Tekken Tag Tournament: Kazuya Mishima Strategy Guide Final Version October 12, 2001 FAQ written by Devil_Jin for the Arcade and Sony PlayStation 2 E-Mail Address: MCDevilJin@tekken.cc Yahoo IM Screen Name: Devil_Kazuya_28@yahoo.com AIM Screen Name: DevilLee19 IRC and Tekken Zaibatsu Screen Name: Devil_Jin EZBoard BBS Screen Name: MCDevilJin Visit my BBS here: http://pub21.ezboard.com/bmcdeviljinstekkenbbs Unpublished Work Trademarked (TM) and copyrighted (c) Devil_Jin 2001- 2002. All Rights Reserved. IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD OF THIS DISCLAIMER. USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER. Unpublished work Copyright 2001-2002 Devil_Jin *********************************************************************** *********************************************************************** ** MY PRAYERS GO OUT TO THOSE WHO LOST THEIR LIVES IN THE TRADEGY OF ** *** THE WORLD TRADE CENTER AND PENTAGON BOMBING, ON SEPTEMBER 11TH, *** **** 2001. HOPEFULLY, THE SCUMBAGS RESPONSIBLE WILL BROUGHT TO **** ***** JUSTICE, AND WE'LL HAVE A CHANCE TO RECOVER AS A NATION. ***** *********************************************************************** *********************************************************************** This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), WITHOUT THE EXPRESS WRITTEN PERMISSION OF THE AUTHOR (Devil_Jin). This FAQ was created and is owned by myself, Devil_Jin . All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. This FAQ was written for GameFAQs (http://www.gamefaqs.com), Tekken Zaibatsu (http://www.tekkenzaibatsu.com), and Catlord's Tekken Collection (http://www.catlord.com) ONLY. I don't want it to be put up on any other web sites at this point and am not above explaining this to your ad banner guys or whoever else I can get ahold of if you decide to violate this disclaimer. To continue, this FAQ and everything included herein is protected by the Berne Copyright Convention of 1976, not to mention International Copyright Law. Remember that plagiarism is a crime, and that this is a copyrighted work - stealing from this guide is putting yourself at risk, plain and simple, because the law is on my side. I feel the need to mention that the following publishers/publications/companies have ripped from many Tekken authors in the past, namely: the Ziff-Davis Video Game Group (publishers of EGM, Expert Gamer, etc.), and Game Cave. If you want to show your appreciation for having this nice free FAQ to read, please do so by not reading any of these rags, or refraining from buying anything at Game Slave - er, uh, Cave ^_^. And I mean this to full effect - THAT _ESPECIALLY_ MEANS ALL OF YOU ASSHOLES AT GAME CAVE! YOU'VE BEEN STEALING EVERYONE'S FAQS FOR BLOOD MONEY FOR TOO LONG, AND IF I FIND OUT YOU ARE GOD FORBID _SELLING_ MY FAQ (WHICH IS _MY_ WORK THAT I POURED MY SWEAT AND SKILL INTO), I AND MANY OTHERS WILL TELL YOUR PROVIDERS TO SHUT YOUR ASSES DOWN FOR GOOD AND SEND YOU BACK TO THE TOILET YOU CAME FROM!!! Author's Note: I would especially like to thank Chris MacDonald, a.k.a. Kao Megura, for his incredibly-thorough Copyright Statement. This man is the best FAQ writer ever for a reason, and it's sad that the populace that reads his FAQs feel the need to rip it for petty reasons such as monetary gain, impressing someone by making them think THEY wrote it themselves, etc., and it's even sadder that these same fans have forced him to retire from FAQ writing from all this stress. To all you people I've mentioned (you know who you are), I give you a hearty, well-meant "FUCK YOU!" The Tekken series, Kazuya Mishima, and all related events/characters are (c) of Namco Hometek. All Rights Reserved. This FAQ can be found at (and ONLY at): Tekken Zaibatsu (http://www.tekkenzaibatsu.com) GameFAQs (http://www.gamefaqs.com) Catlord's Tekken Collection (http://www.catlord.com) If ANY other sites I am not aware of aside from GameFAQs, Tekken Zaibatsu, and Catlord's Tekken Collection have this FAQ on their site/database, I _URGE_ you to mail me the site address, name, and/or link. NO OTHER SITES SHOULD HAVE THIS FAQ ON IT, _NONE_ WHATSOEVER!!! ================= TABLE OF CONTENTS ================= 1. Conventions - Movement Conventions - Linking and Special Conventions - Grounded Positions - Extra Combo Conventions - Move List Abbreviations 2. Strategy Guide Introduction 3. A Special Note To A Good Friend (Revised) 4. Latest Revision History - Version 11.0 - Version 12.0 - Final Version 5. Credits/Sources 6. Kazuya Mishima's Bio 7. Tekken 4 8. Strengths and Weaknesses - Overall Analysis - Strengths - Weaknesses 9. Moves List - Throws - Attacks - Unblockables - Strings 10. Frame Data - Throws - Attacks - Unblockables 11. Moves Analysis - Ranking Chart - Throws - Attacks - Unblockables 12. Combos - Jugglestarters - Stun-Combo Starters - Standard Combo Arts - Counter-Hit Combo Arts - Class 1 Combo Arts - Class 4 Combo Arts - My Favorite Juggles - My Favorite Tag Juggles 13. Strategy - Story Time - The Art of the Crouch Dash - Unofficial Moves - Official Moves - The Wavedash and Lightdash - Sidestepping - Okizeme - Taking Advantage of Frame Data - Custom Strings - OB Strategies - Chickening - Commonly-Reversed Moves - Bait For Chickens - Countering/Interrupting 14. Versus Fights - Alex/Roger - Anna Williams - Armor King - Baek Doo San - Bruce Irvin - Bryan Fury - Devil/Angel - Eddy Gordo/Tiger Jackson - Forest Law - Ganryu - Gun Jack - Heihachi Mishima - Hwoarang - Jack-2 - Jin Kazama - Julia Chang - Jun Kazama - Kazuya Mishima - King - Kuma/Panda - Kunimitsu - Lee Chaolan - Lei Wulong - Ling Xiaoyu - Michelle Chang - Mokujin/Tetsujin - Nina Williams - Ogre - Paul Phoenix - Prototype Jack - True Ogre - Unknown - Wang Jinrey - Yoshimitsu 15. The Best Partners for Kazuya 16. Submitted Strategies - Kazuya VS Anna Strategy - Kazuya VS Michelle Strategy - Kazuya VS Julia Strategy 17. Upcoming FAQs 18. Review Of Versus Book's TTT Perfect Guide 19. All About Me 20. In Conclusion... ======================================================================= 1. Conventions ######################################################## ======================================================================= MOVEMENT CONVENTIONS (Note: These are assuming your character is facing to the right. If they are facing to the left, reverse all b, f, B, F, SSL, and SSR commands. 1 - Left Punch 2 - Right Punch 3 - Left Kick 4 - Right Kick 5 - Tag d - tap Down u - tap Up f - tap Forward b - tap Back d/b - tap Down-Back d/f - tap Down-Forward u/b - tap Up-Back u/f - tap Up-Forward D - tap and hold Down briefly U - tap and hold Up briefly F - tap and hold Forward briefly B - tap and hold Back briefly D/B - tap and hold Down-Back briefly D/F - tap and hold Down-Forward briefly U/B - tap and hold Up-Back briefly U/F - tap and hold Up-Forward briefly N - Neutral joystick position (Joystick is not touched) SS - Sidestep (u,N or d,N) SSL - Sidestep Left (u,N) SSR - Sidestep Right (d,N) qcf - Quarter-Circle Forward (Move stick from down to forward) qcb - Quarter-Circle Back (Move stick from down to back) hcf - Half-Circle Forward (Move stick from back to down to forward) hcb - Half-Circle Back (Move stick from forward to down to back) LINKING AND SPECIAL CONVENTIONS + - Moves must be done together ~ - Moves must be done IMMEDIATELY after the other _ - Or (When used between two moves, they are interchangeable) < - Move following the < has the option of being slightly delayed [] - Brackets surrounding an item indicates an optional output () - Parenthesis indicates moves grouped together {} - Curved brackets indicate buttons needed to break a throw CH - Major Counter-Hit CL - Clean Hit GROUNDED POSITIONS PLD - Play Dead Position, face up & feet away KND - Knockdown Position, face up & feet towards SLD - Slide Position, face down & feet away FCD - Face Down Position, face down & feet towards EXTRA COMBO CONVENTIONS WGF - Wind Godfist (f,N,d,d/f+2) EWGF - Electric Wind Godfist (f,N,d,D/F~2) TGF - Thunder Godfist (f,N,d,d/f+1) big - Can only be done on big characters cc - Crouch Cancel (tap u during crouch) iWS - Instant WS (d~d/b_d~d/f+button) (,) - The hit in parenthesis misses during the combo MOVE LIST ABBREVIATIONS BK - Your back facing the opponent OB - Forces opponent's back to face you OS - Forces opponent's side to face you OSB - Forces opponent's side to face you when blocked JG - Jugglestarter BN - Bounce Jugglestarter RC - Recover Crouching after a move CH - Requires a Counter-Hit DS - Double-Over Stun FS - Fall Back Stun LS - Lift Stun GS - Gut Stun KS - Kneel Stun HS - Hunch-Over Stun TS - Trip Stun CS - Crumple Stun CFS - Crumple Fall Stun CF - Crumple Fall BS - Low Block Stagger SH - Stagger Hit GB - Guard Break FL - Float # - see corresponding footnote c - CH modifier (eg. JGc is a juggle starter on counter hit) cl - Clean Hit modifier (eg. DScl is a double over stun on clean hit) co - Crouching Opponent Modifier (eg. KSco) cco - CH on Crouching Opponent Modifier (eg. FScco) h - Attack hits High (block High or duck) H - Attack hits High and on ground (block High or duck) m - Attack hits Mid (block High) M - Attack hits Mid and on ground (block High) l - Attack hits Low (block Low) L - Attack hits Low and on ground (block Low) Sm - Attack hits Special Mid (block High or Low) ! - Unblockable hit - Unblockable hit which can be ducked {!