Tekken Tag Tournament Kazuya Mishima FAQ
Version 10.0
September 24, 2000
FAQ written by Devil_Jin
E-Mail Address: MCDevilJin@tekken.cc
Yahoo IM Screen Name: Devil_Kazuya_28@yahoo.com
AIM Screen Name: DevilLee19
IRC, Tekken Zaibatsu, and Fighters.Net BBS Screen Name: Devil_Jin
EZBoard BBS Screen Name: MCDevilJin
Visit my BBS here: http://pub21.ezboard.com/bmcdeviljinstekkenbbs

Unpublished Work Trademarked (TM) and copyrighted (c) Devil_Jin 2000-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

IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD OF THIS 
DISCLAIMER.  USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER.

Unpublished work Copyright 2000-2001 Devil_Jin

This FAQ and everything included within this file cannot be reproduced
in any way, shape or form (physical, electronical, or otherwise) aside
from being placed on a freely-accessible, non-commercial web page in
it's original, unedited and unaltered format.  This FAQ cannot be used
for profitable purposes (even if no money would be made from selling it) 
or promotional purposes.  It cannot be used in any sort of commercial 
transaction.  It cannot be given away as some sort of bonus, gift, etc., 
with a purchase as this creates incentive to buy and is therefore 
prohibited.  Furthermore, this FAQ cannot be used by the publishers, 
editors, employees or associates, etc. of any company, group, business, 
or association, etc., nor can it be used by game sites and the like.  It 
cannot be used in magazines, guides, books, etc. or in any other form of 
printed or electronic media (including mediums not specifically 
mentioned) in ANY way, shape, or form (including reprinting, reference 
or inclusion), without the express written permission of the author, 
myself.  This FAQ was created and is owned by myself, Devil_Jin 
<MCDevilJin@tekken.cc>.  All copyrights and trademarks are acknowledged 
and respected that are not specifically mentioned in this FAQ.

This FAQ was written for GameFAQs (http://www.gamefaqs.com), Tekken 
Zaibatsu (http://www.tekkenzaibatsu.com), and Fighters.Net 
(http://www.fighters.net) ONLY.  I don't want it to be put up on any 
other web sites and am not above explaining this to your ad banner guys 
or whoever else I can get ahold of if you decide to violate this 
disclaimer.

To continue, this FAQ and everything included herein is protected by
the Berne Copyright Convention of 1976, not to mention International
Copyright Law.  Remember that plagiarism is a crime, and that this is a
copyrighted work - stealing from this guide is putting yourself at risk, 
plain and simple, because the law is on my side.  I feel the need to 
mention that the following publishers/publications/companies have ripped 
from many Tekken authors in the past, namely: the Ziff-Davis Video Game 
Group (publishers of EGM, Expert Gamer, etc.), and Game Cave.  If you 
want to show your appreciation for having this nice free FAQ to read, 
please do so by not reading any of these rags, or refraining from buying 
anything at Game Slave - er, uh, Cave ^_^.  And I mean this to full 
effect - THAT _ESPECIALLY_ MEANS ALL OF YOU ASSHOLES AT GAME CAVE!  
YOU'VE BEEN STEALING EVERYONE'S FAQS FOR BLOOD MONEY FOR TOO GODDAMN 
LONG, AND IF I FIND OUT YOU ARE GOD FORBID _SELLING_ MY FAQ (WHICH IS 
_MY_ WORK THAT I POURED MY SWEAT AND SKILL INTO), I AND MANY OTHERS WILL 
TELL YOUR PROVIDERS TO SHUT YOUR ASSES DOWN FOR GOOD AND SEND YOU BACK 
TO THE TOILET YOU CAME FROM!!!

Editor's Note:

I would especially like to thank Chris MacDonald, a.k.a. Kao Megura, for 
his incredibly-thorough Copyright Statement.  This man is the best FAQ 
writer ever for a reason, and it's sad that the populace that reads his 
FAQs feel the need to rip it for petty reasons such as monetary gain, 
impressing someone by making them think THEY wrote it themselves, etc., 
and it's even sadder that these same fans have forced him to retire from 
FAQ writing from all this stress.  To all you people I've mentioned (you 
know who you are), I give you a hearty, well-meant "FUCK YOU!"

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

This FAQ can be found at (and ONLY at):

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

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

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

I. Conventions

II. FAQ Introduction

III. Latest Revision History

IV. Credits/Sources

V. Kazuya Mishima's Bio

VI. Strengths and Weaknesses

VII. Moves List

VIII. Frame Data

IX. Moves Analysis

X. Combos
 
XI. Strategy

XII. Key Versus Fights

XIII. The Best Partners for Kazuya

XIV. Submitted Strategies

XV. Upcoming FAQs

XVI. My Favorite Links

XVII. All About Me

XVIII. In Conclusion...

=======================================================================
I. Conventions ########################################################
=======================================================================

MOVEMENT CONVENTIONS

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

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

LINKING AND SPECIAL CONVENTIONS

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

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

EXTRA COMBO CONVENTIONS

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

MOVE LIST ABBREVIATIONS

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

NEW TTT MOVES

If Kazuya has a new move in TTT that he did not have in Tekken 2, I 
typed that move on the Moves List in CAPITAL LETTERS!

=======================================================================
II. FAQ Introduction ##################################################
=======================================================================

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

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

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

=======================================================================
III. Latest Revision History ##########################################
=======================================================================

This keeps track of the last three revisions:

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

v9.0 - HUGE update.  Added to and completed Strategy section, started on 
Versus Fights.  Fixed errors (can't remember which, but I know I 
fixed... uh... some) and streamlined it into a nice little package.  I'm 
pretty sure that Version 10.0 will be the final one for a while...

v10.0 - All or most of the errors have been fixed, and misc. info added 
to some moves (WGF, DGP, etc.).  My very own Tekken BBS is now up, so I 
added the address and info of it.  Modified Copyright Statement to 
mirror the latest version of Kao Megura's Copyright Statement (thank you 
again), added to Overall Analysis of Kazuya, went more in-depth with 
Kazuya's bio, and added to/altered the Credits section.  This will be 
the final update, until I pick up a PS2 and TTT to test out some fishy-
looking errors or something like that.  It's been a long time coming, 
but the FAQ is done.  Yes people... DONE!!!  Woo-hoo, party party party!  
I'm taking a BIG break, but I will inform you that my next FAQ will be a 
Baek FAQ, followed by a Heihachi FAQ later on...

=======================================================================
IV. Credits/Sources ###################################################
=======================================================================

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

- Rev, hey, it's always fun getting flaming lessons from you dood =^.  
I have gone from being wimpy-ass Devil_Jin to being a bad-ass MoFo 
Devil_Jin.  Well, SPMAN and bluu thinks so, although bluu is now 
Motherfucker bluu, and I'm motherfucking glad he's back, even if he is 
on a leash =^(.  To be honest, your FAQs are pretty damn good anyways, 
and I do admit you are my main inspiration for writing this stuff in the 
first place.  Props go out to Exar Kun, whose Heihachi and Kaz FAQs are 
also EXCELLENT themselves (in fact, since he has just revised them once 
again, he's totally killed me once again with his info).  And I would 
also like to thank Lee Kian Chong (ILuvMomo), who's Kazuya FAQ simply 
KILLS mine, Rev's and Exar's FAQs... sorry doods, but this guy's FAQ is 
THAT good (dood your FAQ is better than mine, mine's ok but your's is 
better!).  You're a talented FAQ writer man, I urge you to keep it up.  
Hopefully you can make a Bruce strat guide (or even some anti-Bruce 
tactics for that CHEAPASS bastard!).  He's also really cool (I converse 
with him on the BBS =^).

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

http://members.aol.com/sglkht

- Raijin Aoki for his absolutely incredible Lee Chaolan Tribute movie.  
I love it more than any movie of Tekken so far!  The BGM RULES!  If you 
are a Tekken fan, download it.  _Now_.  LEE KICKS ASS!!!  My God, I must 
have like every good Lee movie out so far... UnknownHP's, Agent3:16's, 
tragic & Castels, Raijin's... any others that I don't know of?  MAIL ME 
IF YOU KNOW SOME OTHER GOOD ONES!!!

- Kevin, Amaro, and my pal Kenny at Time-Out Arcade in Danbury Fair 
Mall, CT, for killing my ass (Well, Kevin and Amaro, I almost always 
beat Kenny) with your mad skillz... especially Amaro with his insane 
Baek/Hwoarang team, cuz his New Haven skillz are to be feared, 
rekonized, and rezpekted, cuz he iz just beez-naughty.  Kenny, keep 
working on your game dood, you'll get good someday.  Start blocking my 
Thunder Godfists first, and you'll be on your way (lol)!  Kevin, try 
some other strategies with Paul, ok?  You got too much potential to 
waste on doing 5,296 Deathfists in a row...

Oh, and by the way, I do play Paul... but I use his Thruster like ALL 
the time (gotta be one of the most underused Tekken moves aside from 
Twin Pistons, but IMO it is one of the best moves in the game) and do 
massive juggles and poking games with him - in other words, I play him 
CORRECTLY =^.

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

- Agent316, for having the crazy skills (he's got the best editing I've 
ever seen!) to make those insane movies!  Keep it up and visit his 
webpage at:

http://www.geocities.com/martb_perez

- The guys at Tekken Zaibatsu's Forums: Reverend C., tragic, Catlord, 
prizim, SPMAN (fucking gorrila-boy with the 30-inch male organ), Eeker, 
tomhilfigr, KOFTEKKEN, Eeker, 7ronko, Chinky-Eye, Renick (excellent FAQs 
dood), Shukudai, Izakushi, -NewUltraCowLand (probably the biggest moron 
I've ever talked to, lol), Chris Mishima, Proxer, Red_Talon, FusionTech, 
lucas, toshinjin, EDDYRULZ69 (I mean I69EDDY), KaNE, Kingp82000, 
avkazama, RedFoot, EVIL 5150, Dark Angel, elfty, and my main mans bluu, 
Exar Kun, ILuvMomo, Joshimitsu, Triple Lei, Guppie, J&H, SeanPyro, and 
Trekk.  You guys kick ass in Tekken and are cool to debate, argue, chat, 
and/or bitch with.  Keep it up.  Thanks Chinky for the Twin Pistons info 
and strats, thanks 7ronko and Rev for the 13-frame WGF info, and thanks 
bluu for all the Hell Sweep data and the INVINCIBLE WGF info!  You ROCK 
dood!  You are hereby designated "The Confirmer" and "MoFo Crazy-Ass 
UltraFlamer #2 (Rev is #1, and I'm stuck at #3, lol) in my book... er, 
FAQ.  ILuvMomo, your praise is too kind =^ lol...

(Note: And here's the time to put down a rampant rumor.  For those that 
aren't in the know, the popular rumor is that EVERY Mishima, not just 
Kazuya, can do a WGF with just f,N,d/f+2, and in the case of Jin and 
Heihachi, do an EWGF with just f,N,D/F~2.  The theory is that the 'd' 
part is skipped, because apparently the 'd/f_D/F' command fulfills BOTH 
the 'd' and 'd/f_D/F' commands, bringing out a WGF/EWGF just like magic 
without pressing 'd'.  I've tried it out, and it does happen about 80% 
of the time, but I'm almost certain that I'm hitting Down sometime, and 
I did try it in Tekken 2 and 3, and not ONCE did I get WGF with just 
f,N,d/f+2, because you can see the commands you input at the bottom of 
the screen in Practice Mode, and I've gotten confirmation from peeps 
with programmable D-Pads and joysticks who have said it is total 
bullshit.  And if that's not enough, Dohee, the Korean WGF/EWGF master 
and owner of the Tekken Zone, has proven this method to be full of shit 
in his Wind God Style Manuals.  And if you don't believe Dohee, you're a 
moron, plain and simple...)

- The Tekken Salute BBS, for being the most hardcore BBS ever for Tekken 
strats... many thanks for the info guys!

- Fighters.Net, for having a civil, great forum for SF strat.  Wish 
you'd have some more Tekken shit there though.

- UnknownHP and 666 for having a kickass TTT movie site.  Their capture 
card is even better than Castel and Agent316's!  Here's the site (be 
warned, it's in Japanese, although the movies are easy to find):

http://www.coara.or.jp/%7Ekei666/ttt/tetutop.htm

- Chris MacDonald, better known to the FAQ world as Kao Megura, for his 
well-put, comprehensive Copyright info.  This man is the best FAQ-writer 
on the planet, no doubts about it.  You simply cannot dispute the 
knowledge of Kao Megura, God Of FAQs, no matter who you are!  Thank you 
man, you are an inspiration for many.  Enjoy your retirement, you 
deserve every bit of it.  I hope you can write some more killer FAQs 
some day (your MVC2 FAQ is a godsend, thank you very much!)

- IGN, the PS2 does NOT suck!

- EGM, you all suck.  "Crispin"?  What kinda name izzat?

- And finally... ME, for having the time, energy, friends, and passion 
of Tekken to create my very first website AND Tekken BBS!  On that note, 
I'd like to thank my moderators: Exar Kun, ILuvMomo, Triple Lei, JyH, 
Joshimitsu, Guppie, and Sean Pyro for being awesome sons of bitches and 
helping to make the site your place for Tekken chat.  Check out 
Devil_Jin's Tekken BBS at:

http://pub21.ezboard.com/bmcdeviljinstekkenbbs

In the words of my man Joshimitsu, "Uh... go there."

- And everyone, watch for the Tekken Combo Movie Transcript Part II from 
non other than Triple Lei and myself, Devil_Jin!  Beeyatch!

