[Tekken 7] 10 Kazuya moves to punish as Kazuya



[Tekken 7] 10 Kazuya moves to punish as Kazuya

[Tekken 7] 10 Kazuya moves to punish as Kazuya

00:00 Intro
00:17 1,1,2 (Flash Punch)
00:40 DF1,2
00:55 DF4,4 (Tsunami Kicks)
01:16 DB3
01:31 B1,2
01:58 WS1,2 (Twin Pistons)
02:22 WS2 (Demon God Fist)
02:37 F3
02:57 Hellsweep
03:24 DF3,1,2
03:42 Outro
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1. 1,1,2 (Flash Punch)
Mishima’s 10F punish. Most Kazuya players will spam 1,1 so it may catch you off guard if they finish the string as it can be delayed.
You may also end up blocking the entire string if the Kazuya is too slow to punish your unsafe move or he misjudges and thinks your safe move is unsafe.
Everyone in Red Ranks and above should already know that this move is launch punishable.
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2. DF1,2
It’s his 15F punish if you’re not consistent or fast enough with an EWGF. It gives a mini combo with FF4 that does 48 damage so I really suggest practing your Electric speed as an EWGF combo easily does 70+ damage.
Most Kazuya players only use this if they catch you ducking their DF1,4 as a mixup. Otherwise, this move isn’t used.
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3. DF4,4 (Tsunami Kicks)
Commonly used (from my personal experience) as a round ender where the second hit is delayed. It is -15 so definitely launch punishable with EWGF or a small combo with DF1,2.
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4. DB3
One of his common pokes, the other being DB2. Both at -12, Kazuya has a decent 11F punish for this.
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5. B1,2
His 11F punish, though Flash Punch is used more often. You will block this if they misjudge the frames of your move or are too slow to punish it. (Probably why Flash Punch is used more often as it’s hit confirmable)
At -14, you can EWGF it if you’re fast enough or you can just stick to the Flash Punch or B1,2 punish.
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6. WS1,2 (Twin Pistons)
His 13F while standing punish. The move is not hit confirmable so you may block this more than often if the enemy Kazuya is slow to punish.
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7. WS2 (Demon God Fist)
His 18F while standing punish. Strangely not many people know it’s launch punishable when it’s -18. You can easily launch it with EWGF or even a WGF since it’s that minus in frames.
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8. F3
Sometimes used as a keepout due to its range even though it doesn’t launch on counter hit. Not many people punish this since it looks safe but it isn’t at -13. Your best punish is to B1,2 it unless you’re an execution god and you PEWGF it.
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9. Hellsweep
Kazuya’s bread and butter for his 50/50s. Some Kazuyas are very readable on when they will use it (unless you’re against BoALuvb). Reward yourself when you block it.
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10. DF3,1,2
An uncommon string but you may see it from time to time. The last hit of the string can be VERY delayed but it’s used as it can launch you on counter hit with a deep dash EWGF. If a Kazuya uses this move without delaying it, he’s either in yellow ranks and below or boosted. Have patience when you see DF3,1 being thrown out as the CH combo does 80-90 damage.