demon gut punch. A trick many Paul players like to use is toteam up 
with Baek or Hwoarang and do f,f+1+2~5,d/b+3+4. This is very annoying wand 
was thought to be only escapable by perfet timing of a sideroll but thanks 
to the KOFTEKKEN/Jjt FAQ, it seems that if you just mash '3' you'll sweep 
them at the last minute.
Anyway, some time has passed and I don't find Paul that threatening again. 
His deathfist almost never connects. All I can say now is to beware of his 
Falling Leaf (d+4,2) when at close range.

Prototype Jack
Difficulty: Easy
I consider him the best of the Jacks. He has an almost completely different 
style; look out when he's tagging in he may come down from above. He has 
high launchers as well as a power punch. Still though, he can be taken out 
with the standard Jack techniques of pitbulling until they die.

True Ogre
Difficulty: Medium
My god! If there was ever an advantaged character...First he has flame 
attacks. Although to your credit they're very easy to detect and avoid, duck 
for the standing one and sidestep twice for the flying although if you're 
close enough (rare) run under and counter as he comes down. Like all moves 
you can always be caught by accident and the fact that it's a projectile is 
just plain unfair. He also has a teleport from a knocked down position to in 
the air where he jets towards you with an unblockable horn attack, it's 
duckable but during any hustle you may have had to okizeme him you could get 
caught. He also has juggle escape where he sort of turns right side up and 
flies up a bit higher making your juggles wiff.. He has the same moves as 
Ogre just with a greatly extended range to beware. On the up side he's slow 
due to his size and therefore an attacking game against him is recommended. 
Use the same attack pattern you'd use against regular Ogre. They have the 
exact same moves except for his flame attacks, his get up unblockable and 
his horn attack. I suggest you tech-roll all of his knockdowns and you don't 
want to chance yourself with his crazy okizeme game.

Wang Jinrei
Difficulty: Hard
Reversal Capable
He has some borrowed moves from Michelle like her high low punches. He has a 
variety of power punches. Wang is a very well rounded character but his 
endurance sucks (c'mon he was Heihachi's father's friend). Very versatile. 
At least that's what I used to think until I read Reverend C's Anna FAQ 
about his frame data. So I looked it up, damn man, it's just sad. Not to 
mention he takes damage like a 90 year old man, oh yeah he is a 90 year old 
man.

Yoshimitsu
Difficulty: Hard
Don't underestimate Yoshi. He has an insane number of unblockables. A note 
about one, when you see him pull the sword back for a stab don't rush even 
if you're close, he could be faking it and go for a sword spin instead. He 
has a number of spinning attacks most of which go low so be prepared for 
them, block and counter with a rising attack. His Shark Attack is one move 
you don't want to get lured into, it does amazing damage and recently 
there's a trend to execute it after a f+2 turnaround hit. Look out for his 
roundhouses, duck and respond. Also his 10 strings end in three unblockable 
hits so interrupt early usually at the spinning kicks which are in almost 
all his strings. His standing uppercut (d/f+2) juggles to a good height and 
like everyone's comes out quick so don't wiff your moves or use slow 
recovering ones (f+1+2) since he can follow with powerful juggles. A good 
Yoshimitsu is hard to kill as he is overall very solid and if they do his 
flash counter, it will kill your crouch dash game quickly. Yoshi also has 
ways out of even your most solid strings. A quick teleport can escape almost 
anything, even Shining Fists! He has a large assortment of low attacks, some 
of which he can combo out of. You'll have to play a very balanced game here, 
too much pitbulling and you'll eat his d/f+2 and too much turtling and you 
could get in trouble with his unblockables.