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

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

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

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

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

Now, the confusing thing about TTT is that originally it was considered 
separate from the Tekken series in terms of storylines, but the fact 
that Namco included endings for the characters in the PS2 version of 
Tekken Tag makes it a bit harder to swallow.  I doubt that Namco would 
include endings just to bullshit with us - there are too many plots 
explored and involved in them to write it off as nothing.  However, in 
the same respect, it is unknown how Kazuya, along with Devil, have 
surfaced for this latest Iron Fist.  His presence in Tekken Tag is 
supported by the strong evidence in Tekken 3 that he, indeed, survived 
at the climax of Tekken 2.  This is clearly shown in Eddy Gordo's ending 
in Tekken 3 for the PSX, where he reveals that the leader of the crime 
syndicate called the "Organization", as well as the man who ordered the 
hit on Eddy's father, to be non other than Kazuya Mishima.  Now, Tekken 
3 takes place roughly in the year 2016, 19 years after the second King 
Of The Iron Fist tournament in 1997, and Eddy is 27 years old in 2016.  
When Eddy was 19, around the year 2008, his father was murdered by the 
Organization, and Eddy spent 8 years in jail.  The hit on Eddy's father 
was executed 11 years after Kazuya's supposed "death" at the hands of 
Heihachi, PROVING that he is indeed, alive, or was alive at least until 
the time of Eddy's father's death.

KAZUYA _IS_ ALIVE!

=======================================================================V
I. Strengths and Weaknesses ##########################################
=======================================================================

OVERALL ANALYSIS

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

Kazuya is the most hardcore of all the Mishimas.  His attacks intimidate 
more than any other of the Mishimas' attacks do, and his whole attitude 
exudes a simple, bad-ass "I'm gonna kick the shit out of you, then spit 
on your fucking carcass" arrogance that we all know and love.  He 
thrives on landing Counter-Hits perhaps more than any of the other 
Mishimas as well - examples are Kazuya's Demon Gut Punch, Gut Punch, 
Twin Pistons, and of course, the Wind Godfist.  He has the best Wind 
Godfist in the game in that it can be executed one frame faster than any 
of theirs can, and he also has the best Hell Sweeps of the Mishima clan, 
and is possibly the only Mishima that keeps the Crouch Dash guessing 
game alive (to an extent).  While his arsenal is limited, he benefits in 
that just about all of his attacks are useful in some way.  IMHO, he has 
the most "effective" arsenal in the game.  Having 20 or so moves may not 
be much, but it's better to have 20 or so useful moves than 70 moves 
with limited use, right (*cough* *hack* *EDDY* *haff*)?  Added to that, 
Kazuya is THE pick that almost all of the tournament players (and 
winners) choose when they want to win.  Go to Korea or Japan and you see 
Kazuya is the most picked character in tourneys along with Jin.  Dohee 
himself also believes that Kazuya is even better than Jin in most areas, 
which may be debatable to some, but in the right hands (with a lot of WS 
Cancels in your CD/WD), Kazuya can beat pretty much everyone...

And if that isn't reason, who's a bigger badass than Kazuya?

^_^

Thought so.

STRENGTHS

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

- While not having as much finesse and damage as Jin or Heihachi, 
Kazuya's juggles are powerful and simple.  It only helps that he is 
gifted with possessing the best jugglestarter (and perhaps the best move 
overall) in Tekken - the Wind Godfist.  While it now can be blocked 
standing or crouching, and is not as good as Heihachi's due to his much 
broader juggle options, it is still Kazuya's best launcher (and one of 
his only) by far, and a low-blocked WGF will stagger them slightly.  It 
is also immensly helpful that the WGF cannot be reversed or parried in 
TTT.  The altered blocking is not too much of a setback, as the WGF was 
always better-used when countering an opponent's attack or hitting them 
if they whiffed, and to add to it, a blocked WGF leaves Kazuya open to 
VERY few attacks - nothing is guaranteed.  A jab won't connect because 
the WGF pushes them too far back, and a throw is only guaranteed if you 
do anything but duck after the WGF blocked.  It is also better to hit 
them with the WGF on a normal hit, as a Counter-Hit WGF will make them 
flip over in mid-air to land on their faces, and juggling them is much 
harder in that case.  However, to make up for his pathetic Demon Gut 
Punch, Kazuya has the EXTREMELY useful Twin Pistons, which hit Mid 
twice, execute in 11 frames, launches to a cozy height for several 
powerful juggles, combos guaranteed from the first hit, recovers very 
fast, is easy to do, and can be worked into your Crouch Dash strategies, 
so Kazuya can have a decent mix-up game from his Crouch Dash by mixing 
up his Hell Sweeps and his Twin Pistons to create a nasty guessing game.  
Still doesn't compare to the old school WGF-Hell Sweeps mixups of back 
in the day... =^)

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

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

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

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

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

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

WEAKNESSES

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

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

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

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

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

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

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

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

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

- Kazuya is generally poor in the area of Netsu Power-Ups if you are a 
player that relies on them to do damage.  Kazuya is a badass mofo ;^), 
and is often emotionally unnaffected by his partner's plight, so it will 
take more hits to you on average (around 7 hits average) for Kazuya to 
get angry and charge-up.  Worse, Kazuya has many teams in which he will 
not gain Netsu, so if you are playing Kazuya, be careful and use a 
character that has a strong Netsu combination with him (like Gold 
Tetsujin, but then again, he's got a 5-hit Netsu with everyone...)

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

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

=======================================================================
VII. Moves List #######################################################
=======================================================================

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

Throw Name                 Command                          Properties

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

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

*****
MOVES
*****

Move Name                      Command              Properties

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

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

STRINGS

String Name        Command                     Block Range		  

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

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

=======================================================================
VIII. Frame Data ######################################################
=======================================================================

Ok, for the newer Tekken player reading this, you may be reading the FAQ 
and come up with the term "frames".  Now, what is a frame, and what does 
it do for you?  Basically, a frame is an animation taking place during 
1/60 of a second during a fight.  Tekken Tag Tournament runs at 60 fps 
(frames per second), which is in fact almost twice as fast as normal 
television (TV runs at 32 frames)!  Now, what does that have to do with 
all this?  Well, in TTT, attacks give you a certain frame advantage and 
disadvantage in certain situations.  For example, Kazuya's Wind Godfist 
executes in 11 frames, roughly 1/6 of a second, once you've pressed the 
Right Punch (2) button.  When blocked, a Wind Godfist has a 10-frame 
disadvantage, which means that Kazuya will be left open for 
approximately 1/6 of a second.  If it hits on normal or Counter Hit, the 
opponent will be launched and fall to the ground afterwards.  Dig?

Here is another important thing - the frames of a move's execution only 
pertain to how fast it comes out WHEN YOU PRESS THE BUTTON TO DO THE 
ATTACK, and does not take into effect the amount of frames per 
directional input.  So, while a Wind Godfist may execute in 11 frames 
once you press 2, it will take AT LEAST 14 frames overall to come out, 
because it takes at least 3 more frames when you count the Crouch Dash 
input (f=1, N=1, d=1, d/f+2=11).  Also to be noted is that when I say 
"blah blah blah executes in X frames per second...", I mean GAME 
seconds, not actual seconds.  An actual second in real life would 
translate to around 75-90 frames per game second.  Dig?

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

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

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

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

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

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

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

Command           F Hit        B Adv           H Adv         CH Adv

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

*****
MOVES
*****

Command           F Hit        B Adv           H Adv         CH Adv

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

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

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

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

=======================================================================
IX. Moves Analysis ####################################################
=======================================================================

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

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

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

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

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

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

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

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Bitch Kicks             1+3               1                 ***

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Think of the Demon Slayer.  Got that in your head?  Now, think of the 
final, slow, High-hitting backfist thing at the end.  Here you go.  
Avoid it like the plague.  By far the most useless move in Kazuya's 
arsenal... 

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

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

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

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

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

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

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

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

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

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

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

At first, I really didn't use this move too much because of my blind 
faith in the Demon Gut Punch as well as the change in controller input 
(as an odd paradox, I use Heihachi's and Devil's Twin Pistons ALL THE 
TIME, lol).  I thought it was simply a weaker substitute of the WGF and 
DGP, but now I realize that Twin Pistons is used in different 
situations, and in the situations that you can use Twin Pistons, it is 
an EXCELLENT move, and now that I've discovered that the DGP stuns can 
be escaped by holding Forward, and that Tsunami Kick, while fast and 
very useful, is only inflicts damage and nothing else, this is in fact 
Kazuya's best move from the While Standing position BY FAR.  While 
Kazuya's Twin Pistons have been weakened a bit in TTT, they still remain 
a main part of his strategy, and are the fastest-executing Twin Pistons 
of all the Mishima family.  And listen up: for all those people who say 
"I can just WGF instead of Twin Piston!" are gonna learn the hard way - 
believe me, I was one of them.  You're not gonna have time to do the 
Crouch Dash before a character with fast jabs/low jabs like Julia, Paul, 
Yoshi, or Xiaoyu will snuff you easily.  And GOD HELP YOU if you think 
you can pull off the Demon Gut Punch instead of Twin Pistons... 

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

However...

A blocked Twin Piston = NO GUARANTEED RETALIATION.  There is NO risk 
whatsoever: it has disgusting priority, combos guaranteed for an instant 
launch, and has almost no recovery time, so a blocked TP won't leave you 
vulnerable AT ALL.  This is also guaranteed to work if you block a 
Mishima Hell Sweep or Low Parry a kick - they will be displaced for 23 
frames on the low-block stagger, and 26 frames on the Low Parry, more 
than enough time to get the WS+1.  You could also get DGP, but it won't 
be a Counter-Hit or Clean Hit, so why?  It also works well when you're 
ducking and near the opponent, as they will be expecting a WS move and 
may stand to block it.  Surprise them by standing and throwing them!  
And if they choose to be idiots and continue to duck, let loose with the 
Twin Pistons.  Now, what if they are the pitbull type that likes to stay 
in your face?  You can always test the waters by sticking out a d+1 or 
d+3.  Quite possibly the best setup is your simple d+1.  If it's 
blocked, you'll be fine, if it hits, you'll poke them out of any attack 
they throw out.  Either way, even if they block, do WS+1,2 to keep up 
the pressure.  This will even work well in your Okizeme... if you feel 
they will stick out the Mid Kick, you can bust out Twin Pistons 
prematurely and hit them, sending them back to the floor once again.

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

As an even better way of setting this up, you can use the instant WS 
attacks trick mentioned in jjt and KOFTEKKEN's awesome Advanced TTT 
Techniques FAQ.  To do this, input d~db,N, or d~df,N, and the attack you 
wish to use (1,2 for TP, 2 for DGP, 4~4 for Tsunami Kicks).  You will 
pull off the WS attack almost instantly, making it look as if you pulled 
the WS attack from a standing position!  This is extremely effective 
when placed in your Custom Strings (thanks ILuvMomo!) like so: d/f+1, 
d+1, WS+4, d+3, WS+4, d~d/f+1,2.  After a constant string of attacks 
that go mid/low/mid/low/mid, after the WS+4, they're gonna be expecting 
another low attack after seeing the mini-crouch of the instant WS, and 
BAM, pull out the instant Twin Pistons and they'll think twice about 
foolishly blocking low again.  This works with any WS attack, but IMO 
much better with Twin Pistons, as one hit = guaranteed juggle.

Now, what are the weaknesses of this move?  Well, there aren't many - 
they aren't quite "weaknesses", but more like built-in restrictions.  
The Twin Pistons is a POWERFUL move, and needs restricitons.  I mean, 
would Namco give the Mishimas half-screen range for their WGF?  Of 
course not, it's powerful enough at mid-range and especially in-close.  
And the Twin Pistons are no exception... which addresses the first 
setback - the range of Kazuya's Twin Pistons is pathetic.  While there 
is forward movement in the move, it isn't all that far (unlike 
Devil/Angel's and Hei's), so you need to be pretty close to connect with 
this.  The second is that unlike Devil/Angel and Heihachi's versions, 
Kazuya's Twin Piston requires proper setups to connect with it, as it 
comes out of a While Standing position and therefore can be seen coming 
pretty easily when used out in the open.  Devil/Angel (ESPECIALLY them) 
and Heihachi can do the Twin Pistons instantly without crouching or 
signalling (which is why IMHO an expert Devil/Angel is probably the most 
frustrating Mishima to fight against) the attack.  Third, expert players 
who have eaten/blocked a lot of Twin Pistons will try to reverse the 
second hit when they get sick of getting pecked.  In the case of 
reversals, simply buffer a Chicken into the second uppercut (done with 
f+2+4) to teach them.  Then again, since this comes out so fast, almost 
no one reverses this, but keep your Chicken at ready against those 
Reversal-capable characters.

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

In my humble opinion, I still think they should make it back to 
d/f+1,2... it's just better (and totally instantaneous), and is the #1 
reason that a good Devil/Angel player is DEADLY...

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

Please God, curse my blind faith in this overrated, glorified attack.

WHY did Namco do this to poor ol' Kazuya?  I mean, this is Kazuya's 
trademark attack that set him apart from the Mishimas, and now it has 
more escapes than a Houdini magic show.  I've just discovered recently 
(many thanks Rev and 7ronko, as well as bluu for confirming it) that, in 
fact, you CAN escape ANY of the DGP stuns (Counter-Hit or Clean Hit) by 
simply holding Forward to speed-up the recovery (killing any combos), 
AND/OR by Tagging out (Counter-Hit included, unlike how I previously 
thought).  While they may be vulnerable if they Tag out, they can always 
cancel the Tag run-in with u/b~b and be safe from almost anything.  
Well, in my book, combining that weakness with the lengthened start 
time, lengthened recovery time, and much weaker damage potential since 
Tekken 2, this move has been knocked WAY down my "usefulness" chart.  
The fact alone that you can escape the stun at ANYTIME regardless makes 
this WAAAAAAYYYY less useful than it was in Tekken 2 during good 
competition - along the lines of "nearly useless" in TTT.  