} - Unblockable hit which hits grounded opponents *!* - Unblockable hit which hits big grounded opponents " - Indicates block point in Strings NEW TTT MOVES If Kazuya has a new move in TTT that he did not have in Tekken 2, I typed that move on the Moves List in CAPITAL LETTERS! ======================================================================= 2. Strategy Guide Introduction ######################################## ======================================================================= Well, thank you for taking the time to plop your Tekken-playing asses down in front of this computer screen and read this tome of Kazuya goodness. The reason I've compiled this FAQ is rather simple - ever since Tekken 2 first came out, Kazuya has ALWAYS been my favorite character in every Tekken. He's just a MAJOR bad-ass, with some awesome attacks with which he can demolish many an opponent in no time flat. In Tekken 2, Kazuya was within the top five characters in the game - he had very powerful juggles, re-defined the meaning of "stun" with his incredibly-powerful Demon Gut Punch, had the nigh-invincible, Mid- hitting Wind Godfist, and was the first character in Tekken to recieve a Sidestep of some sort - however, to make that particular advantage even more deadly, Kazuya could enter his Crouch Dash (the most important Mishima move) by simply tapping d/f, from which he could go into a vicious guessing game with his Wind Godfist and Hell Sweep. He had power, speed, and ease of use all combined into one deadly package - the only real weakness he had was the lack of an Attack Reversal. In the words of tragic in his excellent Tekken 2 guide, "If he had a reversal, he would be rated number one or two hands down." - and he hit it right on the mark. Kazuya, much to the displeasure of many Tekken 2 vets, was excluded from Tekken 3, and mostly replaced by his son, Jin Kazama. While Jin was given several qualities that Kazuya lacked (he actually had an Attack Reversal, along with the best moves of his mother, Jun Kazama), several of Kazuya's staple attacks and characteristics, such as a WS+2 Demon Gut Punch, the Wind Godfist (the BEST move ever in Tekken), and the Mist Step were either changed, weakened, or altogether scrapped. While newer players to Tekken didn't really care, just as slikatel stated, Tekken 2 veterans knew that those attacks were the heart of Kazuya's power and effectiveness. The absence of a Mid-hitting Wind Godfist severely hampered Jin's Crouch Dash game. It is a strong opinion (but when you think about it, it's more like a fact) that if Jin had been given a Mid- hitting Wind Godfist in Tekken 3, he would be the strongest character in the game, although smart players could mixup with the WS+2 Uppercut and Hell Sweep. Well, Tekken 3 is now old news, and Tekken Tag Tournament is in (well, kinda). TTT has EVERY single character ever to grace a Tekken game in this sucker (well, sadly excluding Doctor B. and the useless Gon from Tekken 3) - and that means Kazuya is back to kick ass, and he's come packed with several new moves and quirks that have acclimated Kazuya to TTT's multi-faceted game engine. Although he has been toned-down in many areas, with practice, Kazuya is one of the most frightening match- ups for any opponent, and STILL one of the game's top characters. Virtually everything in Tekken has changed since the heyday of Tekken 2 - so that's where this guide will come in handy for the aspiring Kazuya player. This guide is meant for the intermediate to advanced Kazuya player, so if you don't know about the general game engine, check out the Tekken Zaibatsu or read up on one of the two Tekken Tag Tournament books. If you're gonna buy one of the books, I highly suggest the Versus Books guide, because even though it's been cut up like a Scream flick, it's still a shitload better than the Prima book. Although I am not the foremost authority on how to kick ass with Kazuya, I am good enough, and a very observant learner, so remember that this is not THE way to play Kazuya and win, but the way that I play Kazuya and win. So, for those that want to learn just why Kazuya is so feared in match play, read on... and most of all, enjoy the FAQ. - Devil_Jin ======================================================================= 3. A Special Note To A Good Friend #################################### ======================================================================= This is old, but I didn't want to delete it and restucture the entire FAQ yet again... To Kian Chong Lee (ILuvMomo): For those that do not know yet, ILuvMomo, Kazuya extraordinare and good friend, has recently announced his retirement from all things Tekken and has stopped posting at the Tekken Zaibatsu. This to me is a truly sad occurence, as he's without a doubt one of the most intelligent Tekken players I've had the priviledge of speaking with. We've both been credited with having some of the best FAQs out for TTT, and while I myself would not agree to that when it comes to my FAQ, I would be lying if I didn't say that Lee's Kaz FAQ is a work of art. He truly has the best FAQ for Kazuya by FAR, and I'd be hard-pressed to even touch the level of strategy and work in there - and his gigantic Julia FAQ with DayFul is even better. You'd never expect so much strategy and advice crammed in there on one character. He was just hitting his stride as a great FAQ writer, but sadly, as he announced, he's being drowned in personal troubles stemming from his Tekken play, and has officially quit as Tekken player and FAQ writer. I do not hold that against him. Obsession is a horrible thing when not aimed correctly. I wish you all the best Kian, and hope you'll keep in touch. It was great having you there all this time to help with revising my FAQ and placing your well- observed criticisms in the places I needed it. Your witty sarcasm was also funny as hell. And it sure was fun watching me, bluu, and Rev flame right? Again, I wish you all the best and will continue to spread the strategy of our favorite Mishima. Best of luck with getting your life back in order. When I next play P-Jack and block his f+3+4, I'll dedicate the cup of coffee I'll drink during the horrid recovery time to you, before I drop a WGF on him. Cheers! - Mark Campbell (a.k.a. Devil_Jin) UPDATE - Well, here's good news - Kian is back and posting on TZ yet again, under the s/n of kianchong. From what I gather though, he's decided not to write any more FAQs, which I guess is good for him. And get this - he's flaming left and right and in the process, making me damn proud! Nice to have ya back dood! ======================================================================= 4. Latest Revision History ############################################ ======================================================================= This keeps track of the last three revisions: v10.5 - Well, screw that promise about not having any more updates for a while. I didn't realize I had so many errors here and there... semi- minor update, added Catlord's site as a carrier of my FAQ, added info on Gut Punch, Right Splits Kick, and a few other moves, added "Electric Wind Godfist" (don't worry, it's a joke... just read it) and added a lot of Submitted Strategies. v11.0 - Well, I've found out new info on the Right Splits Kick, Hell Sweeps, Gut Punch and WGF, changed the title of the FAQ around a bit (to better represent the content of it), removed the stupid "EWGF" joke, stopped being lazy and included everyone into the Versus Fights section, removed the High Pounce stuff (it appears Kaz DOESN'T have this move after all... big loss, right? ^_^), removed the Fighters.Net address (since Fighters.Net is gone), changed the roman numerals to regular numbers, got rid of the Links section (too many to keep track of), basically refined and corrected my mistakes all over the place, found other miscellaneous data, AND own the PS2, TTT, and the TTT Perfect Guide from Versus Books to confirm my stuff. This was originally going to be the final revision, but I decided that there had to be room to make changes if anything came up (like the Frame Data for a blocked WGF and the possible follow-ups), so for the time being, this will be the last update in a long time unless something really major comes up. v12.0 - I've removed two of the FAQ locations, fixed an error here and there, and added OB Strategies to the Strategy section. Ah, the pressures of being an FAQ writer... Final Version - Ok, this time I could care less... I'm done with the damn thing. Tekken 4 is almost out, and PLENTY of Tekken 4 info is abounding, so I decided to include that stuff in a whole new purty section ^_^. I've gone into more detail with some of the VS. Strategies (Baek especially), fixed up most errors I could find, and decided to stop being lazy and went into depth with stuff I needed to include. There are of course going to be errors, but that's the