********************
* **************** *
* * Tag Partners * *
* **************** *
********************

It is true that any character can successfully partner with any other 
character but some characters pair with other better than some. Teams like 
Kazuya and Heihachi/Jin are always possible and are very powerful but using 
character of the same type has disadvantages, as some people may be better 
against one type than against another. A character with a class 1 launcher 
is good to have so you can take advantage of Kazuya's Thunder God fist 
juggles. One player I don't recommend is Devil since his and Kazuya's tag is 
very dangerous to you as he just morphs there. Of course it's your business 
if you use them. I highly recommend a 'fancy' character like Hwoarang, Lei, 
Ling or Yoshimitsu since these characters are very fun to use and are great 
confusers of the opponent. Of course in the end it's all up to you, don't 
stop using your player just because I said so. Kazuya can pair well with 
almost any character and having a variety to choose from is great, as your 
opponent will have a hard time adapting to your style.
Personally the teams I use are
Kazuya/Heihachi   (very strong, just think, Kazuya's stuns into Heihachi 
powerful juggles, hot
                  dog that's great)
Kazuya/Hwoarang   (lots have trouble with Hwoarang)
Kazuya/Bruce      (just started, a good combo as Bruce is a very deadly 
player and his triple
                   knee just makes things better.)
Heihachi/Hwoarang (strong and good confusing ability)
Heihachi/Jin      (powerful juggling ability and Devil Possession)


************************************************************************************************
Good Partners.
************************************************************************************************
A good partner would be someone that can complement Kazuya well and cover 
his various weaknesses while Kazuya covers that person's. These ratings will 
be somewhat biased as it's obviously what I may or may not think.

Alex or Roger
**
Lack of reliable launchers. I've never really liked them much. I don't think 
they're very juggle inclined, the only move they really get good damage from 
is their animal god fist. Kazuya'll basically beat the crap out of the 
opponent while they just stand there and look stupid. This team gets style 
points however.

Devil
**
There's no Angel here unless you're playing the PS2 version. If this was 
like a normal Mishima team, it would be very highly graded ad the value of 
two people who can do Wind God fist is very great. But the special tag 
animation they both have, regardless of how cool it looks is too much 
trouble. The Devil Twister is just what Kazuya needed but the animation 
basically killed whatever usefulness you'd get off the Devil Twister.

Anna Williams
****
Good teammate to complement Kazuya with. I mean she's a Williams. She has 
powerful juggles, multis, reversals and tons of strings. Great speed and is 
excellent defensively. She's a good choice for a partner. Anna has been 
tremendously improved from Tekken 3 and is very powerful overall for someone 
who was just intended to be a secret costume for Nina.

Armor King
****
He's tough, just like Kazuya. The combined juggling power of this team 
however won't be very high. But they'll both set it off on offense. A.King 
is not really lacking in any area. He has his wonderful Dark Uppercut and a 
great crouch dash mix up. I just have to say it, A.King has got the 
"People's Elbow" which is a sure crowd pleaser. This team is very solid for 
those who are offensively inclined.

Baek DoSan
***
He has good range and lots of kick strings not to mention a class 1 launcher 
that launches any size opponent but Baek is hard to use effectively in my 
opinion. He is made up of numerous kick strings that are easy to avoid and 
interrupt. His juggling power isn't much to marvel at, his student's is by 
far better. He isn't very offensive, although he has some good juggles. 
Better partners exist.

Bruce Irvin
*****
Bruce can complement just about anyone. He is just a monster. Fast with very 
good pokes not to mention he has some very powerful juggles make him an 
ideal teammate for Kazuya or just about anyone else. His b,f+4 launcher also 
launches very well, not as high as a class 1 though. This team plays hard 
offense. Bruce's pokes are some of the game's best and you can tag out 
Kazuya to let him come in and finish with a big juggle. You'll probably take 
flak for using a lot of knees though, but then again, who cares?

Bryan Fury
*****
Another who can complement just about anyone. He has an arsenal of high 
powered moves and power strikes that can make anyone cringe in fear. He also 
has very good defense as he has a command low parry as well as his Punch 
Parry which makes him an excellent choice against players who use Mishimas 
or Paul. Like Kazuya, his most powerful attacks come out from the WS 
position. Bryan's main weakness is his chronic lack of low hitting attacks 
but his strengths more than make up for this. Very offensive team.