Sure, if you catch a scrub or intermediate player (and I mean those 
players and only them, not anyone that has decent knowledge of TTT) with 
a CH/CL Demon Gut Punch, then it's GAME OVER for them, no question about 
it, but any good/expert player that knows how to escape stuns is gonna 
make Kazuya's life rough if you rely on stun combos (although the damage 
from the DGP itself is EXCELLENT) and stun combos only.  But, not to 
take everything away from it, this attack comes out at reasonable speed, 
does INSANE damage on Clean/Counter-Hit (around 20% itself), hits Mid, 
and will catch the opponent in an evil Double-Over Stun with a Counter-
Hit, and a Fall Back Stun on Clean Hit.  However, it can be reversed if 
they see it coming, so you need to buffer a Chicken (with f+2+4), so 
they'll get smacked in return.  This is also decent to use for some 
damage potential by smacking an opponent recovering from a low attack 
(you won't get a stun though) like a Stagger Kick, Dragon Tail, or Snake 
Edge, and it can be set-up fairly well on beginner/intermediates with a 
d+3.  For reasons I cannot guess, just about EVERYONE attacks you right 
away if they eat a d+3!  The recovery time, while not huge, is rather 
significant, so beware when fighting opponents like Hwoarang, Lee, 
Bryan, Bruce, Xiaoyu, and Julia (characters with fast attacks/pokes).  
Now, what are the options Kazuya has off of a CH/CL Demon Gut Punch?  
Well, the easiest and most damaging option would be a Thunder Godfist to 
Spinning Mid Kick - this combo does an absurd amount of damage with only 
three hits.  You could also do a FAST Wind Godfist to launch them into a 
40-50% juggle combo (The timing is nuts though), or you can even throw 
out a Lightning Godfist after a CH stun for an easier, damaging combo.

But like my pal Lee Kian Chong (ILuvMomo) said... BIG F***IN' DEAL!  

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

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

Added to that is that the DGP is SOOOOO easy to see coming, since it 
doesn't come out the fastest AND needs to come out of a WS position.  I 
mean, if you need to trick them into getting hit with TWIN PISTONS (one 
of the fastest, safest moves in the game) for Christ sake, do you really 
have a chance in getting THIS flawed attack to connect in anything 
resembling SKILLED play?

Not unless you're God (or MIC).

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

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

I added one *, cuz it at least does a lot of damage and has a few 
instances of hitting... still don't like it >=^(

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

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

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

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

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

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

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

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

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

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

 = Triple Spin Kick           4,4,4                         **

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

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

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

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

A new move for Kazuya, and overall not the greatest, but it has a few 
uses.  Kazuya punches the opponent in the kidney area with an Mid-
hitting underhand body blow.  It stuns slightly, although no follow-ups 
are guaranteed, but it does give Kaz the initiative.  However, it comes 
out with a little lag and it has VERY short range, so you're better off 
using the Gut Punch instead of this.  However, this is actually decent 
to use in your Custom Strings, as the recovery is almost instantaneous, 
so Kazuya recovers fast enough to resume offense with his pokes, like 
1,2,4, 1,1, and his d+1.  It is also a decent combo filler, since it 
comes out moderately fast and recovers instantly, so afterwards you can 
follow up with a jab to keep the combo going (found this out in Castel's 
second Kazuya vid).

Ugh... DAMMIT NAMCO, GIVE US BACK THE ORIGINAL TWIN PISTONS!!!

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

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

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

This is another new Kazuya move, and boy does it hurt... although anyone 
stupid enough to see this coming and eat it should be smacked in the 
head.  Kazuya steps forward, crouching slightly, as he aims a slow, 
left-handed sidewind punch into their stomach, instantly stunning them 
with a Crumple Fall Stun regardless of Counter/Clean Hit.  Not only does 
this look cool and have a sweet name, it is POWERFUL - a Counter-Hit 
Glorious Demon Fist will take off about 1/4 of their life!  But... it's 
kind of a moot point because the move's power and decent stun combo 
follow-ups are offset by the disgusting lag and recovery time, so a 
blocked Glorious Demon Fist will get you punished severely by 
Deathfists, Wind Godfists, Disgraceful Kicks, etc.  I mean, you must 
practically be sleeping to be hit with this!  It won't even work against 
whiffed attacks because chances are they'll recover and block before 
this comes out!  You need to anticipate an attack and throw it out as 
they're doing their attack, and hope it's gonna hit when they recover.  
You can also throw this into a juggle (against a big guy) for a powerful 
finisher, and it works even better after a stun from a Demon Gut Punch 
(although that will be rare...).  After an opponent is stunned by the 
Glorious Demon Fist, Kazuya can follow up with more than a few options - 
your best bet is to do the Tsunami Kick, Hell Sweeps, a Crouch Dash 
Front Kick (f,N,d,d/f+4) to scoop them up for a jab or two into a 
finisher, or even a Thunder Godfist (on big characters) for unreal 
damage if you want it simple.  It is a little too slow to serve any real 
tactical value on a consistent basis IMO... but if you KNOW you have an 
opening (if they miss an attack like an Unblockable or a Thunder 
Godfist, or after a Class 1 Launcher... thanks for that tip Agent316!), 
then USE it!

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

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

One of Kazuya's new moves, and possibly his most useful, the Stature 
Smash is one of Kazuya's fastest attacks, and it thankfully hits Low, 
which is exactly what Kazuya needed (he lacks in Low attacks).  Kazuya 
feints a mid/high-level kick, then cuts low for a kick to the shins.  
People are surprised and hit by this on an almost consistent basis, and 
you, as a good Kazuya, owe yourself to put this attack in almost every 
Custom String you have.  While it comes out slowly due to the built-in 
fake-out, if it is blocked, Kazuya is safe from retaliation, and when 
you throw this out during your Custom Strings, mix it up with d+1, 
Tsunami Kicks, d+3, and the Stonehead when you KNOW they will block 
high.  It's so easy to hit with this - you can do this by baiting them 
with quick High/Mid attacks like 1,1, d/f+4, d/f+1, and d/f+2, then cut 
low and hit them in the leg!  The only real problem is if you're facing 
a GOOD player that like to Low Parry your d/b+4, which in that case, you 
could mix-up after a couple of Stature Smashes and switch to a Mid hit 
like d/f+1 to dissuade them from throwing out a Low Parry, then switch 
back to d/b+4, etc.  This attack is also vital to Kazuya's Okizeme game, 
as it will smack rolling opponents and put them back on the floor, 
afraid to move.  Mix that up with his Hell Sweep, and you'll be able to 
keep them on the floor for a decent piece of the fight.  Now, as Exar 
Kun said in his FAQ, there must be _something_ wrong with this move due 
to how it connects so often - well, not really.  The only real drawback 
is the low damage and the slow start (20 frames).  Just don't over-abuse 
it.  As another cool trick I've learned, Kazuya can throw after this (I 
prefer the Stonehead) and I've noticed they almost NEVER expect it!

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

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

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

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

 = Spinning Mid Kick           = 3                          ****

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

 = Hell Sweep                  = 4                          *

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

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

The Wind Godfist is the penultimate Tekken jugglestarter - it is one of 
the fastest moves in the game (it executes in 14 frames counting the 
Crouch Dash input), juggles to a perfect height for any of Kazuya's 
juggles (and Tag combos too!), has insane priority, does great damage, 
and can be delayed since it comes out of Kazuya's Crouch Dash, which 
lulls many opponents into letting their guard down, and BAM, there they 
go!  However, in TTT, the Wind Godfists have been toned down in that 
they now hit Special Mid, which means that you can block the move 
standing or crouching.  When combined with the toning-down of the Hell 
Sweep, Kazuya's Mid/Low evil Crouch Dash mixups from previous Tekkens 
have basically been killed, and those were an important strategy for any 
good Mishima player.  It is also not as good as Heihachi's due to the 
much broader juggling options available to him.  However, fear not, for 
all is not lost!  First, a low-blocked WGF induces a nice little bit of 
guard stun, which means the recovery on this move is excellent (only -10 
when blocked high, and 0 blocked low, and at max range, a blocked WGF is 
INVULNERABLE to any and all attack) so many times, only the fastest 
moves at the closest range will be able to hit Kaz after a blocked WGF.  
If you DO get your WGF blocked in close, I advise to duck - no attack of 
yours can come out fast enough before they will hit you with a free 
throw (or you can escape if you're good at that sort of thing).

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

Pointed out by my pal bluu at the Forums (mostly the Tekken Salute now), 
I've discovered that a blocked Mishima WGF from the edge of its range is 
TOTALLY SAFE and TOTALLY INVULNERABLE from ALL attacks - 
Julia/Michelle's 1, Kuma's f+1, Yoshi's d/f+4, all of them, even though 
Kazuya has a 10-frame disadvantage if blocked, CANNOT hit Kazuya if the 
WGF is blocked - they will all whiff or come out too slowly, giving 
Kazuya time to block!  Very much EVIL in my opinion...

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

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

This is only deadlier when used in the Mist Step Cancel, as it comes out 
one frame faster and is a bit easier to do.  While one measly little 
frame may not make much of a difference on paper, TRUST ME, if you can 
consistently do MS Cancel WGF, you will be getting LOTS more WGFs to 
connect than any of the other Mishimas.  Overall, IMHO the uniqueness of 
Kazuya's WGF from the other Mishimas makes his Wind Godfist the BEST out 
of all the Mishimas (I'm not counting Hei's EWGF).  Who else other than 
Kaz can pull out a possible 13-frame WGF?  NO ONE ELSE!!!  
MWAHAHAHAHAHA!!!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

=======================================================================
X. Combos #############################################################
=======================================================================

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

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

JUGGLESTARTERS

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

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

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

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

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

STUN-COMBO STARTERS

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

One the most feared moves of Kazuya (IF IT IS NOT ESCAPED), although it 
bites comapred to the Tekken 2 version.  As said before, if the opponent 
gets hit with a Counter-Hit DGP and does not escape, they will most 
likely lose at least 50% due to the huge combo that will inevitable 
follow.  The options Kazuya has after a DGP are almost limitless... for 
style and originality, you can go into the Glorious Demon Fist when 
fighting large characters.  If you're one of those krazy Kazuya 
jugglers, you can do an EWGF to pop them up for a disgusting juggle, or 
you can really pack on the damage by Tagging out of the WGF and 
continuing the combo if you have a partner like Bruce or Jin.  And, if 
you want, in the words of Jason "Isiah" Cole, phat damage and quick 
wins, you can go for the Thunder Godfist to Spinning Mid Kick to drain 
up to 60% of their energy on a weak opponent, go into a delayed 
u+4,4,4,4 (make sure the u+4 misses) for an extremely easy and powerful 
combo, or use the Lightning Godfist to get almost equal damage but less 
style points.  My advice is: pray that they suck and hope they don't 
escape the stun.

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

This is extremely similar to Kazuya's DGP.  While this comes out faster, 
does nearly identical damage, looks identical, and is slightly easier to 
do and MUCH easier to set up, it is not as effective in terms of stun 
combos, because there are less options than if you hit with the DGP, and 
recovers one frame slower than the DGP.  However, I'd trade the larger 
options, damage, and escapability for similar follow-ups, high potential 
damage, and an inescapeable stun like with the regular Gut Punch.  
Although there is a decent list of follow-ups available afterwards, do 
yourself a favor and do the b+1+4, as it's guaranteed, looks cool and 
does a lot of damage.  It is a very effective juggle finisher by the 
way...

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

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

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

Starters

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

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

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

Starters

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

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

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

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

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

Starter

Class 1 Tag 

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

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

Starter

Class 4 Tag

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

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

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

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

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

The WGF can be a regular or Counter-Hit (looks cooler IMHO on CH =^).  
Extreme damage for two hits, but lacks skill and is really just a quick 
juggle to use if you're losing badly and need a comeback.  Don't use 
this combo repeatefly, though, or you'll get some trash talk.

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

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

4.) CH WS+2, b+1+4
CH Demon Gut Punch, Lightning Godfist

A nice little bread-and-butter combo off the Demon Gut Punch.  You 
should only use this if you can't pull off the Thunder Godfist, as that 
combined with the Spinning Mid Kick does more damage.

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

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

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

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

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

Cool, and extremely hard.  You must have mad dashing skillz for this one 
inbetween the jabs, and delay the WGF until the end of the Crouch Dash 
to pick them off the floor by like an inch =^).  You also need to do the 
jabs like f,F+1, and not f,f+1, as doing it like f,F+1 saves three 
frames of the recovery, allowing you to dash after the jabs to continue.  
If you're having trouble with the four jabs, use three for equal damage 
and style points.

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

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

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

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

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

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

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

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

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

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

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

The hated, dreaded, Kazuya/Bruce Tag Juggle of Destruction.  This combo 
does so much damage it is plain scary.  If Bruce is on Netsu when he 
comes in, this combo will LITERALLY kill them if you hit with it unless 
you're a sturdy dood like Devil, the Jacks, and the Ogres.  Without 
Netsu, it drop-kicks about 45-75% of their energy into the great beyond.  
You have to be FAST with the WGF, and you need to be fast after Bruce's 
b+3 to pick them up with the Cheese Knees.  If you happen to have Bruce 
on your team and don't use this, you're just plain stupid!  The only 
real problem is landing the DGP and them not escaping the stun ^_^, 
although it will do insane damage with or without the DGP.  Most likely 
the most damaging Tag Combo in the game as far as I know.  An less 
damaging, although more stylish alternative is: CH WS+2, f,N,d,D/F~2~5, 
b+4,3, f+2,3.