end of it. The FAQ will officially NOT be updated anymore. ======================================================================= 5. Credits/Sources #################################################### ======================================================================= Like I've stated before, I feel that the people that inspired me and motivated me to create this FAQ are the ones that deserve credit for this FAQ. Let's get this on... - Rev, hey, it's always fun getting flaming lessons from you dood. I have gone from being wimpy-ass Devil_Jin to being one of the baddest motherfuckers in the Tekken Zaibatsu (or maybe I'm just full of myself)thanks to your "kind tutelage", if you can call it that. To be honest, your FAQs are pretty damn good anyways (if not for the info, for the personality all over it), and I do admit you are my main inspiration for writing this stuff in the first place. Props go out to Exar Kun, whose Heihachi and Kaz FAQs are quite good themselves (even though outdated and kinda lacking when it comes to useful strat). And Kian, well, you already know how good your FAQ is ^_^. - Victar, keep it real, man. For those that haven't read it yet, I urge you to check out his site and read his incredible Tekken fanfiction. His latest, and finally finished fanfic, "Phoenix Reborn", is an essential read for any respectable Tekken fan. His site, Victar's Mortal Kombat/Tekken Fanfiction Archive, is very comprehensive, with a huge list of crazy links and fanfics. Check it out at: http://members.aol.com/sglkht - Raijin Aoki for his absolutely incredible Lee Chaolan Tribute movie. I love it more than any movie of Tekken so far! The BGM RULES! If you are a Tekken fan, download it. _Now_. LEE KICKS ASS!!! - Kevin, Amaro, Trekk, and my pal Kenny at Time-Out Arcade in Danbury Fair Mall, CT, for killing my ass (well, Amaro, I almost always beat Kenny and I haven't seen Kevin in a while...) with your mad skillz... especially Amaro with his insane Baek/Hwoarang team, cuz his New Haven skillz are to be feared, rekonized, and rezpekted, cuz he iz just beez- naughty. Kenny, keep working on your game dood, you'll get good someday. Of course, you can start on the path by blocking my Thunder Godfists first, and you'll be on your way (lol)! Trekk, it was fun getting wasted by you ^_^. I swear next time I'm gonna put up an even fight, God dammit! - Castel, for supplying all the masses with your sick knowledge of the greatest fighting game ever made. Keep it coming, man! AND _BIG_ PROPS GO OUT TO TEKKEN ZAIBATSU FOR THE COMBOS, CONVENTIONS, FRAME DATA, AND ENDINGS!!! - Agent316, for having the crazy skills (he's got the best editing I've ever seen!) to make those insane movies! Keep it up and visit his webpage at: http://www.geocities.com/martb_perez - The guys at Tekken Zaibatsu's Forums: Reverend C. (the well-known "Asian Sensation"), tragic (who's T3 Yoshi FAQ is the greatest Tekken FAQ known to man), Catlord (mad cool dood, I talk to him on IRC), prizim, SPMAN (gorrila-boy Cuban), Night (bluu's bastard love-slave), tomhilfiger (Mr. American Wavedash), KOFTEKKEN and jjt (owners of the immensely-helpful TTT Advanced Techniques FAQ), Chinky-Eye, 7ronko, DatBastardSho (one of the kuhlest doods in the Tekken community, with a great Jun FAQ), Chinky-Eye (King Of Twin Pistons), Renick (excellent FAQs dood!), Shukudai, Ikazushi, ~NewUltraCowLand (who is now the godlike Johnny On The Pot/Perfect Pot... I believe that's 'nuff said), Vegetta X (one of the biggest morons I've even seen, without a doubt), Chris Mishima, Proxer (Defender of "Kazuya does NOT have EWGF!"), FusionTech, toshinjin, EDDYRULZ69 (I mean I69EDDY, another idiot), KaNE (fellow Vegetta X hater and Asian Sk8er), avkazama, RedFooT, elfty (plays a mean Baek I hear), and my main mans bluu (MoFo Ultraflamer # 2), Exar Kun, ILuvMomo (Ultimate Master Of The 1,2,2), Joshimitsu, Triple Lei, Guppie, J&H, SeanPyro, and Trekk. You guys kick ass in Tekken and are cool to debate, argue, chat, and/or bitch with. Keep it up. Thanks Chinky for the Twin Pistons info and strats, thanks 7ronko and Rev for the 13-frame WGF info, and thanks bluu for all the Hell Sweep data (and thanks also go to ILuvMomo for including this info in his FAQ where I could find it!) and the invincible WGF info. You ROCK, my sexy love slave! (LOL) - The maddest props to none other than Johnny On The Pot, or as he used to be named, ~NewUltraCowLand, for doing the impossible and KICKING THE LIVING SHIT OUT OF CALI! WITH THE OGRES NO LESS! And did I mention he killed Calipower, tomhilfiger, AND the