Eddy Gordo/Tiger
*****
This rating is based on an expert Eddy player. Eddy cab duck in and out of 
range very quickly, has lots of low hitting attacks and is a master of 
confusion. He has auto sidesteps, is very slippery and has tons of mix ups. 
Just hitting an expert Eddy is a chore. Eddy's movement game is by far the 
best in the entire game. By far the game's most annoying character, in a 
master's hands, he'll make people pull their hair out. Not to mention when 
you pick him, you'll have psychological advantage as people may take you for 
a scrub. If you're an Eddy masher however change that to *. Eddy mashers get 
creamed by any half good player 95% of the time. This team would have an 
excellent balance of offense and defense.

Ganryu
**
I've never much had a thing for Ganryu, he's slow really. However he does 
have a class 1 launcher and is very powerful with lots of stamina. I'm yet 
to see a good Ganryu player at work so I'm not sure what he's capable of.

Gun Jack
**
The Jack series consist of very powerful, very endurance built individuals. 
They're also big and very slow. His juggles aren't much to jump up about 
either. Because of his speed or lack thereof, he's not very suited to hard 
offense. He'll be more defensive and that totally contradicts Kazuya. Jacks 
are all about sharing pain with their powerful attacks but they seem to 
accept more than they give.

Heihachi Mishima
*****
Excellent partner. Heihachi is a monster. Very powerful with strong fast 
power strikes not to mention his top of the line juggling abilities make him 
one of the best choices available. His juggling ability combined with 
Kazuya's stuns make for a very offensive combo. Also, having two WGF capable 
players strikes fear into anyone. Heihachi's EWGF is the best launcher in 
the game. He also possesses other power strikes other than the standard 
Mishima strikes including a Deathfist. He also has those awesome hell sweeps 
to back him up. Highly Recommended.

Hwoarang
****
He has a class 1 launcher and has a very large mix up of kicking strings to 
call upon. He is also very strong juggle wise. His weakness is a lack of low 
attacks and that his power strikes aren't very fast. You'll have to hold 
back a bit on the offense and keep out of throw range for him to work 
properly but when used properly (he's hard to learn) he can be very deadly. 
This is one of my favorite teams due to Hwoarang's finesse and the fact that 
he's more of a fun rather than serious character to use.

Jack-2
**
The Jack series consist of very powerful, very endurance built individuals. 
They're also big and very slow. His juggles aren't much to jump up about 
either. Because of his speed or lack thereof, he's not very suited to hard 
offense. He'll be more defensive and that totally contradicts Kazuya. Jacks 
are all about sharing pain with their powerful attacks but they seem to 
accept more than they give.


Jin Kazama
*****
He can achieve just about anything. Although he has the weakest moves out of 
crouch dash of all the Mishimas his other extras such as his Laser Cannon 
more than make up for these shortcomings. His new b+4 also has many 
different manners of usage. He can juggle especially and is a very well 
rounded character. Jin depends more on juggles than Kazuya however as Kazuya 
has his hard hitting punch moves. This team is also based on hard offense 
but Jin also has a reversal for playing defense. Jin is regarded as the best 
character in Tekken my most of the higher level players. However he is much 
harder to learn and to use than Kazuya is. Also highly recommended.

Julia Chang
*****
She's one of the game's most powerful players. She has very fast attacks 
such as her G-Clef Cannon and she juggles very well as well. She can play 
good offense as well as defense. Julia is also one the games most annoying 
opponents. She had an 8 frame jab and her standing 4 can juggle an opponent. 
Julia is blessed with one of the game's best high low mix ups which makes 
her the perfect choice.

Jun Kazama
**
Aside from her ability to tag throw with Kazuya I don't see much reason in 
recommending her. She isn't very strong nor is she speedy. She has good 
defense and mix ups however and her infinites can kill those who can't block 
them.