3.) (Lee) d,d/b+4~5, (Kazuya) f,N,d,d/f+2 (opponent flips over), BK+4
(Lee) Blazing Kick to Tag, (Kazuya) Wind Godfist, Back-Turned Standing 
Right Kick

Another VERY cool combo.  LEE ROCKS!!!  Even better when Lee and Kaz are 
both decked out in their pimp suits (Start for Lee, Kick for Kazuya), 
lol.  You need to pull off the WGF so they flip over Kazuya, and have 
them land in Kazuya's BK+4... BTW, off the subject... don't you wish 
Namco kept the old Kick T2 Kazuya outfit in here?  You know, the one 
with the white jacket & black Devil symbol, flyscreen shirt, jeans, and 
combat boots?  That outfit kicked ass... erm, ha, let's go on...

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

Pretty cool to see and does quite a bit of damage, since the Wing Blade 
pops them up so damn high, and that the Lightning Godfist just HURTS.  
Actually, Kazuya can set up his Lightning Godfist by any Class 1 
Launcher, but I didn't want to leave Baek out of my Tag combo list =^).  
Is Baek like Pepsi's Tekken spokesman or something?  That really looks 
like the Pepsi symbol on the back of his jacket...

5.) (Kazuya) f+1+2, 5, (Heihachi) f,N,d,D/F+4,4,4,N,1
(Kazuya) Glorious Demon Fist, Tag, (Heihachi) Hell Sweep x 3 to Spinning 
Thunder Godfist

WOW.  I'd never had known this would work until I saw Agent316's Mishima 
Unleashed video.  But pull this off in a crowd, and you'll get MAD 
props, believe you me.  The Glorious Demon Fist stuns them long enough 
for Heihachi to come in with his Hell Sweeps (you need to be extremely 
fast).  Kinda compensates for their lack of a Netsu Power-Up of both 
guys... too bad they hate each other... =^(

6.) (Kazuya) f,N,d,d/f+2~5, (Julia) FC+2, FC,d/f+4,3, d/f+4,2,b,f+1
(Kazuya) Wind Godfist to Tag, (Julia) Low Punch, Bow & Arrow Kick, 
Mountain Crusher

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

7.) (Yoshimitsu) 4~3~5, (Kazuya) f+1+2, d/f+4~4
(Yoshimitsu) Kangaroo Kick to Tag, (Kazuya) Glorious Demon Fist, Tsunami 
Kick

This combo was too cool not to put in here.  I first saw it on 
Agent316's Mishima Unleashed video (download that NOW), and then I tried 
it out for myself... my God, does the damage soar on this!  You need to 
use the Tag Run Cancel (u~u/b) in order for you to combo this in, 
because you'll be too close if you don't.  Once you Tag in, IMMEDIATELY 
do the Glorious Demon Fist.  The Tsunami Kick part is easy.

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

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

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

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

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

A little father-son interaction between Jin and Kaz.  Oh yeah, and it 
does INSANE damage.  You need to be quick with the Tag or Jin won't have 
enough time to tack on the Laser Scraper.

=======================================================================
XI. Strategy ##########################################################
=======================================================================

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

*****

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

Kids these days.

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

*****

The moral, kids (and although I may sound arrogant, it DOES have a 
moral), is DO NOT DO THIS!  If you fight with strategy and cunning, you 
will be respected, rewarded with bragging rights (and maybe a Coke from 
your g/f next to you =^), and actually put up a decent fight to your 
opponent.  If not, you'll look like an ass and be treated as such.  At 
least _try_ to put up a fight - your opponent will know you at least 
tried, and may be the difference between telling you "Good job, man..." 
or "Nice try... scrub!".  And above all else, have fun.  Tekken is a 
game and nothing more, so treat it as such.

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

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

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

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

-- Unofficial Moves --

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

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

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

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

-- Official Moves --

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

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

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

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

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

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

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

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

This is Kazuya's most damaging and fastest power hit (although that 
doesn't say all too much), but it isn't as good as Heihachi's because it 
doesn't execute fast enough to connect in most combos unless you hit 
with a Class 1 Launcher or a Class 2 on big characters.  However, if it 
does, it will rip off about 25% of their energy on Clean Hit, and about 
40% on CH.  You should just about NEVER use this on a standing opponent, 
because it is so slow (faster than the Glorious Demon Fist, though, but 
by only 3 frames) and recovers so slow you will fully deserve the 40% 
damage power hit and/or juggle you will undoubtedly be getting if you 
are blocked or avoided.  You should only use the follow-up kicks (and 
only the Mid Kick) if you connect in a combo because the interim between 
the two hits is not safe at all to jabs.  It is, however, very effective 
if you're trying to go under attacks, as Kazuya dips very low to the 
ground when doing the attack, so it is a nuclear deterrent to Deathfist-
crazy Paul players, Bryan/Bruces High/Mid mixups, Julia/Michelle's 
standing 1 mixup bullshit, Jin's WGFs, Nina/Anna's Can Opener and side 
kick mixups... ah, life is good...

************
THE WAVEDASH
************

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

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

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

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

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

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

The one flaw of a Wavedash is that it is easily Sidestepped when done 
normally... so of course, someone had to find a way for WDers to kill a 
SSer.  Enter the Dash WGF and Wave WGF, or DWGF and WWGF, respectively.
I find that the DWGF is even easier to pull out WGF than if you did it 
EWGF-speed by itself... and the best thing is that the normal dash 
automatically tracks a Sidestep, and if they did not block or foolishly 
threw something out, BAM, they get WGF up the nose!  WWGF is just like 
it sounds.  You simply pull a WGF while doing a Wavedash, simple as 
that.  The WD and WGF will track the opponent as he SSed and send him 
into a world of hurt.

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

I used to think Kazuya had a fairly weak Sidestepping game, but that was 
before I learned that you can do a double Sidestep with Kazuya in not 
one, but TWO different ways!  You can SS left or right, then tap f,N to 
have Kazuya sidestep AGAIN (gotta remember to know which frame so you SS 
in the right direction), or you can use Mist Step and then cancel it 
into another Mist Step!  And from either of those, you can get...Mist 
Step Cancel WGF!  MWAHAHAHAHA!!!  You SS one little attack, it's juggle 
time, plain and simple!  Although he doesn't move the fastest or the 
farthest of the bunch, although he does come close in those areas (Ogre 
takes that one), Kazuya possesses a pretty quick SS with excellent 
distance, so his SS can be used just like everyone else's - evading 
attacks.  Your best bet is to use sidestepping at about close/medium 
range, where the opponent will use staple attacks, such as Paul's 
Deathfist, Law's Dragon Storm/Somersaults, Mishimas' WGFs, Williams' 
Blonde/Red Bomb, and King's Konvict Kick/Disgraceful Kick, so you can 
see them coming and know where to Sidestep - at that range, you have 
enough time to see what attack they are using and SS accordingly.  
Remember, you sidestep in the direction that the move is coming in at.  
For example, King throws out the Konvict Kick, which is f,f+4.  Since it 
is done with a Right Kick, Kazuya must sidestep to his right to evade 
it.  Dig?

And as you may know by now, Kazuya can also do the normal, regular 
Crouch Dash from his sidestep, which opens up a lot of attack options 
(although not as sneaky or effectively as SS -> Mist Step or double Mist 
Step).  You can choose to WGF them if they are a pitbull sort (King, 
Yoshimitsu, Anna, Nina, Xiaoyu, etc.), punish them for throwing out slow 
attacks (Jacks, Kuma/Panda, Wang, Ganryu) by doing the Thunder Godfist 
to go under their attacks, or chase after them if they are turtling 
(Paul (sometimes), Law, Nina/Anna, Jin, King) and Hell Sweeping them 
when they go for a Mid Parry/Attack Reversal.  And that's not counting 
the Crouch Dash cancel to WS moves, from which you can use Twin Pistons 
to mixup with the Hell Sweeps!  Wait for them to throw out their main 
attack, and block it first.  Chances are, if it pushed you back a bit, 
they'll go for it again to get more initiative (common with Paul and his 
Deathfist).  This is when you sidestep, Mist Step/Crouch Dash, and smack 
them hard!

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

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

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

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

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

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

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

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

**************
CUSTOM STRINGS
**************

I'll be honest with you: I'm not too good at putting together Custom 
Strings and explaining all of the changing attack heights, discussing 
psychological mixups, etc.  I simply use what works at the current 
situation, like if Jin is pestering me with his WGF and Laser 
Cannon/Scraper links, I stick out a low jab and see if he'll attack 
afterwards, if he does, I throw out Twin Pistons or DGP (only if I'm 
certain it will hit) and combo him.  If he blocked it, I resume my 
defense.  Besides, the other FAQ writers (especially ILuvMomo, check out 
his excellent FAQ) explained it pretty well in their respective FAQs, so 
I have nothing really new to add right now.

**********
CHICKENING
**********

Against those that are happy for Attack Reversals, you will need to 
learn how to Chicken their Reversals.  Attack Reversals can be an 
extremely deadly aspect of a character's arsenal when mastered, and if 
you can successfully take that away from them, they will be crippled.  
For those that don't know, a Chicken is when you reverse and Attack 
Reversal by pulling your grabbed limb away and attacking with your 
opposite limb (so if you had a Left Punch reversed, you'd smack them 
with a Right knee): when you perform one, the announcer says "Chicken!" 
(officially, it's called an Attack Reversal Reversal, but I could care 
less about the official names... for God's sake, they call the Wind 
Godfist a RISING UPPERCUT!  WTF?).  For instance, let's say that Nina 
does her f,f+3, which Wang reverses via his Attack Reversal.  Wang grabs 
Nina's leg, but Nina pulls her leg back and punches Wang with her right.  
That is a Chicken in action.

How do you Chicken?  Well, it depends on which button you pressed for 
your attack that got reversed.  If you used 2 or 4, you Chicken by 
pressing f+2+4 when they reverse, and if you used 1 or 3, you Chicken 
with f+1+3.  However, there are some moves where Kazuya uses two 
buttons: his Ultimate Tackle, Demon Scissors, Glorious Demon Fist, High 
Pounce, Lighting Godfist, and Lightning Screw Godfist.  With these 
attacks, you must know which limb Kazuya used for the attack that was 
reversed.  For example, Kazuya's Glorious Demon Fist (f+1+2) has Kazuya 
punch with his left hand.  Therefore, you must Chicken with f+1+3.

Beware, as there are some Attack Reversals that cannot be Chickened and 
are final once you are reversed.  These are: King's Kick Attack 
Reversal, Law's Fake Step Punch Reversal, and Wang's Attack Reversal(you 
cannot Chicken left-based attack once Wang has reversed it).  As for 
Parries of any type, they are final: they cannot be Chickened at all as 
well.

Now, be aware that you simply cannot Chicken once you see your attack 
being reversed - 90% of all players do not have the reflexes.  To remedy 
this, you must "buffer a Chicken".  By inputting the appropriate Chicken 
command, you have placed the Chicken command into the game's short-term 
memory, so if they DO reverse, the Chicken will come out and 
automatically reverse their Attack Reversal attempt.

What are the attacks that Kazuya should buffer a Chicken for?  They are 
usually the staple attacks that you use on a consistent basis, or 
perhaps they are slow attacks that are MEANT to be bait for a Chicken.  
An exception to the rule are non-reversible attacks: Kazuya's only non-
reversible/parriable, Mid/High/Special Mid attack is the Wind Godfist.  
Here they are:

COMMONLY-REVERSED ATTACKS:

WS+2
WS+1,2
f+2
f,f,f_WR+3
d/f+1
d/f+2
u_u/f+4,4,4,4 (first and last hits)

BAIT FOR CHICKENS:

f+1+2
f,N,d,d/f_f,N,D/F+1
f,f,f_WR+3
f+2
f,f+3
u_u/f+4,4,4,4 (first and last hits)
WS+2
d/f+2

Not included in the lists are Kazuya's Strings.  For his Tenstrings, 
Tenstring #1 has common reversal points at the 5th, 6th, 8th, 9th, and 
10th hits, Tenstring #2 has common reversal points at the 5th, 6th, 9th, 
and 10th hits, and his Ninestring has common reversal points at the 5th, 
9th, and 10th hits.

By the way, IMO anyone stupid enough to actually throw out String after 
String FULLY DESERVES to get reversed... sheesh, play with some skill 
you idiots! =^

***********************
COUNTERING/INTERRUPTING
***********************

This is the jackpot with Kazuya, as Rev put so well in his FAQ.  Kazuya 
thrives on Counter-Hits because he has SOOOO many moves that cause BIG 
damage/combo opportunities on CH.  Of course, you're all thinking "Yep, 
can you say Demon Gut Punch?".  If so, get that though out of your head 
(unless you're playing scrubs/beginners).  Kazuya has a much better 
interrupting tool: the almighty Wind Godfist.  And unlike his Demon Gut 
Punch and Twin Pistons (to a much lesser extent than DGP), which must be 
properly timed and set up carefully, the WGF doesn't even need any 
complicated setups due to its simpleness of use.  Its insane speed will 
catch just about any attack if it whiffs (short of a jab), and even if 
they do stick out an attack, chances are that 80% of their attacks will 
get smashed by the Wind Godfist and its insane priority.  The only 
attacks that have a real chance against a WGF are low jabs, and they 
must be thrown ahead of time to smack them as they come in with the WGF.