God-like MIC? Yep, the new U.S. champ has arrived, and those months of his trash-talking about GA has paid off. Makes me blush when I remember how much I used to flame that guy when he was mad stupid. He's much chiller now and definitely cool to talk to. Now I'll hop off the JOP nut train, thank you very much. - And I can't forget Annaquin, or as we Zai goers call him, Analquin. Apparently, he is NOT the biggest moron ever, and posted up whack strat and retarded videos as a front to his surprisingly GREAT skills. I still like that word "Annaquinish" though... ^_^ (I bet Rev is kicking himself in the ass now) - Now that Annaquin has revealed his true colors, it's time to turn the Tekken Zaibatsu Ass-Clown Award to Ali Vegas, who has wasted our time for months bitching about how Ling Xiaoyu was the best character in TTT, and in the process got the entire forum on his ass with his asinine shit-talking and refusal to go out and PROVE his endless parade of bullshit. He is THE ultimate Tekken troll. Maybe if you pull a JOP and PROVE your "skills" in a tournament, we might listen to you and not make fun of your absolutely whack arguments, dick! Ryokimitsu, I give you kudos for putting this ass in his place every five seconds. - The Tekken Salute BBS, for being what was the most hardcore BBS ever for Tekken strats, even if it NEVER freakin' updated. It's been closed down for a while, but I've heard rumors that it's up again, so if it's true, perhaps I'll go and check it out... - UnknownHP and 666 for having a kickass TTT movie site. Their capture card is even better than Castel and Agent316's! Here's the site (be warned, it's in Japanese, although the movies are easy to find): http://www.coara.or.jp/%7Ekei666/ttt/tetutop.htm - Chris MacDonald, better known to the FAQ world as Kao Megura, for his well-put, comprehensive Copyright info. This man is the best FAQ-writer on the planet, no doubts about it. You simply cannot dispute the knowledge of Kao Megura, God Of FAQs, no matter who you are! Thank you man, you are an inspiration for many. Enjoy your retirement, you deserve every bit of it. I hope you can write some more killer FAQs some day. - BMW, for cracking out with all the mama snaps on IRC and for being the owner of a sick Tekken website. And thanks for those quick little Kazuya Mist Step videos. Here's the address: http://www.tekkenstuff.hypermart.net - And finally... ME, for having the time, energy, friends, and desire of Tekken to create my very first website AND Tekken BBS! Although it's not really populated much anymore, perhaps when something new comes up in Tekken (which should be soon, since Tekken 4 is out), I'll post there some more. On that note, I'd like to thank my moderators: Exar Kun, ILuvMomo, Triple Lei, JyH, Joshimitsu, Guppie, and Sean Pyro for being awesome sons of bitches and helping to make the site your place for the everyday Tekken fan. Check it out at: http://pub21.ezboard.com/bmcdeviljinstekkenbbs In the words of my man Joshimitsu, "Uh... go there." ======================================================================= 6. Kazuya Mishima's Bio ############################################### ======================================================================= Kazuya Mishima's history is quite convoluted, so it's difficult to include everything in detail, but here goes... Kazuya is the son of Heihachi Mishima, the head of the extremely wealthy Mishima Financial Empire. Throughout his childhood, Kazuya was the victim of a nearly- endless string of physical abuse from Heihachi, who believed solely in building a child's strength by beating them during their training exercises. Then, at the age of five, Heihachi threw Kazuya into a ravine, which left a huge scar running from his upper-right shoulder to his lower-left adbomen. Kazuya as a result grew up devoid of emotion, and things only grew worse when Heihachi adopted a Chinese orphan named Lee Chaolan when Kazuya was around 13 years old. From the first time they saw each other, an intense rivalry and hatred flourished between Kazuya and Lee, to which Heihachi exploited to the fullest. He openly embraced Lee into the Mishima family as a way to incite Kazuya's jealousy and hatred so that Kazuya would grow up and make Heihachi proud when he inherited the MFE. However, this only made Kazuya's hatred for his father blossom into murderous rage. When Kazuya was around 18, he left the MFE to search the world to secretly gain power to overthrow his father, while at the same time living off of his father's money - he devised plans while maintaining