King
***
His strength lies in his numerous throws and multi mix-ups. He can juggle 
but not as well as you can. He also possesses an un-chickenable kick 
reversal which will undoubtedly come in handy when fighting kickers like 
Baek and Hwoarang. He has high power and stamina as well as range. King is 
not much of a fighter like A.King in my opinion and I've never really liked 
the idea of repeated throws. However King can humiliate people into changing 
their own names with a single Rolling Death Cradle.

Kuma/Panda
****
Although most animal characters are for laughs, Kuma is really great. I've 
been experimenting with him lately and he rules. Kuma has extreme range on 
his attacks especially his f+1 which he can use to start a G-Clef cannon. 
However as a big character, he is very slow and you have to learn to use his 
range to keep opponent's out.

Kunimitsu
**
She is very fast and has numerous unblockables but she'll weaken this rather 
than strengthen it. She is sort of similar to Yoshimitsu but is not nearly 
as effective as the former.

Forest Law
*****
Law is one of the game's most dangerous players. He can juggle and is very 
strong offensively. His moves are fast and he complements Kazuya very well. 
His juggling ability is also very good. Law can also play completely 
defensively with his ability to parry everything. Law is one of the game's 
more balanced characters as he doesn't really lack anything at all like 
other characters. Highly Recommended.

Lee ChaoLan
**
Lee is fast and possesses a class 1 launcher not to mention his cheesy 
d+4,4,4,4 combo. He also has a special unblockable when teamed with Kazuya. 
His Mist Trap looks mad cool but is pretty cheesy. If you pick him, you 
simple must pick both in their suits so...*familiar whistling music* "They 
be Big Pimpin, spendin' cheese"

Lei Wulong
****
A good solid partner. He is also a master of mix up like Eddy. He isn't too 
fast as his strength lies in his animal stances. Overall he is a good 
partner for Kazuya. One of his main weaknesses however is his lack of strong 
juggles. Lei also possesses a punch parry and can do those annoying Haha 
steps. His Razor Rush is the key to playing him though as the mix up from it 
is just plain stellar.

Ling Xiaoyu
****
She has a very low stamina value but she's very fast and her Phoenix Stance 
can dodge just about anything. She's a good poker and she has a launcher 
that launches quite high. Her strength is in pecking your opponent to death 
while nimbly avoiding damage. Although this is the opposite to Kazuya, they 
complement each other very well. Ling, like Law also possesses the ability 
to parry just about any move.

Michelle Chang
****
She's basically the same as Julia with some subtle differences. I hate to 
fight the both. Her style will be very similar to that of her daughter's 
with annoying high low mix-ups and quick poking attacks that'll make people 
pull their hair out.

Mokujin/Tetsujin
***
This is an up down kind of game. If you can use everyone then pick him as it 
mixes up better than anything. Make sure you can tell a character by how 
he/she stands, though. Pick him if you wan to show off basically. After 10 
wins you can get the Gold Tetsujin which allows Netsu powerups even to 
characters like Devil and T.Ogre.

Nina Williams
*****
Nina is very strong with her multis, reversals and her powerful juggles. He 
is also a master of strings and is very hard to kill even though her stamina 
isn't very high. She can work together with Kaz very successfully. Nina has 
been really hurt by the Tekken 3 to TTT transition and is one of the most 
weakened characters.

Ogre
****
Ogre is a mix of various and can do just about everything. He is very tough 
and strong and he has powerful juggles. Ogre's okizeme is also very fearsome 
and he has a good selection of stolen unblockables. I personally prefer his 
alter ego though even though Ogre does have the edge in speed.

Paul Phoenix
****
Paul can work together with anyone well, provided that you play him in a 
very unscrubby like manner. His moves do a ton of damage especially his 
infamous Deathfist. Up close, his Falling Leaf conquers all. He doesn't 
however have powerful juggles or very good launchers but with high powered 
moves like the ones he has, he doesn't really lose out much. You gain 
psychological advantage as 95% of Paul users are scrubs and people know and 
play against them as such.