However, you can easily remedy this by simply hanging back to let them 
attack.  If you're fighting guys like Bruce, Julia, and Ling, this is a 
good idea, as their insanely-fast pokes (i.e., Bruce's 2,4_d+4 mixups, 
Julia's deadly jab games and f,f+1, Ling's 1,2, WS+2, etc.) will keep 
Kazuya out and pressured if he's in their face trying to get WGFs.  
However, sitting back and letting them whiff makes it a bunch easier.  
Try to accomplish this by keeping them out with simple stuff like d+1, 
d/f+4~4, and d/f+1 - quick attacks with very little recovery time and 
excellent spacing.  Once you've gotten them back to about Range 2, 
they'll start to let loose with their longer-range big guns, doing 
attacks that can get them back in your face, such as Julia's d~D/F+1<2, 
Paul's Deathfist, Bryan's QCF mixups, Nina/Anna's u/f+4,3,4, and King's 
1+2,1.  This is where you pull out the WGF once you've pushed them back 
and Counter-Hit their asses into the sky!  Sure, it sounds disgustingly 
simple in terms of strategy, but it really is just as easy as it sounds.  
The WGF is so fast and powerful, it will override almost anything they 
stick out.

If you're more into getting a Counter-Hit with your Demon Gut Punch, 
it's a LOT tougher.  Since it executes so slowly and is easily seen 
coming, you're probably never going to land it on a good player without 
them escaping.  However, beginners and intermediates are another story.  
Perhaps the best setup for the DGP against those types is a simple d+1 
or d+3.  No move in the Tekken series infuriates players as much as 
getting nicked with this for some odd reason.  They almost ALWAYS attack 
afterwards!  If you are SURE that they will throw out a slower attack in 
response, go ahead and throw out the Demon Gut Punch, then rock them 
with a massive combo to teach them "UH-UH!"  Beyond that, for a more 
advanced strategy, you can use this in your Custom Strings with the 
Instant WS technique.  Like I said with the Twin Piston, you can throw 
out a lot of Mid hits, but instead of attacking continuously, you should 
pause inbetween the hits to see what your opponent will do.  If they 
choose to block still, continue the pattern, and if they decide to 
attack, throw out the Demon Gut Punch prematurely: they'll see the mini-
crouch of the d~d/f and throw a Mid out to teach you not to crouch... 
but then, your bigass fist will slam into their stomach, and the look on 
their face will be priceless. =^

If you want to use the Twin Pistons, it will apply for all of the DGP 
strats, but only better, because of the faster speed and recovery.  Why 
don't I do a section on Twin Piston, you're asking?  It's not that I'm 
lazy, I'm just efficient (lol).  If there is demand, I will do an 
individual section, but the strat I listed for DGP will work just fine.

Another move that works well with Counter-Hits is the Gut Punch.  Not 
only does it come out faster than the Demon Gut Punch, it does more 
damage on Clean and Counter-Hit and is done from a standing position, 
unlike the DGP.  What's better, there are also several combos that you 
can do off of a CL+CH Gut Punch that can rack up some mean damage.  And 
since it comes out from standing, it's a whole lot easier to time and 
use than the DGP.  Since it has great priority, it is a nice deterrent 
to those who like to throw out random power hits like the Deathfist and 
Bad Habit inbetween their pokes in order to get a Counter-Hit of their 
own.  Block their first attempt and see what they do.  If you think they 
will throw it out again, do the Gut Punch prematurely and watch them run 
into it.  Tack on a b+1+4 afterwards to teach them their error.  And 
whatever you do, don't get this blocked, because the recovery is 
horrible.

That's all the strat I could think of for now.  Any other suggestions 
can be e-mailed to me or sent via Zaibatsu Forum.

=======================================================================
XII. Key Versus Fights ################################################
=======================================================================

As you know, Tekken is all about competition.  You're gonna run into 
some good comp out there, and some bad.  But to win, you need to know 
how to beat the character they are using.  Face it, not everyone is 
gonna pick Kazuya (lol), so here's some tricks of the trade in beating 
the toughest characters.  I mean really, do you need help to fight Jun 
or Wang with _Kazuya_ at this point?  I think not.

Armor King
Difficulty: Medium/Hard

Armor King, when played correctly, is an extremely powerful opponent.  
He has the Dark Uppercut, which hits Mid, executes almost as fast as 
your WGF, and juggles.  He has an EXTREMELY powerful Crouch Dash mixup 
game, as his attacks from the CD are FAST and have a lot of priority, 
has a whole bunch of throws that hurt quite a bit, and his poking game 
is also very good with his FAST d+1,N+2.  He also has the d/b+4, which 
is a quick Low hit that can floor you for his powerful Okizeme game with 
d/b+4 and his quick People's Elbow (borrowed from The Rock, of course).  
AK has also geen given ground throws in TTT, and while not as good as 
King's, they are still useful and can lead into an extremely dirty trick 
that only works in the arcades: the Armor King "Handcuffs", with which 
AK repeats an inescapeable ground throw on at FD/FA opponent, which 
leaves them stunned enough to repeat the throw forever until they lose.  
However, his Crouch Dash game is not as good as yours or any of the 
Mishimas, simply because he lacks a low attack from the Crouch Dash to 
stick in there.  The only constant danger from his Crouch Dash is the 
Dark Uppercut and Shadow Knee, as his new multi (which comes out of the 
Crouch Dash) executes very slowly, and his Shadow Lariat attack hits 
High, meaning it can be ducked and punished by a Twin Piston or DGP.  
You should never take that move head-on, because the priority is nuts 
and will smash you in the mouth HARD.  His juggles also aren't too 
damaging, although that is made up for by his extremely powerful 
jugglestarters, like the Dark Uppercut, Dynamite Uppercut, and his 
excellent Hop Kick.  What you want to do is get in and pressure Armor 
King.  While AK fights well on offense, he isn't the best on defense 
because he lacks a Parry or Attack Reversal of any kind (except the 
universal Low Parry), unlike King.  Also beware of his b+3, which comes 
out very fast and has loads of priority: it will probably be AK's most 
used counterattack outside of the Dark Uppercut.  He also can't do much 
about your WGF, and his attacks come out slow enough for you to 
interrupt with WGF or Hell Sweeps.

Bruce Irvin
Difficulty: Hard

Bruce has always been a powerful character, but he was severely 
overlooked in Tekken 2.  However, now that the addition of Tagging and 
Tag Combos are in Tekken, Bruce has become one of the most powerful and 
hated characters in the Tekken series.  Why?  Because he has an 
extremely powerful jugglestarting string (3,2,1) that comes out fast, 
has high priority, does loads of damage itself and combos if the 3 hits 
on CH, but that's not including the fact that you can slam down an easy 
b+4,3,4 Triple Knee and take off over 60% of their life in 5-6 hits!  
And let's not forget he has the f,f+2, which hurts bad AND auto-reverses 
all High/Mid punch attacks (although you won't see it used too much), 
his ultra-annoying mixups from his 1,2 combos and 2,4_2,d+4, and his 
other, extremely-easy and damaging juggles that can be done from his 
excellent Hop Kick and his Double Facebreaker (d/f+1,2) which is like 
your Twin Pistons but only combos on CH (I think).  Not to mention he's 
piss-easy to play, too.  All is not lost, however.  First, Bruce's 
arsenal is pretty limited, as most of his power hits come out really 
slow, and they all track poorly, so a picking a good Sidestepper like 
Bob, Ling, or Michelle as your partner will give you a big advantage.  
Second, his attacks have poor lag time, so punish any blocked attacks 
with your WGF and Hell Sweeps.  Third, he has VERY few Low attacks, like 
Bryan (actually less than he does, which isn't a good thing), so much of 
the time you can block his strings high and/or duck them.

Bryan Fury
Difficulty: Hard

Bryan is another character from Tekken 3 that hasn't recieved many new 
attacks, but the ones has has recieved have made him one of the top five 
characters in TTT.  First off, he has a new Punch Parry, which 
guarantees a free Mach Breaker off of a Left Punch parry, or a Stomach 
Hook off a Right Punch parry, which guarantees a f,f+4, d/f+3 combo for 
insane damage.  Second, his WS game is by far the best in TTT, as he's 
got the WS+1 Left Uppercut, which is a Mid-hitting jugglestarter that 
comes out fast and tosses them extremely high (the tip of Class 2 
jugglestarters), the WS+2, which leads into the Fisherman's Slam and a 
70% juggle, and finally, the dreaded WS+3, which stuns on CH, has a TINY 
escape window, executes in 13 frames (I think), has _INSANE_ priority, 
and can lead into a WS+1 combo.  Not to mention that ALL of those can be 
executed from his QCF Rolling Dash, which ducks under all High attacks 
and lots of Mids.  His Sidestepping game is also top-notch, with his 
fast SS+2 (loads of priority too) and his nasty SS+1_1~2 guessing game.  
He also has his nasty Chains Of Misery (FC,d/f,d,D/F+1+2), which does 
big damage, intimidates like no other throw, and can be mixed up with 
his WS game with his d+1 and is guaranteed after a CH WS+3 and Low Parry 
(gotta be FAST!).  He's also got the ultra-annoying 3,2,1,2_4 mixups, 
his slow-but-powerful d/f+3 Snake Edge which can start some powerful 
floats, and of course, the phat, fast, and dreaded Mach Breaker (f,f+2).  
Thankfully, he doesn't have Bruce's Cheese Knees, cuz if he did, boy 
would I bitch to Namco.  However, he lacks BIGTIME in low hits.  He's 
only got the d/f+3, which comes out SLOW and has a nasty block stagger 
recovery, and his little shin kick enders from his strings, which do 
pathetic damage.  His Strings are also the worst in the whole game, as 
they can all be blocked High as there are no Low hits (doesn't mean too 
much as Strings are worthless at high-level play, but some Strings' 
first few hits are good for poking... Bryan's aren't), and his Mach 
Breaker hits High, so you can either duck that and punish him with your 
WS+1,2, or you can Crouch Dash under it and WGF him out of his boots for 
a nasty combo.  And as for his WS game, if he throws out the low jab, 
stand up and block.  Sure, that may leave you open for the Chains Of 
Misery, but if that happens, tap 1+2 to escape, as its the only semi-
guaranteed hit after the d+1 setup and if you're facing the typically-
skilled Bryan, that's exactly what he's gonna go for.  If not, you'll 
block any of the WS moves with no disadvantage to you, and 3/4 of the 
time you'll get a free hit after blocking them.  If he continues to 
crouch and throws out a low hit like FC+3 or FC+4, just eat it.  The 
small damage you will take is nothing in comparison to a Fisherman's 
Slam combo or Left Uppercut combo.  Also beware of Bryan's Hands Of 
Doom/Wolf Bite mixups (b+2,1,2_4).  If that first punch hits on CH or if 
the second hits at all, he can drop another Wolf Bite on you or 
something even worse (CH b+2,1, b+3,2,1, f,f+2 = OUCH OUCH OUCH!) and 
send 80% of your life down the toilet.  However, remember that they hit 
High, and the last Mid kick ender is slow enough for you to stand and 
block.  Just don't try to take them head on - the priority is HIGH.  He 
can also cancel the second punch with a Sidestep, so make sure you don't 
counterattack until his punch is recovering.

Devil/Angel
Difficulty: Medium/Hard

Devil is by far the most underrated Mishima in Tekken, but a good Devil 
is a very frightening entity.  Everyone thinks he is nothing but a 
beginner's Kazuya and has nothing exclusive to him to make him stand 
out.  Sure, the scrubs always throw out his lame laser Unblockables, 
hoping to God they'll connect, but any good player sees juggle practice 
for those that do.  Sure, he's juggle challenged like no other Mishima 
(except maybe Kazuya).  Anyone who plays Devil correctly is gonna have a 
hard character to beat.  Why?  Well, he's got the same Wind Godfist as 
Kazuya - which, suffice to say, is excellent and almost unstoppable.  He 
also has an excellent Sidestepping game all because of his new move, the 
Devil Twister (SS+2).  This is arguably the best Class 1 Launcher in the 
whole game - it does HUGE damage, is simple to do, ducks High attacks 
during the wind-up, launches them HIGH HIGH HIGH into the air, can NOT 
be Tech Rolled upon landing, which pretty much guarantees a juggle, and 
finally, you can of course Tag out of it, and certain partners can Tag 
on their Unblockables guaranteed!  HOWEVER, to be honest, the move is 
pretty slow coming out, has horrible recovery, and is easily reversed, 
so the good Devil player will only throw it out when you've whiffed a 
slow move.  That's not it, however.  He also has the horrific weapon 
that everyone knows and hates in Tekken - the dreaded, cheesy, 
overpowered Twin Pistons.  And ironically, Devil, the most basic 
Mishima, has the best Twin Pistons in the whole game - it comes out of 
standing (d/f+1,2), executes in 13 frames, has more forward movement 
than Jin or Kazuya's, no recovery time on either hit, combos guaranteed 
from the d/f+1, has INSANE priority... in other words, it has 'ABUSE' 
written all over it.  And a good Devil will do just that.  This one move 
is why IMHO I think that Devil is probably the most annoyingly hard 
Mishima to fight against.  This one move will literally stop everything 
you can throw at him, unless you can get a WGF out at godlike speeds to 
override him, or if you're Yoshi and use that b+1+4 ^_^.  My suggestion 
is to pick a partner with a Punch Parry or Mid Parry (Law, Bryan, 
Ganryu) and bring him out against Devil.  Reverse his Twin Pistons 
attempts, and he will be crippled, pure and simple.  However, chances 
are if you're fighting a Devil that uses Twin Pistons, you're fighting a 
good player (come on, when do you ever see a scrub or beginnner use Twin 
Pistons?), so hold back on using partners with normal Attack Reversals 
unless you know he cannot Chicken them.  To get back to reality, Devil 
is extremely predictable.  He has the least moves of anyone in the game 
and only really has the basic Mishima attacks with which to attack you, 
as his new moves suck (with the exception of the SS+2), so again, your 
best bet is to pick a partner with a Mid Parry or Attack Reversal (Law 
is a good choice) and use your Mid Parry/Reversal to take away his Twin 
Pistons.  Without it, Devil pretty much sucks, as he has little to fall 
back on except his Wind Godfist and Hell Sweeps, although they're tough 
enough to punish... =^