the cover of a spoiled, rebellious rich-boy turned vagabond. It was at this time he was troubled in his dreams by an entity known as Devil. In exchange for possessing Kazuya, he would grant Kazuya almost limitless power in order to overthrow his father. Kazuya accepted Devil's offer, and became an agent of evil. Now all Kazuya needed was an opportunity to strike... During the year 1995, Heihachi organized a blood-sport tournament called the King of the Iron Fist. The winner would recieve a large cash sum, as well as becoming the new owner of the Mishima Financial Empire. Kazuya was one of the lucky few who recieved an invitation. So now, fueled with unholy power, Kazuya entered, and proceeded to not only demolish Lee, but topple Heihachi as well, throwing him off of the same cliff that he himself had been thrown at the age of five, believing him to have perished, although he would find out that he had survived later on. Kazuya became the new President and CEO of the Mishima Financial Empire, and then instantly began corrupting it with his evil power. In 1997, Kazuya organized the second King of the Iron Fist tournament. During the course of events, Kazuya fell in love with the "Ecology Fighter", Jun Kazama, and were drawn together by the supernatural power of Devil. In the final match of the Iron Fist, Heihachi, who had come out of hiding to topple all challengers in the tournament, fought Kazuya again in a bloody battle. This time, Heihachi defeated Kazuya, and made sure he would never come back to menace him again by throwing his corpse into a raging volcano, while at the same time, Devil was battling a pregnant Jun Kazama for ownership of an unborn Jin's soul. Jun emerged victorious, and fled to the isolated Japanese island of Yakushima to raise Jin away from the horrors of his father and grandfather's crimes. Now, the confusing thing about TTT is that it is considered separate from the Tekken series in terms of storylines, but the fact that Namco included endings for the characters in the PS2 version of Tekken Tag makes it a bit harder to swallow. His presence in Tekken Tag is supported by the strong evidence in Tekken 3 that he, indeed, survived at the climax of Tekken 2. This is clearly shown in Eddy Gordo's ending in Tekken 3 for the PSX, where he reveals that the leader of the crime syndicate called the "Organization", as well as the man who ordered the hit on Eddy's father, to be non other than Kazuya Mishima. Now, Tekken 3 takes place roughly in the year 2016, 19 years after the second King Of The Iron Fist tournament in 1997, and Eddy is 27 years old in 2016. When Eddy was 19, around the year 2008, his father was murdered by the Organization, and Eddy spent 8 years in jail. The hit on Eddy's father was executed 11 years after Kazuya's supposed "death" at the hands of Heihachi, PROVING that he is indeed, alive, or was alive at least until the time of Eddy's father's death. ======================================================================= 7. Tekken 4 ########################################################### ======================================================================= For those not in the know, Tekken 4 has been released across the world. And the good news? Kazuya is not only alive - he's the main character! ************************ ************************ ** TEKKEN 4 STORYLINE ** ************************ ************************ In the midst of the 3rd Iron Fist, Heihachi and his scientists tried to find a way to merge Ogre with the Devil gene - the DNA that had manifested in his son, Kazuya, giving him immense power - and create a living organism, with which Heihachi would use to conquer the world. Since he himself did not carry the Devil gene, and his son was (to his knowledge) dead, he found the gene in his grandson - Kazuya's son, Jin Kazama. Knowing that it was only a matter of time before Jin would transform - and become a threat - Heihachi orchestrated a plan to kill the unsuspecting, trustworthy boy. All he needed was an opportune time to strike... Heihachi carried out the plan after Jin had vanquished True Ogre, with him and a few Tekkenshu soldiers shooting him dead. The plan was to use Jin and True Ogre's cadavers for experimental purposes to find the combined power of Ogre and the Devil gene. Unbeknownst to Heihachi, this act of violence did not end the menace - it TRIGGERED Jin's transformation, turning into a nigh-unstoppable killing machine. Devil Jin proceeded to kill the Tekkenshu grunts and then mopped the floor with Hei himself. Devil Jin flew off into the