TEKKEN 8

TEKKEN 8

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Easy staple Kazuya combos!
By GEORGIOSMGEORGIADIS4
Some reliable combos with stable and fairly doable routes for my fellow Kazuya players, even beginners!!
   
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On normal hit;
1) (E)WGF, (E)WGF(, f1), df1df2, dash, 31 df3
(or (E)WGF, (E)WGF, df321, ff, b221+2)

2) ff3, ss3, b22, df1df2, dash, 31 df3
(or ff3, 314, df1df2, hellsweep to left hook)

3) twin pistons, (12)43, b221+2

4) ws2, ws1+2, b22, df1df2, dash, 31 df3
(or ws2, 314, df321, dash, b221+2, which deals less damage but it is more reliable and provides better wall carry)

5) (as D Kaz) ss2, u1+2, dash, 31 df1+2, dash, cd411
(or ss2, u1+2, dash, df3, df1df2, dash, 31 df3)
On counter hit;
1) ss3, cd1, b31, b221+2
(if we're going for raw damage and maybe wall travel - though the opponent is weirdly turned and juggled -, alternatively one can perform ss3, cd1, 31 df44)

2) cd1+2, dash, 314, df321, dash, b221+2
[or cd1+2, ff, (E)WGF, df3, df1df2, ff, 31 df3]

3) ff4, df321, ff, df14
(or ff4, df3, df1df2, ff, b3, df14)

4) df2, 314, df1df2, dash, hellsweep to left hook
(or df2, (12)43, df1df2, dash 31 df3)

5) d1+2, ws1+2, b22, df1df2, dash, 31 df3

6) (2) 2, cd1, b31, b221+2
[or (2)2, cd1, 31 df44]

7) (31) 4, cd1 (or ff4)

Quick remark;
most combo fillers and enders are obviously interchangeable, depending on what one wants. For example, we end combos with;
- 31 df3 (if we're looking for damage)
- df14 (if we're close to the wall and want a sweet wall splat) or even b24
- 221+2 (for something in between since this ender does 13 damage instead of 15 and 9 and wall splats decently sometimes and especially if we screw/bound our opponents afar from us).
Main wall combos;
df3+412 (most damaging)
b24, df2 (best if dashing in from afar)
df14, 1+2 (at point blank)
b241 (my go to for wall or balcony break, especially if one is having, like me, troubles landing the cd3 or cd44 up close).

Alternatively, one can perform;
(E)WGF, 1+2 (for the swag)
df321 (best for wall or balcony break, if you already used your screw/bound though)
b31, df2 (if you feel stylish).
Lastly, don't forget that after;
1) while crouching df3+4,
2) ss1+2,
3) ff1+2 and
4) 1+2
(on normal hit)


AND

5) f4,
6) db2,
7) ws1+2,
8) 4 (formerly known as magic 4) and
9) f3

(on counter hit)

ff4 is always guaranteed if one is fast enough!!
In conclusion,
I only hope that this guide will prove useful to all those who love and wanna learn Kazuya!



P.S.; If you have difficulty landing a combo or any questions feel free to utilise the comments down below :) :)


12 Comments
GEORGIOSMGEORGIADIS4  [author] 8 Feb @ 12:42pm 
@-★- sevenfoodsandwich -★- Well it depends; if I've already bound I do hell lancer or cd1 or even an electric, which recovers fast. If I haven't, then I follow up with 31 cd1+2 into ender of choice, which is dependent on the distance from a wall. Hope this helps :steamhappy: :steamhappy:
What is the best thing to do after a wall or floor break? I feel like I waste the opportunity with weak choices.
GEORGIOSMGEORGIADIS4  [author] 3 Feb @ 6:00am 
@-★- sevenfoodsandwich -★- thanks for the kind words!
Ah i see, yeah could be the case but the combos I recommend are always from head on so from a side step (at either direction) we might encounter all sorts of troubles that's true :steamthumbsup:
Thank you for the help, useful video. b31 seems to be the best opener.

I noticed with D Kaz combo 5 the issue I had was the direction I SS, it seems I can consistently land the df3 route if I SSR. If I SSL, the df1df2 goes right through the body.

Similarly, I can consistently land the 31 df1+2 route if I SSL, but if I try it on SSR, often the hellsweep goes through their body, even if I'm inside them. It does sometimes land, but unreliably.

So the issue I had was that every time I tried initially, I had been going left.
GEORGIOSMGEORGIADIS4  [author] 1 Feb @ 7:19am 
@ -★- sevenfoodsandwich -★- Sure thing buddy, you can try these for example;
df3, df1df2, or
b31, 31 df1.

Or you can watch this short video of mine to see a few other routes;
https://www.youtube.com/shorts/cXPMzAzAJbQ


As for your other question, you need to dash in faster there (the df3 route is a bit stricter than dashing, 31 df1+2).
I don't know any real reset Kaz combos tbh in T8, and if your opponent knows what they are doing he will tech roll 99% of the times and you will get punished, so be careful!
Hope this helps :steamhappy:
Do you have good combos for low parry, and heavy pressure onto turtles? I am so bad at getting first hits in I just give them turns and try and counter.

The low parry combo I came up with was df31, b221+2 but I'm sure there's a better one.

Also alternative combo 5 for D Kaz, is it meant to reset the combo as the opponent lands? Or is my timing slightly off? Is that the Okizeme thing I've heard about?
GEORGIOSMGEORGIADIS4  [author] 28 Jan @ 6:54am 
@ -★- sevenfoodsandwich -★- thank you so much! :) :)
-★- sevenfoodsandwich -★- 28 Jan @ 12:47am 
Cool guide, I'll be sure to try it out. Here's one I have been using, some of your listed moves are here, but I'm glad you have ones that I've not tried yet.

https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fvy0p94qhqlec1.jpeg
GEORGIOSMGEORGIADIS4  [author] 27 Jan @ 3:26am 
@Mathusalem it's not that complicated :) u, b, f, d stand for the common sense directional inputs, i.e.: up, back, forward, down and 1234 depend on the controller you're using (for example on a Playstation pad it's square for 1, 2 = triangle, 3 = cross and 4 stands for circle) but correspond to each limb.
For our convenience we usually bind some buttons together in L1, L2, R1, R2. My combinations are (R1 = circle + cross, R2 = square + triangle, L1 = heat and L2 = square + circle)
Thanks for the kind comment :steamhappy:
GEORGIOSMGEORGIADIS4  [author] 27 Jan @ 3:21am 
@Revenge hehe lol:steammocking:
On a more serious note I really hope not!!