Forest Law
Difficulty: Hard

Forest was by far the best character in Tekken 3.  When played 
correctly, he was unstoppable.  However, he's been toned down quite a 
bit in TTT, but he's still extremely deadly.  His Fake Step no longer 
has as many combo options afterwards due to the changed properties of 
his 3,4 (the 3,4 will only combo on Counter-Hit now), and his Dragon 
Storm (b+1,2,1) is weaker now in that the b+1 hits High, but since he's 
recieved so many new moves, it's almost made up for.  His new WS+2 hurts 
like hell, launches very high and is easy to set-up, his Poison Arrow 
(f+2~1) does huge damage and more importantly can set up EXTREMELY 
DAMAGING Tag combos with certain partners (WATCH OUT FOR PAUL!), and his 
F+1+2 comes out quick, hurts a lot, and causes a Master Counter-Hit 
(i.e., Bounce Juggle) on CH.  And not to mention his combos are still 
very easy and extremely damaging, and you still have one of the top ten 
characters in the game in the right hands.  However, once you recognize 
his patterns of Somersault Kicks, are careful in defending his b+1,2,1, 
always remember to Tag out of the stun from his Poison Arrow to avoid 
the nasty Tag combos, block low after blocking his d/f+1 and b+2, Law 
doesn't have much he can use against you... on offense.  On defense he's 
probably the best character in the game, due to his insane arsenal of 
parries... hell, he's got an un-Chickenable Punch Reversal, Mid Parry, 
Low Parry, universal Low Parry, so he can deal with pretty much anyone's 
attacks (short of Yoshi and Kuni's Unblockables).  What you have to do 
is outsmart him and attack him where he isn't defending.  Bait him by 
throwing out lots of High/Mid attacks (Gut Punch, Glorious Demon Fist), 
then when he's gotten into parrying your High/Mids, cut low and hit him 
with Hell Sweeps.  Law's big problem is also that he's quite 
predictable.  Most players have seen his BS a hundred million times 
before, and he doesn't really have any truly advanced tactics to use 
(i.e., Wavedash, Haha Step, Crazy Legs, etc.).  Beware of his Low Dash 
(FC,d/f,d,d/f), because a good Law will mix-up the Dragon Slide with his 
WS+2 to punish the foolhardy.  However, he also can't do anything about 
your Wind Godfist, so if he's one of those players that is Fake Step-
happy, give him a WGF and watch him drop his jaw as you juggle away 40% 
of his energy! =^

Heihachi Mishima
Difficulty: Medium/Hard

Heh... Old Man Hei is by far my best character in every Tekken, and no 
doubts about it, he's one of the most feared and respected characters in 
Tekken Tag when played right.  While he isn't overpowered anymore due to 
some new drawbacks in TTT, a good Heihachi can slap down Kazuya in a 
heartbeat.  Hei's CD mixups are the most powerful and most confusing out 
of all the Mishimas, his juggles are the most powerful in the whole game 
and require little effort for big damage (WGF, 1, f+1,b+2,1 can take off 
30%), his WS+2 does a lot of damage, stuns them for a nice Deathfist or 
TGF (AND the stun is inescapeable), is totally safe if blocked... AND he 
possesses the deadliest weapon in the whole game - a Special Mid, 
irreversible Electric Wind Godfist that just kills your WGF (and Jin's 
EWGF!).  This one move alone can almost cripple Kazuya itself if Hei 
gets a chance to unload.  Even worse is a player that incorporates his 
EWGF into a Wavedash - WATCH OUT.  Those players are the most 
devastating players you will ever encounter in Tekken.  NOTHING is more 
unstoppable than a Hei that has EWGF AND Wavedash down pat.  
Fortunately, there are about 20 people in the world that can do this 
^_^.  First off, Hei's EWGF is so damn hard to pull off in the first 
place, you'll be lucky to find a player that can pull off more than two 
in match play (Hei must do his EWGF like f~N~d~D/F~2... that's almost no 
room for slop!), although his regular WGF is still incredibly deadly.  
Second, a Wavedashing Hei that actually knows what he's doing is even 
harder to find.  As for the Hell Sweeps, my GOD are they pathetic now... 
Hei needs a CH to actually sweep them off of their feet!  AND that's not 
even counting the -26 frame disadvantage Hei gets if its blocked!  Also, 
Hei takes damage VERY poorly... one big Tag combo and it's "pEaCe OuT!" 
for Gramps, plain and simple.  However, a good Heihachi will not fall 
upon his Hell Sweeps, and more importantly, will be CONSTANTLY 
attacking, so there won't be too many chances to smack him in the 
interim of his attacks.  You never want to trade or interrupt his 1+2 
Demon's Breath - it comes out like lightning and has priority out the 
ass.  Luckily, a lot of Hei's attacks have poor recovery (TGF, f,f+2, 
Deathfist, 1,1,2, Hell Sweeps) and poor lag time (b+2, f,f+2, TGF, 
f,N,d,d/f_D/F+3), so you will have ample time to counter after he misses 
his main attacks.  Above all, you must be CAREFUL when counter-attacking 
- one miss and he'll make you SOOOOOO sorry for it!

Hwoarang (a.k.a. Bob)
Difficulty: Medium/Hard

Definitely the most improved character aside from Anna in Tekken Tag, 
our man Bob can be extremely deadly in the right hands, but it seems 
these days that it's all about the scrubs picking him and doing d+4,4 
and 3,3,3,3 the whole damn day.  If you are fighting one of those types, 
remember to ALWAYS duck under the last hit of both attacks and punish 
them with extreme prejudice with a CH DGP or Twin Pistons.  However, if 
you're fighting a good player (i.e., one that uses Bob's punches to full 
effect, Wavedash, Crazy Legs, Triple Flamingo SS), you're going to have 
a nice (i.e., PAIN IN THE ASS) match on your hands.  Bob's kicks are 
INSANELY fast in-close, where he fights his best game.  Beware his 
standing 4, because it will stagger on CH and leave Kaz open for a NASTY 
f,f+4, d/f+2, 1,2,4 combo - the good Bob players will use this 
FREQUENTLY.  There are two ways to escape it, however.  If you get hit 
with the CH 4, hold Down to fall to the ground and Bob will fly over 
your head, leaving him wide open.  If he already gets the f,f+4 on you 
(which leaves you with your back turned and gives Bob a free d/f+2 pop-
up), IMMEDIATELY attempt a throw.  You'll turn around and eat the d/f+2, 
but instead of launching you you'll stagger, which you can escape.  Also 
beware of the Crazy Legs... this is when Bob uses his 3+4 to interrupt 
his special movements (walking, dashing, CD, Flamingo) by switching 
Stances, at insane speeds, making his legs look spazzy to confuse you 
and allowing Bob to attack with extreme confusion and speed.  If he goes 
into the Crazy Legs, pull out your WGF as soon as possible so he can't 
get you confused and bait you into dumbass mistakes.  Although it's 
easily seen coming, yes, we all get hit with the d+4,4 sometimes.  
Remember to ALWAYS duck the last hit if it's not a CH, but if it is, 
you'll just have to grit your teeth and take his 40% juggle.  After 
hitting you with a combo, lots of Bob players like to Supercharge 
(1+2+3+4) to set up their d+4,4... when they do, immediately block low, 
then rise with DGP for a CH stun and massive damage!

Bob's biggest weaknesses are that he lacks in punching attacks, but the 
punches he does have are pretty effective.  His 1,1,3,3 is extremely 
annoying, does excellent damage, is delayable inbetween hits, and is a 
guaranteed combo if the first 1 hits on CH or if the first 3 hits.  His 
next weakness is that he is lacking in Low hits - he only has a few, and 
none of them are really effective when you compare it to your Hell 
Sweep.  He's also lacking a fast, mid power hit like a Deathfist or 
Demon's Paw... his power hits (RFF 3~4, f,f+4, RFF 3,3, etc.) are pretty 
damn slow.

Jin Kazama
Difficulty: Very Hard

Wow.  If anyone is truly advantaged in Tekken Tag, it is without a doubt 
Jin Kazama.  Jin was already a top five character in Tekken 3 where he 
made his debut, but in Tekken Tag, he's been given just about 
EVERYTHING, and just about NOTHING has been taken away.  He has no 
apparent weaknesses.   Jin is BY FAR the best character in Tekken Tag 
Tournament.  He's got the Electric Wind Godfist, which comes out just as 
fast as Heihachi's and is a lot easier to do.  Although it hits high, a 
good Jin player lets his opponent attack, then throws out EWGF to hit 
them because he knows damn well NOTHING can stop an Electric Wind 
Godfist.  While it can be reversed or parried, Jin can work around this 
by buffering in a Tag (~5), which automatically makes his WGF/EWGF a 
Special Mid AND irreversible, and like stated above, a good Jin uses 
EWGF to counter, not to attack.  And if it's blocked, HE gets the 
advantage!  Let's not forget he has the most elaborate Crouch Dash game 
of all the Mishimas, with his WS+2 Uppercut (which is the best WS+2 in 
the game), his weaker-though-still-kinda-useful WS+1,2 Twin Pistons, and 
Tsunami Kicks, as well as the f,f buffered moves like the f,f+2 Demon's 
Paw, Left Splits Kick, and Stonehead, ALL of which can be incorporated 
into Jin's near-invincible Wavedash.  Oh yes, and we can't forget Jin's 
b+4, which comes out insanely fast, has ridiculous priority, stuns on 
CH, has almost no recovery time, AND is a great juggle finisher, not to 
mention the extremely-useful b,f+2,1,2_d+2 mixups which do insane damage 
in Jin's juggles, as well as Jin's powerful Hell Sweep (although 
slightly weakened), which CAN be a guaranteed knockdown if done at EWGF-
speed... AND it starts combos!  Add all of those factors up, and you'll 
see why a good Jin player is damn near IMPOSSIBLE to beat.

Fortunately for Kazuya, he is the originator of a lot of Jin's attacks 
and many times over, his versions are much better.  First off, Kazuya 
has Twin Pistons, which does NOT need a CH to combo and launch, like 
Jin's does.  Kazuya also has his regular WGF, which is better than Jin's 
EWGF most of the time due to it's much longer range, Special Mid 
blocking, irreversibilty, and faster execution (via Mist Step).  Jin is 
also lacking in Low hits and he still has trouble defending them (even 
with the universal Low Parry), so using Hell Sweeps often will usually 
prove to be effective against him.  If you block his EWGF, wait a split-
second, then throw out d+1.  If Jin tried EWGF, he'd get snuffed or 
you'll simply duck the EWGF, leaving Jin open to Twin Pistons or Demon 
Gut Punch.  Jin also takes hits pretty average, so he can't take too 
many combos before he needs to Tag out.  Also beware of Jin's b+1+4, 
because just like yours, it is an effective surprise attack when used 
properly.  If he Wavedashes, you need to make sure to snuff it EARLY, or 
you, to be frank, WILL FUCKING REGRET IT.  Use d/f+4 and d+1 to WS+1,2, 
and once you've stopped his WD momentarily (don't give him an 
opportunity to get into it again!), send him on a space trip ala WGF, 
then go into your own to turn the tables on him and destroy him with 
your better CD Cancel to WS game.

Julia Chang
Difficulty: Very Hard

Julia is extremely annoying, and in the right hands can be almost 
impossible to defeat.  However, there are quite a few things keeping her 
from being a top fighter - her extremely hard combos, a Class 1 
Launcher, a quick jugglestarter that is safe to use, no real powerful 
attacks, slower speed (for a female), her relatively poor stamina, and 
her massive lag time after her attacks.  The attack you want to watch 
out for is Julia's standing 1.  Easily the best jab in the game, it 
comes out 8 frames, recovers with no disadvantage, and comboes into the 
1~1,1 and 1~2,1 which can see 60% of your life away in one juggle 
(probably drop about 5,761 elbows on ya).  However, both attacks have a 
massive recovery time and if they're blocked, Julia is screwed.  Also 
beware of her nasty mixups (like 1~1,4,3_1~1,1) - after the second 1 or 
d/f+1, block low.  If she decides to go into the uppercut, you have just 
enough time to stand and block that - if you blocked high, chances are 
she'll get off the Bow & Arrow Kick and mess you up.  Also beware of the 
Mad Axes throw (QCB,f+2) - the time to input the f+2 in the throw has 
MAD slop time, which means she can SS after the QCB, then pull off the 
throw.  To make matters worse, it's the fastest throw in the game, has 
ludicrous range, an almost-nil escape time, and does a lot of damage.  
Some Julia players like to set this up after a low jab or u/f+1 (I 
believe RedfooT used this to fool Seok once in the World Finals, if I 
read correctly in that ancient Eeker post about respect).  If you see 
Julia do an u/f+1, CROUCH!  Also watch out for Julia's Unblockable 
Heaven Cannon (f+1+4), as it comes out faster than most Unblockables, 
works wonders against Tagging-in opponents, does huge damage, AND starts 
juggles (she can't Tag out of it though).  Of course, if she attempts 
this in regular play, she probably ain't too hot.  Overall, if you keep 
to your WGF and Twin Pistons, and mix in a Hell Sweep or two when they 
least expect it, you can handle the little bitch ok...