Prototype Jack
***
P.Jack I think is the best out of the Jack series. He has a class 1 launcher 
and some powerful shots. But again his speed slows him down tremendously. He 
has high stamina and strength. Like the others in the Jack series he also 
lacks good juggling ability and will be massacred by characters like the 
Mishimas, Williams and Changs.

True Ogre
****
He is similar to Ogre except that he 4-5 unique moves. He is very large and 
has high stamina and power. His flame attacks are worthless against any 
decent competition though. Many character also have extra powerful juggles 
that they can drop on him and him only. His okizeme is even better than 
regular Ogre and is probably the best in the game. T.Ogre is just a monster 
and is too damned powerful for his own good.

Wang Jinrei
***
Wang takes damage like a 6 year old child. His frame recovery also sucks big 
time. Aside from that he is very well rounded with power strikes, juggles, a 
non-chickenable left punch reversal etc. But his stamina still sucks.

Yoshimitsu
*****
Yoshi goes together well with just about anyone. He has a class 1 launcher 
which will probably never connect. He has an excellent blend of speed, 
power, juggling ability. He has a plethora of unblockables which come in 
handy. He also has the best basic uppercut of anyone in the game. You really 
can't go wrong with Yoshi and his mix of well, everything. A very solid 
partner.


*****************************
* ************************* *
* *Putting it all Together* *
* ************************* *
*****************************
This is the most important part of the game. If you can't put together all 
that you've learnt, then you really haven't learnt anything at all. It took 
me over a month of using Bruce before I finally remembered when I was in the 
arcade, to start using his b,f+4, one of his best launchers. If you can't 
put your stuff together and find a place to use each of your skills, then 
really what good is knowledge if it can't be put into practice. This section 
will just contain any little tips I may have to render to you, take heed or 
ignore them if you wish. Your style is your style.

Kazuya's barrier, that is the distance at which Kazuya is at his most 
effective would be just outside of throw range, also called medium range. 
Why? Simple. Because the majority of Kazuya's powerful attacks stem from his 
crouch dash, he must have space in which to execute it. If he is choked 
together with the opponent then he has no room to crouch dash and is likely 
to be interrupted. Also, since Kazuya is an ideal character for countering 
people with, he needs a distance at which he has space to execute his 
counter attacks, most of which aren't too fast. If he was too close, he 
would suffer the same fate as close crouch dashes. If Kazuya is too far, 
then he is out of ideal crouch dash range, ideal being the range at which a 
quickly done crouch dash attacks would hit.

Your attacks should never be put into a pattern for the opponent to 
recognize. The frequency and type of attacks you use in any given (Sunday) 
situation should be dependent on your personal style as a player. Each move 
has a certain range and situation at which it is suited to be used. Using 
the wrong move at the wrong time could have disastrous results. If you're 
playing pitbull style then you want to stay slightly within the barrier 
distance and should go for a lot of jabs and light punch strings, as well as 
pokes as d+1 or d+4 as well as Stature Kicks punch strings and maybe a gut 
punch thrown in to mix things up a bit. If you're playing turtle then you'll 
want to stay slightly out of the barrier distance and use Gut Punch and Wind 
God Fist to interrupt when you detect your opponent starting an attack or 
you could duck the attack if possible and respond with your WS move of 
choice. Kazuya doesn't have many high attacks aside from his jabs so you 
won't have to worry about people ducking most of your attacks like Jin does.

Never underestimate the value of tick damage, it could save your life during 
the match. You should try to use low tick shots at the very least 4-5 times 
per round. In a stand-off you have the perfect opportunity to do a Stature 
Kick. Use your d+1 and d+4 carefully though, as fast as they are, their 
range isn't very good and you'll get punished. At the end of the match, 
every Stature Kick, every low jab and low kick makes a difference though it 
may not look so when you use it. The majority of the damage in most matches 
comes from gradually eating away at your opponent. Although every now and 
again you'll connect a big stun or drop down a big juggle, more often than 
not you'll have to slowly peck away to survive.

