GiantDojo ALPHAv0.01
Kazuya

Kazuya

Kazuya - mishima/damage. Tools include i12 launcher, CH-launch low.

mishimadamage

Key Moves

df+2

i14 mid. -12 on block, +5 on hit.

b+1

i11 high. -10 on block, +1 on hit.

uf+4

i25 mid low crush. -12 on block, -1 on hit.

1+2

i12 mid launcher. -13 on block, launches on hit.

f+4

i19 mid. +4c on block, +7c on hit.

fthennthendthenDF+4

i16 low CH launch. -23 on block, -3c on hit.

db+4

i20 low. -12 on block, +4 on hit.

WSthen2

i16 mid launcher, homing. -18 on block, launches on hit.

Overview

Kazuya is classified as mishima, damage. Their toolkit includes homing options, a CH-launch low, wall-finish tools. Their fastest standing launcher comes out in 12 frames.

Strengths

  • Fast i12 standing launcher for whiff punishment
  • Multiple plus-on-block mids for safe pressure
  • CH-launch low for opening defenders
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No power crush listed in the data

Game Plan

  1. Hold neutral with df+2 as your quick mid check.
  2. Whiff-punish with 1+2 (i12 launcher).
  3. On block, recheck pressure with f+4 (+4 on block).
  4. Mix in db+4 low to keep them honest.
  5. Bait jabs with f,n,d,DF+4 for a low CH launch.
  6. If they side-step, answer with ws2 (homing).

Defense

  • Parry: f+1+2 (Glorious Demon God Fist) catches a high or mid attack and turns the round around.
  • Panic launcher: uf+4 (low crush) hops over jabs and lows when you read a string.
  • While-standing punisher: ws2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Kazuya’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.