King
Difficulty: Medium

While I don't agree with Exar Kun that King is the cheapest in TTT (Jin 
and Julia take that one), he is quite annoying to play against.  His 
punching game with 2,1, while weaker in TTT, is still quite effective 
and can pin an opponent down easy.  Since he can't combo a guaranteed 
f,HCF+1 after a 2,1 anymore, he's not quite as advantaged.  The d+1,N+2, 
his fastest poke, also has the odd randomness of the second hit whiffing 
for no apparent reason.  King's new f+4 is also an extremely useful 
weapon due to its speed, priority, range, and recovery.  King's 
Disgraceful Kick (b+4) is also more effective since it still hits mad 
fast, and now can net King a guaranteed BK 3 (the Mule Kick to the nuts, 
a personal favorite of mine ^_^).  And let's not forget those ultra-
powerful and annoying Multi-Throws of his, while kind of useless at 
high-level play, are extremely frustrating to be hit with when you're 
not a Multi-Throw escape expert.  The starters you'll see the most are 
his f,N,d,d/f+1+4, SS+2+4, f,D/F+2+3, and f,D/F+1+3_2+4.  If you see 
King Crouch Dash, throw out a d+1 immediately.  If he SSes, you can 
always bet he's going for the SS+2+4 starter - rise with a DGP and teach 
him to learn some new shit.  The other two f,D/F starters are 
telegraphed with a little Rolling Dash-type movement, so you can usually 
hit him before he gets you.  LEARN THOSE ESCAPES!

Lee Chaolan
Difficulty: Medium

Don't let Lee's stereotype as a weak character fool you.  An expert Lee 
is DANGEROUS.  He has one of the top pressure games in Tekken Tag, the 
fastest kicks in the game (his f+4 is 8 frames (!), his 4 is 10 frames), 
a solid juggler with practice, and his Hitman stance is one of the 
trickiest stances to deal with as he has a whole arsenal of attacks and 
mixups from it (the mid-hitting 2, which juggles to set up a free f+3+4 
or f,f,N+3,4<4, the low 4, which starts floats, the high 3, which starts 
an auto-throw if it hits close on non-CH), not to mention it auto-blocks 
High/Mid attacks and has a very evasive Sidestep.  Lee also has the 
ultra-effective Blazing Kick (d,d/b+4), a Class 1 Launcher that comes 
out pretty fast, ducks under High/Mid attacks, and pushes them far away 
when it's blocked.  Lee also possesses the ultra-annoying d+4 Laser Edge 
mixups, which can chain into the whole Laser Edge Combo (d+4,4,4,4, and 
all the hits can be delayed, AND Lee can go into Hitman by tapping 3 
after the last kick!), go into the Machine Gun Kicks (d+4,N+4,4,4), go 
into the High Kick to Somersault (d+4,N+4,u+3), or even go into a 
surprise Silver Cyclone (d+4,N~4~3+4) for the stupid people that don't 
duck it (or unless it's a big dood trying to Tech Roll after a combo, in 
which case it is GUARANTEED!).  Lee's b+3,3 combo is very annoying, hits 
Mid, High, and comes out fast, but the deadliest thing is that it can be 
chained into an auto-throw (b+3~3~4) if Lee hits the 4 on the exact 
frame of the High kick being blocked (if it's done right, the Mid kick 
is cancelled into the High kick) for cheap, easy damage (thankfully, it 
doesn't happen too often).  Lee also has the tricky d/b+3 Bunt Kick, 
which hits Low and fast, as well as the Low Dash (FC,d/f,d,D/F), which 
chains into the Dragon Slide, or can mixup into a WS+2 uppercut for a 
nice juggle.  However, Lee also has his downfalls, and they are 
significant.  He lacks a fast, powerful Mid hit like a Deathfist or 
Demon's Paw, has mediocre juggles (his powerful juggles are HARD to 
do!), takes a lot of damage due to his crap stamina, has no real power 
in his attacks, and has a pathetic defensive game.  Kazuya should take 
this one pretty easy.  If he goes into the Laser Edge bullshit, hold d/f 
to parry the next kick, and rise with Twin Pistons.  If he goes for the 
Blazing Kick, WGF him out of it as quickly as possible.  Also beware of 
his b+3 mixups - if the Mid kick comes out first and not the High kick, 
you can duck after the Mid kick and the High kick will whiff.  Your best 
bet is to counter the b+3 with your d+1, and after it hits, go into your 
WS game.

Lei Wulong
Difficulty: Medium/Very Hard

This fight all boils down on how good your opponent is.  Most Lei 
players love to charge in with the Razor Rush and try to enter an Animal 
stance from it to confuse you.  Most novices go for the whole 
f,N+1,2,1,2,4~u_d and end in the Crane Stance, to go into the 3,4,2,3 
combo (and the final hit never comboes and has short range).  Stop their 
efforts by throwing out a d+1, which will stop any of his dances and 
give you the advantage to go into a Twin Pistons and a possible combo.  
If he's the type that likes the Play Dead position, do not rush in - he 
can go into the Spring Kick (PLD 3+4) to pop you up or he can go for a 
quick float with the first hit of the Rave Spin (PLD 3) and juggle you 
up.  If he is playing dead, wait him out, or charge in with a d/f+4~4.  
If he tries anything, he'll get kicked twice and you'll have the 
advantage.  And of course, your WGF will kill any of Lei's attacks 
rather easily.  The problem is if the Lei opponent knows how to do the 
Haha Step.  If he does, you're in for a real match.  The Haha Step is 
done by continously tapping b+3~4~b, which makes Lei do cancelled Back 
Turns, flying backwards faster than anyone can run, Wavedash, etc.  Even 
the fastest WDer will NOT catch a Haha-Stepping Lei.  The thing that 
makes the Haha Step so dangerous is that at anytime, Lei can cut it 
short, like a WD, and go into a Razor Rush or Rave Spin at the slightest 
opportunity.  Like ILuvMomo said in his respective FAQ, the Haha Step 
alone can make Lei one of the hardest characters to fight in TTT.  I'm 
being quite serious in saying that there is NO proven method to beat a 
Haha Step.  Your best bet is to WD after him, and when he goes into the 
Razor Rush, duck under it with your Thunder Godfist to pimp him good 
(many thanks to bluu and Shauno for this tactic!).

Michelle Chang
Difficulty: Hard/Very Hard

Michelle plays very similar to her daughter, but in many experts 
opinions, an expert Michelle is better at high-level play than an expert 
Julia.  While she isn't as good as Julia in juggles or stamina, 
Michelle's juggles are simpler and still do a lot of damage.  Michelle 
also has a lot of moves that are unique to her that Julia doesn't have, 
such as her d/f+3+4, which sneaks under almost any High/Mid attack and 
pops them up for any juggle, Tag or otherwise.  She also has a better SS 
game due to her myriad of options - the jugglestarting SS+3~4, her 
triple SS (SSL, 3+4, SSL), which can open up a free 4,4,1 and crazy 
juggle if you're caught unaware, and the SS+2, which executes in 12 
frames (I think, gotta ask Rev), has 0 disadvantage on block, recovers 
crouching, and a WS+4 is guaranteed afterwards, and even worse, she can 
drop elbows down on you after the WS+4 for a nice phatty juggle.  And 
let's not forget those cheap, annoying jabs of hers, which on CH leads 
into 1~1,1 or 1~2,1 and a 50-60% juggle.  Don't let her get in a 
crouched position, because her FC and WS game is also very effective.  
If the Bow and Arrow Kick is blocked, WGF her into the sky for a sick 
juggle.  Beware her annoying f,f+1 elbows, as it does not knock down 
like Julia's, and instead guarantees a f,f+1,4 combo and also allows her 
to throw on more elbows.  Again, as said before, Michelle has VERY poor 
stamina, so it shouldn't take too much effort on your part to defeat 
her.  I'll ask Rev for help on this section, as I'm not used to playing 
too many Michelles...

Nina Williams
Difficulty: Medium/Hard

Nina has been THE most raped character ever in Tekken (excluding Wang 
from T2, of course).  She was #2 or #3 in Tekken 3 (behind Law and 
Heihachi) in Tekken 3 and an expert Nina was pretty much unstoppable.  
However, in TTT, almost all of her good moves have been weakened.  Her 
Divine Cannon comes out in 20 freaking frames!  The only chance of her 
connecting it is akin to Kazuya landing a Demon Gut Punch on CH without 
the stun being escaped, or landing a Deathfist with Paul.  Her Geyser 
Cannon (d/b+4,3) is also very weakened now due to the low block stagger 
and slower start... AND it requires a CH to combo!  Her d/f,d/f+1 Elbow 
Smash throw is also weakened too... back in Tekken 3, it was almost 
guaranteed after a d+4,1, AND it did 50 points of damage... in TTT, it's 
slower to come out and does 33 points!  However, beware that her 
EXTREMELY effective poking game is still unchanged - so Nina can STILL 
keep many opponents on their toes whenever she wants.  Ninas like to use 
d+4,1 for pressure, d+1,4 for mad speed poking, d/f+3 mixups for 
everything and in combos, and her standing jabs for poking and 
Tenstrings (although any Nina using a Tenstring is pathetic).  And don't 
forget about her really nasty juggles - one miss, you get a Divine 
Cannon and a 40% juggle for your troubles.  Also beware of her Attack 
Reversal and buffer those Chickens unless you're going crazy on your 
Wind Godfists (like you should be doing).  You shouldn't need to worry 
about the Bad Habit (f,f+3_QCF+3), as it has poor tracking and is SSed 
easily.  Thankfully, Nina's Multi-Throws are fairly useless at even 
medium/higher-level play due to their huge lag time coming out.  Nina 
also needs to stay IN CLOSE to be effective... if she's not near you, 
Nina will die...

Paul Phoenix
Difficulty: Medium/Hard

It all depends on the player.  If he's a button-mashing cheapo Deathfist 
moron, you can have lots of fun smashing his ass into the dirt :).  
However, if he's the Paul that only Deathfists to counter whiffed moves, 
uses his juggles to the extent, employs Paul's mad poking games and 
killer Okizeme, mixes up his Deathfist with his Thruster (QCF+1), you 
have a real fight on your hands.  Paul's poking game is top-notch - he's 
got one of the best jabs in the game (8 frames, 9-frame advantage on 
hit!), his Deathfist is 13 frames, the Falling Leaf Combo (d+4,2), while 
weakened horribly, still comes out VERY fast and in close can be 
extremely hard to see coming.  And unbeknownst to many Tekken players, 
Paul also has the evilest Okizeme game in the whole Tekken universe, 
hands down.  The d+1 and d+4,2 will stop any Forward/Back rolls, Flying 
Cross Arms, and Handspring Kicks.  SS, d+4,2 or f+1+4 will stop Tech 
Rolls.  The f+1+4 will stuff Ankle Kicks and Side Rolls.  The f,f+3,4 
will cut through any Low/Mid Kicks AND get Paul a free f,f+3,4, 1, QCF+2 
combo.  Paul can even duck to fake the guy into standing with a Mid 
Kick, and eat a FC,D/F+2,1 combo for lots of damage, or if they're 
really stupid, stand and reverse the Mid Kick and put them on the floor.  
His options are nearly limitless, so you NEED to be careful and do NOT 
let him floor you.  Paul also has a sick throwing game because his good 
throws (d/f+1+2, f,f+1+2) come out faster than your normal throw, do a 
lot of damage, combo from a standing 2 or CH QCF+1, and require a 
double-button escape.  Also beware of Paul's QCB crap... many players 
like to go into the QCB+1 to counter attacks and set up combos, and the 
QCB+2 blasts them into a comfy range where Paul can see their attacks 
easy and counter accordingly.  QCB+3,2,1_2 is best used in combos, but 
it is also a decent tool for mixing up.  Like tragic said in his T3 
book, an important thing to remember is to NOT lose your cool when Paul 
hits you and takes away 1/3 to 1/2 of your energy in one hit.  Paul's 
main weapon is his Deathfist (as much as I hate it, it's true), and if 
you take it away from him by poking him out of it (with d+1 and 1,1,2) 
or by smacking him with a WGF every time you block it, he'll be a lot 
less scary.  Just beware of his jabs and duck, and make use of your Twin 
Pistons and DGP to punish him.  Block his f,f+3,4 and d+1 him out of the 
follow-ups.  Also watch out for that WS+2... it starts juggles, comes 
out fast, hits mid, and looks very funny (lol)... ^_^

Yoshimitsu
Difficulty: Hard

Yoshimitsu has always been one of the best characters in every Tekken 
when in the right hands.  In Tekken 2 he was totally unstoppable, as one 
FC,d/f+3 or d/f+2 saw the end of the opponent (Yoshi had a little-known, 
VERY cheap infinite in Tekken 2 that was pretty damn easy to do, as 
well) in three or four juggles.  In TTT, he's still got that massive-
priority/ range/speed d/f+4 Savior Boot, those jabs that are just like 
Paul's (which is bad for you), and lets not forget the d/f+2 "Uppercut" 
(it's more like a freaking WGF to me... it's so freaking abusable!), 
which has ludicrous range, priority, juggles on any hit, mad speed, 
inflicts freaking BLOCK STUN if input like d/f+2~5, sets up that ever-
so-useful d/f+2, f,f+4, b+1+4 combo... he's got it all.  And he's also 
recieved a LOT of new moves, a much better SSing game with his new SS+1 
jugglestarter, SS+4 CH stun move, and of course, the b+3+4 which evades 
just about any move in the game, and he's still got that 4-frame (!) 
b+1+4, which hits any move coming in, stops Wavedashes very effectively, 
does a lot of damage, and can start a quickie (but damaging) combo.  
Yoshi's also got that nasty f,f+4 (Fubuki, Knee, whatever the hell you 
wanna call it), which executes in 7 frames (faster than anything in the 
game except his b+1+4), has extreme priority and range, is basically 
annoying, and can help add some nice hits onto his combos (d/f+2, f,f+4, 
f,f+4 is easy and useful).  He's also got the d+3+4 and other crazy 
healing moves.  Yoshi is THE man in Tekken Tag.  However, he does have a 
few weaknesses.  First, he doesn't inflict all that much damage with his 
attacks.  Second, his juggles aren't the strongest.  Third, his Fubuki, 
while fast, has a bit of recovery time which allows you to smack him 
with a WGF (I think, not sure...) if he starts going crazy with it.  
Fourth, his Poison Breath (b+1+2, ANY) now hits High and recovers slower 
than it did in T3 (the arcade version), so less juggles are possible.  
Finally, his throwing game is also not that good... he only has one 
command throw and it's a pain to do in the heat of battle without 
getting hit first, but be warned that it will combo off of a standing 2 
guaranteed (from Jason Arney), so watch out and don't rush in, or you'll 
get beaten up by his superior poking game.  There isn't much you can do 
about his d/f+4 and d+1 pokes... just block them and back off, let him 
whiff, and trash him when he does...