Whether you want to play offensively or defensively is your own choice, 
while personally I feel Kazuya should be played more offensively than not, 
your own style and taste should dictate how you play. A true master however, 
adapts to suit his opponents style of play. You shouldn't adopt the "I'm not 
turtling/pitbulling for nothing" approach. If a solid Chang player were to 
come along, surely you'll have to play a bit more defensive against her fast 
attacks and strings. Or if a Jack player comes along, surely you'll want to 
take the fight to him. While you may prefer to play one style rather than 
the other, always be ready to adapt.

Another thing, try not to always play things safe. Taking a chance could pay 
off big. The trick is to know when to take these chances. Most of the time, 
you'll just 'feel' that it's the right time for a Thunder God Fist even if 
the situation may seem the opposite. You hit, you get major damage done, you 
miss, you take major damage. The fact is you can't become a champion player 
just play playing it safe all the time.

As long as you have your juggles, your move knowledge and can put it all 
into practice, you should have no problems pulling up constant wins.


************************************************************************************************
Conclusion
************************************************************************************************

I hope this FAQ has at least taught you a thing or two about Kazuya or has 
at least been an entertaining read.
Anyway, if you're from Trinidad and are ever in Center Point on Saturday 
afternoon check me out for a game of TTT or Soul Calibur. I'm usually by 
either one with one or two friends. I always wear jeans and something and 
always have a black JanSport on.
It's been fun making this FAQ. I think in the end I'm probably a better 
player for it. When I first released this, Reverend C's FAQ was the only one 
out there. Now, in this short space of time, two more FAQs have shot up and 
surprisingly none are half assed. This will probably be the last big update 
on this unless something ground breaking happens since I think it's time to 
work on some other stuff like making this Hwoarang FAQ a reality since he's 
really under represented and a lot of people want to learn him.
Anyway I'm always up for a game even if I lose since we've all got stuff to 
learn.
If you have any questions or any stuff I missed or did wrong e-mail me at 
exar30@hotmail.com and I'll get it in the next revision.
It seems that this FAQ has turned out pretty large. I never intended at 
first for it to be this size. But I hope what I've done has covered most if 
not all someone would need to learn to use Kazuya effectively. If there's 
something I missed or you think should be added in, then drop me a line and 
I'll do it.

************************************************************************************************
PS2 Stuff.
************************************************************************************************
Well, I haven't gotten a PS2 yet but I'll try to put in all that I know 
about it from what I've heard around the internet.

******************
* *Secret Stuff* *
******************
Tekken Pair Play Mode - Push Right at the main menu.
Tekken Bowl Mode      - Beat the game with 9 different characters.
                        Score 200 pts. or higher and you can select the
                        soundtrack in Bowl Mode.
Tekken Gallery Mode   - Beat the game with 13 different characters.


************************************************************************************************
Tekken Sites.
************************************************************************************************
In case you're looking for more Tekken information.

http://www.tekkenzaibatsu.com/index.shtml
THE Tekken site to go to. They've got it all. Movelists, combos, frame data, 
FAQs and not to mention Castel's kick ass movies. Oh, and this place also 
has the most kick ass forum I've ever seen. Features galore. Mad props out 
to Castel and all the people who work on it for this one. You really can't 
get much better than this. If you just visit one Tekken site then there's no 
two ways about it, come here.

http://www.tekkentagtournament.com
Namco's official site. Check here for updates often and for movelists and 
they've also got a forum for those heated discussions. Everything you expect 
from an official site. It's official, but not much more than that.

http://www.fighters.net
They've got a great TTT section with all the FAQs and movelists etc. Check 
them out also for ALL the videos on the World Tournament that concluded a 
few months ago. Also check here for anything remotely concerning fighting 
games, mostly Marvel v.s. Capcom though. Just recently got a forum.

