Anti Kazuya Punishment Guide In Tekken 8

How To Counter Kazuya Mishima In Tekken 8
Anti Kazuya Punishment Guide In Tekken 8

In the Tekken 8 arena, Kazuya Mishima emerges as a formidable mixup character and a relentless oki monster, posing a constant threat to opponents. However, his vulnerabilities come to light in his susceptibility to Side-Step Left (SSL) and Side-Walk Left (SWL) movements. While Kazuya excels in many aspects, he lacks easy standing launchers, requiring players to rely on alternative strategies for initiating significant combos. Masters of the Mishima style must navigate these nuances strategically, balancing his offensive prowess with careful consideration of his weaknesses to secure victories in the competitive realm of Tekken 8.
TLDR:
– Weak to SSL / SWL.
– Mixup character, oki monster.
– Doesn’t have easy standing launchers.

You can learn more about Kazuya Mishima Tekken 8 Frame Data

Heat:

  • Heat powers: Always electrics. Transforms to devil (new moves).
  • Gains new moves, but mostly just on hit throws, except:
    CD3: -9 -> +5
    ub1+2: laser now unblockable (just duck it).
    1+4: Armor parry, safe.
  • Heat engagers: df1,2 | db2,1 | b4 | b1+2 | ff2
  • Heat smash: i18 LOW, mid, throw

Standing Block Punishment:

  • -15Frames pushback: d4,4(-15~-14) / df3+4,1,2(-19) / db1,2(-19) / ub1+2( blockable laser, -15 )
  • -15Frames: 1,1,2(-17) / CD1(-16) / (CD4),1(-16) / ws2(-18) / ws4,4(-15) / DVL (CD4,1),1 (-19) / DVL ss2(-15)
  • -14Frames: HB (string triggers even on low block) / df3,2,1(-14 until full charge) / b1,2 / b2,4,1 / b3,1,4,1 / CD4,4
  • -13Frames: 1+2 / f3(pushback) / uf,n,4 / DVL db1+2 (ground laser)
  • -12Frames: 1,2,2 / f2(safe if absorb) / df2 / ws1,2 / d3+4(normal stomp)
  • -11/-10Frames: df3,2(-11) / df3+4,1(-11) / db1(-10) / b1(-10~-9) / b2,2(-10) / CD2(-10)

While Standing Block Punishment:

  • -15Frames: uf4,4(-23) / CD4(-23) / DVL db3+4(stomp, -19)
  • -14Frames: 1,2,4 / d1+2
  • -13Frames: b3,1,4,3
  • -12Frames: db3 / db4 / uf4
  • -11/-10Frames: b3,1,4(-10) / FC df3+4(-11)

Highs You Can Duck:

  • df1,2(mix)
  • df1,4(mix)
  • b2,2,1+2
  • b2,4(mix)
  • 3,1
  • df3+4(Hard)

Plus On Block Moves:

  • df3,2,1*(+11)
  • wr3(+6~+9)
  • SS1+2(+5)
  • DVL CD3(+5)
  • f4(+4)
  • 3,1~df(+2 CD)
  • df1,2(+0s)
  • b3,1(+0)

Low Minus Moves:

  • 1,1(-1)
  • 1,2,4,3(-2)
  • 1,2(-3)
  • df1,4(-3)
  • b2,4(-3)
  • ff3(-3s)
  • CD3(-9~0)
  • ws3(-5)

Dealing With Strings:

  • df1,2 / df1,df2 / df1,4: 4f fuzzy (high first), or 6f fuzzy for df1,4.
  • CD4,1 / CD4,4: 4f fuzzy, mid first (high is still -14, not the most important fuzzy)
  • DVL db3+4 stomp on hit: +11 into CD, but only +2 standing.
  • 1,2 strings: 1,2,2 jails. Flash LP for 1,2,4 to not get hit by the cancel 1,2,2~3 (this is pretty slow).
  • b3,1: jails.

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