=======================================================================
XIII. My Best Partners For Kazuya #####################################
=======================================================================

It's a rule that some characters work well and complement their 
respective partners better than others.  I mean, who would win, a 
Kazuya/Alex team or a Kazuya/Jin team?  Of course, it would be Kaz/Jin 
because they are both strong characters that compliment each other well 
(Kazuya has a better WGF and WS game but less juggles and less moves, 
while Jin has a better poking game, better juggles, and lots of moves), 
while Kazuya/Alex is kinda pointless (Alex has crappy stamina, crappy 
juggles, crappy... everything).  I'm not going to list all of the 
characters and tell you how they are as partners - the fun of Tekken Tag 
comes from making your own teams and customizing them to your liking.  
These are my favorite personal teams with Kazuya.

1.) Kazuya/Baek

I love Baek.  He's fast becoming one of my favorite characters, so I 
placed him in a team with Kazuya and see if they go good together.  Baek 
has just about everything that Kazuya lacks (except juggles) - a Class 1 
jugglestarter that can set up those nasty TGF juggles (even if it is 
kind of useless at high-level play), one of the top SSing games in 
Tekken Tag (with his b+3 Flamingo Stance, b+1, SS+2, etc.), better 
poking, better throwing game with his f+2+3 (or Flamingo 2~3) and f,f+2, 
the ultra-effective d/f+2, which can go into his annoying 1,2,3~f 
juggles, and a slightly better Okizeme game.  His only real weaknesses 
is that he doesn't do the most damage, lacks in low attacks, has weaker 
juggles, and lacks severely in punching attacks (although the ones he 
has are very good).  A good team for those that love to attack away.

2.) Kazuya/Jin

I'd be stupid not to say it.  Kazuya/Jin is probably the best team in 
the game.  They compliment each other in just about every area.  What's 
worse, they BOTH have extremely powerful WGFs (and Jin, of course, has 
the EWGF), good poking games, an excellent WS game, the most dangerous 
Wavedashes in Tekken Tag, powerful juggles, good stamina, powerful 
attacks... master the Wavedash to WGF/EWGF and you will be unstoppable, 
plain and simple.  And let's not forget you can go into your WS game 
from a Wavedash... heehhee...

3.) Kazuya/Lee

Kazuya and Lee together are actually an excellent team in their own 
right.  And don't even argue about this one: they are THE coolest-
looking team in Tekken Tag  by a mile (come on, purple tux Kazuya with 
Lee's black tux?  It exudes "pimp".  It's SO attitude.).  Lee is 
actually a good juggler, but the only hitch is that his good juggles are 
damn hard to do.  However, his Class 1 Launcher (the d,d/b+4) is VERY 
effective and allows Kazuya to come in with those crazy Thunder Godfist 
combos.  Lee also has one of the top poking/pressure games in Tekken Tag 
with his d+4,4,4,4, d,D/F+4, b+1<1,2, and b+3,3.  He's also got those 
nasty and effective Infinity Kicks, which are effective against anyone.  
A great team.  The only hitch is that Lee takes damage poorly and that 
he lacks in Mid attacks and power hits.

4.) Kazuya/Heihachi

Juggle heaven.  Nothing beats getting Kazuya's WGF~5 out and having Hei 
come in with a 40+ damage combo and leaving their mouth hanging stupidly 
as their bar flies deep into the red ^_^.  While their style is pretty 
similar, Heihachi relies more on getting his EWGF to hit, while Kazuya 
relies on his WGF and Twin Pistons a lot more.  Nothing much to say, 
they compliment each other very well.  Flail away with those EWGFs ^_^.

=======================================================================
XIV. Submitted Strategies #############################################
=======================================================================

========================
Kazuya VS. Anna Strategy
========================

-----------------
From: Reverend C.
-----------------

Well, Anna's is a REALLY good CH character... and she has the BEST 
jab... But a lot of her moves hit high... take some risk and duck, than 
retaliate with WS+1,2... Good Anna will not risk losing frame advantage 
and give up free hits... so don't expect free 112 and free WGFs... Anna 
will mostly rely on her jabs, which gives Anna advantage, so don't 
retaliate after blocking jabs... that's Anna's strength... you'll be 
jabbed outta whatever you do, they're just jabs, but they REALLY add 
up... watch out for Anna's uf+1,3, that's her best move... a few of 
those and you're dead... and it can also be mixed up with uf+1+2. Anna 
can also throw ALOT... everytime you get hit with a 1 jab, watch out for 
df,df+1 and regular throws... read the pattern of your opponent... if 
opponent does a lot of uf+1,3 and get blocked, watch out for uf+1+2.
Anna is faster than Kazuya, and most of her moves move her forward and 
keep her on offense for a long time... but if you just block and turtle 
ALL DAY, Anna can't do much... and optimize the fact that Anna rely on 
high hits... duck it and WS+1,2... good Anna players don't use qct+1... 
but if your opponent Anna use qct+1, WS+1,2 and make him pay...

---------
From: Cel
---------

Let me see...my sparring partner is Jwoarang who plays a very good 
Anna... I hope this helps:

When you see Anna rolldash duck because most of the time Anna players 
will do the elbow (qct+1; which is high). Try to TP him or DGP Anna once 
you duck the elbow near you. However when you block the elbow don't 
react; he has a frame advantage when you block it so just wait and block 
whatever move he follows up for it. Just be careful when you block the 
elbow and then she throws you with the uf+1+2; it's almost hard to see 
it so always be ready to escape by tapping 1+2. This is why it's best to 
learn to anticipate to crouch the elbow.  In some cases Anna rolldashes 
and instead of doing the elbow he does the UF+4 flip kick which is mid. 
It's so fast to see the change so when you see 
something unusual while Anna rolldashes (because when she rolldashes you 
should be ducking) stand up and block the flip kick or risk getting 
juggled.  

When Anna does her custom strings and suddenly does the d+4,1 sidestep, 
she can follow it up with SS+2 (low) and SS+1+2 (mid, mid). In this 
case after she does the d+4,1 sidestep I'd try to interrupt the sidestep 
with 1,1 (I'm not sure with this). I think it is useless do d+1 her 
because she is sidestepping so be quick enough for the 1,1. When you're 
not quick with the 1, block the whole thing standing (it's ok to be hit 
with SS+2; just don't get juggled by SS+1+2.). I think between these 
transitions there is a point when Kaz will be able to interrupt.
Just don't get CH with uf+1,3 because a f+1+2 is guaranteed. Be careful 
when you tag. Most Anna players will try to find a CH qct+1. When you 
don't have any choice when you tag (and tha Anna player you are 
fighting against is waiting for your next character to come so Anna can 
elbow you) just don't react or you will get CH by the elbow and you'll 
eat a very damaging juggle which can erase 50% of your lifebar. Also 
don't get CH with d+3,2. Be careful with this. Anna players love to try 
to interrupt you with this so be careful. If you can see her doing this 
block the first hit low and the next hit high. Most Anna players are 
aggressive; so try to be more aggressive and just don't get CH by her 
attacks; try to fight her with d+1,FC+4; WGF, Hellsweeps, etc. Well 
that's enough for now. I'll post again when chances that Jwoarang 
chooses Anna against me...

-----------------
From: Reverend C.
-----------------

Few corrections (D_J: on Cel's post)... f+1+2 is ALWAYS garanteed after 
the kick in uf+1,3... CH or not... on CH, you get a free juggle... like 
d+4,1, 1,2, f+1+2, etc... d+4,1~SS will beat 11... SS+1+2 will counter 
and juggle, SS+2 will duck and juggle... best bet is to just watch and 
block, it's actually quite easy because both SS+2 and SS+1+2 are SLOW... 
as for tagging in... just cancel tag run like you're supposed to and you 
wouldn't get any problems... you won't get any problems against 
ANYONE... just cancel the run...and DON'T do d+1,FC+4... That's what 
Anna wants!! d+1 doesn't give you advantage the way standing 1 does... 
so Anna'll ALWAYS beat you with her d+1~n+4 and d+2~n+4... and on CH, it 
does pretty good damage on its own...

--------------
From: MacJ_007
--------------

This was Ricky's strat against my Anna. Coz b4 when I use an elbow, I 
usually use d+1 then D+3,4 after that. After the elbow he ducks it and 
then do a ws+2 or TP. It juggled my Anna almost all the time. Since then 
I changed my strat after the elbow, I do u/f+1,3 now. They wont duck it 
for sure or they will get hit with the 3. So I mix it up with u/f+1,3 or 
u/f+1, u/f+1+2 or u/f+1, d/f+2. One of these will hit for sure so watch 
for it. I usually do d/f+2 after Anna throws a u/f+1,3. And be ready to 
break throw. The u/f+1+2~5 is very damaging, so watch out for it. The 
d+4,1~ss+2_1+2 can be stopped by a d+1. Someone did a mist step when I 
throw an elbow and wave my elbow somehow. I've only seen it once, so I 
don't knoe if u could exactly do that. Maybe I just did it too slow. I 
just wish Kaz got a punch parry, that would be easier. Just punch parry 
her elbow all day.

More to come later (send in anything - personal style of Kazuya play, 
strategies vs. certain characters, etc.)...

=======================================================================
XV. Upcoming FAQs #####################################################
=======================================================================

Tekken Tag Tournament Baek Doo San FAQ - November/December 2000
Tekken Tag Tournament Heihachi Mishima FAQ - March/April 2001
Marvel Vs. Capcom 2 Guile FAQ - November/December 2000
Marvel Vs. Capcom 2 Charlie FAQ - January/February 2001

That's all for now...

=======================================================================
XVI. My Favorite Links ################################################
=======================================================================

------------
Tekken Sites
------------

Devil_Jin's Tekken BBS - http://pub21.ezboard.com/bmcdeviljinstekkenbbs
Tekken Zaibatsu - http://www.tekkenzaibatsu.com
Tekken Salute - http://www.salute.consolenation.com
Catlord's Tekken Collection - http://www.catlord.com
Tekken Zone - http://tekken.wo.to
SauerKraut's Tekken Site - http://www.counterhit.com
Tekken Oblivion - http://titan.spaceports.com/~tekken.index.html
Ultimate Tekken Fanfiction Archive - http://www.geocities.com/tkfiction

-----------
Other Sites
-----------

GameFAQs - http://www.gamefaqs.com
Camp Chaos - http://www.campchaos.com
Rajah's WWF News And Rumors - http://www.rajahwwf.com
Fighter's Net - http://www.fighters.net
The MadMan's Cafe - http://www.mmcafe.com
ILuvMomo's Website - http://www.geocities.com/helsmley
Victar's Fanfic Archive - http://members.aol.com/sglkht
Kao Megura's Website - http://www.geocities.com/Tokyo/Pagoda/4610
Chinatown Fair's Website - http://www.chinatownfair.com

=======================================================================
XVII. All About Me ####################################################
=======================================================================

Well, you've read through these 50-60 pages of my FAQ, so it's only fair 
I tell you about myself, of course.

My real name is Mark Campbell.  I'm 16 and a junior in High School.  I 
live in Brewster, NY, about an hour north from New York City.  My 
favorite music is mostly punk rock, and my favorite bands are blink-182, 
Fenix-TX, Green Day, Papa Roach, Nirvana, and NOFX (notice... about 
three or four of them are California bands... jeez, they got everthing 
there!).  I'm in a punk rock band called Pathetica with three of my 
friends... I play rhythm guitar (with a sweet Fender Stratocaster).  I 
think I'm not too bad so far (I can play all of my favorite songs and a 
few others) for only playing a month or so.  I have like three younger 
brothers (Chris, Connor, Steve) and a little sister too (Sarah).  Every 
now and then I have a girlfriend... but at the moment, I'm blissfully 
single, which means I can stare at any sexy beeyatch I want, thank God 
(lol).  I started playing video games when I was 6 (Super Mario Bros., 
of course), and first played Tekken 1 when it came out for Sony 
PlayStation in 1994 (I'm pretty sure it was 1994...) and was hooked.  I 
bought Tekken 2 and 3 the day they came out, and just recently picked up 
Tekken 1 for the nostalgia factor.  I didn't get really serious about 
Tekken play until about 5-6 months ago, when I became one of the earlier 
members of the Tekken Zaibatsu (started January 17, only about two weeks 
after the forum was set up).  Ever since then, I've been sharing my info 
and strategy to other Tekken players (and flaming the scrubs that 
populate 60% of the Tekken Zaibatsu Forums these days...), and here you 
are, at the pinnacle of my Kazuya skills.  For the time being, at least.

=======================================================================
XVIII. In Conclusion... ###############################################
=======================================================================

Well, it's been a while, hasn't it?  The first version of my FAQ came 
out in about February, where I was a smart-ass little scrub that got 
flamed like a hundred times a day from my mentor, Reverend C., with his 
30-inch male organ and general bad attitude that everyone knows and 
loves these days.  Thank God I've seen the light.  And here it is, the 
end of September, and it's fucking finally FINISHED!  Woo-hoo.  I hope 
this FAQ helped you out and guided you into becoming a good Kazuya 
player.  Keep on the look out for more FAQs from me sometime.  Until 
then (i.e., when I get a PS2), pEaCe OuT.

~fini~