http://www.gamefaqs.com
THE FAQ archive on the net. If you're looking for a FAQ and it ain't here, 
then it probably doesn't exist. They don't just have Tekken, they're got 
nearly every game in recent memory. Big props go out to GameFAQs for being 
the best FAQ provider on the internet.

http://www.tekkenzone.com
This is a cool site run by a guy called Dohee-Kim, it has some great combo 
movies as well as movies on wave dash, crazy step and the like. Check it out 
also for videos of the recently completed Korean tournament. Dohee is 
quickly making a name for himself in this regard, check it out. You can also 
find Korean manuals here that were translated by Bob.

http://www.counterhit.com
This is a cool page run by SauerKraut, it has a nice little analysis on the 
difference between WGF and EWGF not to mention some nice movies.

http://www.tekkensalute.net
This is probably one of the best forum sites. Go here or Zaibatsu if your 
looking for forums. Also check out the JoeKing juggles. That Ling combo is 
just wild man.

http://www.gamezt.com/dtl/
This is really great too! Actually I wouldn't really know as most everything 
is in Japanese. That's what you get for visiting a Japanese site! Seriously 
though, there are some great movies here for you to check out. Don't worry, 
the directions are in English. Props to DigitalLee for assembling all this 
stuff.

http://titan.spaceports.com/~tekken/main.html
Tekken Oblivion has a large collection of stuff that has been archived here. 
If you missed the Asian Champs videos, here's where to get them. Good 
looking out.

http://www.geocities.com/TimesSquare/Bridge/2700
Abrar Rana's page. You can get some nice Kuma videos here. There're also 
guides created on site for various characters in the game and a special 
section where articles are placed about various subjects concerning Tekken.

************************************************************************************************
Acknowledgements.
************************************************************************************************

To my family for tolerating my gaming fever.

Myself for finally writing a FAQ after intending to do so after a whole 
year.

Perry Sartain for his storyline FAQ which helped to piece together Kazuya's 
Bio.

KazMishimaKazama for some useful tips.

Mark Kim and Kao Megura for their excellent copyright. Kao, dude, you've 
been retired long enough, and even though you've gotten screwed by people 
more times than ever, you're an inspiration and you need to get back to 
work.

Slikatel and Ben Cureton (Tragic) for providing the standard by which all 
character FAQs will now be written and judged.

Dohee Kim for writing his Wind God Style Manuals and Bob for translating 
them. That is where I learned all those crouch dash tricks from.

To Catlord for his excellent Tekken movelists. How in the hell do you figure 
out ALL the moves in the game?

Jjt and KOFTEKKEN on their Advanced Techniques FAQ which gave me a few good 
tips which I put in this guide, the quick WS and the F+1 over f+1.

Castel and the Tekken Zaibatsu staff for making the most kick ass site out 
there and for having those awesome movies. Castel you're a damn juggling god 
man. And where else can you get all that great and essential frame data?
http://www.tekkenzaibatsu.com

Reverend C whose Kazuya FAQ gave me the basis of my Kazuya knowledge and 
taught me how to play who I believe is one of the best strategic FAQ writers 
out there. I would also like to acknowledge Reverend C for this excellent 
FAQ format. Props out to you Rev for your Kazuya and Heihachi FAQs, some of 
the best strategic writing out there.

The people at the Zaibatsu Forums, bluu, Chinky-eye, IluvMomo, Reverend C, 
Renick, tomhilfiger, KOFTEKKEN, Redfoot, 7ronko, abrar rana Devil_Jin, 
Assblaster and everybody else I can't remember now, I learn something new 
each time I go there. And TurgeonB, for just being himself.

To all my peoples from 5J, you know who you are, who brought me back to the 
arcade, without whom the arcade would really suck without friends. J class 
of 2000 forever!

Namco, for making the greatest fighting series of all time and for 
continuing to bless us with these wonderful games.

To the sites that posted my FAQ for all to see. Thank you.

To you, the reader for choosing to read my FAQ. I hope it helped.

The Almighty without whom none of this would be possible.


*********************************************END************************************************

























