TEKKEN 8
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Easy staple Kazuya combos!
Por 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) ff4, df321, ff, df14
(or ff4, df3, df1df2, ff, b3, df14)

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

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

5) (2) 2, cd1, b31, b221+2
[or (2)2, cd1, 31 df44]

6) (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 dashing in from distance).

Alternatively, one can perform;
(E)WGF, 1+2 (for the swag)
df321 (best for wall or balcony break; best if you've 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 :) :)


16 comentário(s)
GEORGIOSMGEORGIADIS4  [autor(a)] 27 de jul. às 14:24 
it is yeah but it has always been tight, ngl. You can try this route; cd1+2, into (12)43, f, df1df2 :steamhappy:
QUANDARIOUS DINGLE NUT 27 de jul. às 14:15 
is the second combo in the normal hit section possible still i cant land the ss3
GEORGIOSMGEORGIADIS4  [autor(a)] 27 de jul. às 4:57 
@QUANDARIOUS DINGLE NUT ss stands for side step (holding up or down for a brief moment and then inputting the desired button)
QUANDARIOUS DINGLE NUT 26 de jul. às 16:43 
bruh im slow whats "ss" like in "ss3"
GEORGIOSMGEORGIADIS4  [autor(a)] 8 de fev. às 12:42 
@-★- 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:
-★- sevenfoodsandwich -★- 8 de fev. às 8:20 
What is the best thing to do after a wall or floor break? I feel like I waste the opportunity with weak choices.
GEORGIOSMGEORGIADIS4  [autor(a)] 3 de fev. às 6:00 
@-★- 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:
-★- sevenfoodsandwich -★- 2 de fev. às 21:07 
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  [autor(a)] 1 de fev. às 7:19 
@ -★- 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:
-★- sevenfoodsandwich -★- 1 de fev. às 0:52 
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?