night, leaving a battered, bruised Heihachi on the ground, writhing in pain but alive (he's one tough 73-year-old bastard, that's for sure). For the next two years, Heihachi searched the world for his Devil grandson to no avail. He simply could not be found - there were no traces of his existence whatsoever. Then he came upon a startling discovery. Pictures came into his possession, showing a corpse, burnt and covered with cuts and scars, with two long protrusions sprouting from his back. Protrusions that looked very much like wings. The pictures were over twenty years old, so it was conclusive proof that apparently someone had found Kazuya's body, although HOW it existed was itself baffling. Knowing full-well what possession of Kazuya's body could do in the wrong hands, he set out to find the perpetrators, and make them pay dearly. Soon enough, a name came up - the G Corporation... ********** The minds behind the discovery of Kazuya's corpse were known as the G Corporation, a huge conglomerate with offices in Nepal and Nebraska that specialized in biotechnological research. Twenty-two years ago, they had retrieved a burnt and scarred body from the volcano under the tip that Kazuya Mishima, the Devil-possessed former owner of the MFE, had just been thrown in after being defeated by Heihachi Mishima. Kazuya was reputed by the crime underworld to be nearly indestructible, and the recovery team was indeed able to retrieve the remarkably-preserved corpse. The G Corporation spent close to 20 years trying to discover a way to reanimate Kazuya so as to harness Devil's power. The G Corporation used their incredible biotechnology on Kazuya's DNA to reanimate his body in their Nebraska laboratories. It was successful, and Kazuya retained all of his memories - the catch, however, was that he now had the body of a 49-year-old, as if he had aged from 1997 all the way to 2018 (which seems to directly contradict Eddy's T3 ending, since in that ending Kazuya is assumed to be alive almost a decade before 2018, so apparently, Eddy's ending did not take place in the official Tekken storyline). Indebted to the G Corporation for reviving him, Kazuya set out to help discover how to merge his own persona with Devil's so as to make himself even more powerful. The experiment was brought to a crashing halt, though, when Heihachi and the Tekkenshu, who had recieved word that Kazuya's body was being held in the Nebraska laboratories, arrived and proceeded to lay waste to the G Corporation's personel and equipment only hours after laying waste to the G Corporation's Nepal building and taking their information. Kazuya, enraged that his father thwarted his plans once again, demolished the Tekkenshu squad and went into hiding. Desperate to find Kazuya and eliminate him once and for all, Heihachi organized the fourth King Of The Iron Fist tournament to draw out Kazuya. The prize would be ownership of the Mishima Financial Empire and of course, a hefty prize sum. Kazuya, knowing that entering will give him a shot at revenge with Heihachi, enters the tournament. ************************** ************************** ** TEKKEN 4 KAZUYA INFO ** ************************** ************************** Yes, Kazuya is back and he's ready to kick ass in Tekken 4. Things aren't exactly peachy, however, if you're expecting the TTT dominator. If you've been up-to-date with Tekken 4's information, you'll know that the general consensus was that Kazuya had been RAPED in Tekken 4. Don't get me wrong - he's not really weakened, but he's been balanced out VERY well. Most, if not all, of his useful moves have been modified or changed in some way. He's apparently gained a bunch of new moves, but I haven't seen all of them yet. I'm glad to say though that Tekken 4 is in my arcade now, so I spent a few hours of quality time with Kazuya. The main changes I know of are below... - Kazuya's 1,1,2 is now like the Ogres' version - the final, third hit no longer is guaranteed after the first two hits unless it's on Counter- Hit. Being one of Kazuya's main attacks to answer a blocked attack, I would say this hurts him a fair bit... I guess it's time to fall back on the Ogres' tried-and-true tactic of using 2,2 to counter blocked attacks. Apparently though, the regular 1,1 seems to give Kazuya a MAD frame advantage now, even more so than it used to be. - In what is one of the more shocking changes made to Kazuya's arsenal, Kaz's almighty Wind Godfist... sucks. Well, kinda. The properties of Kazuya's WGF in Tekken 4 are really fucked up. First off, Wind Godfist - AND Electric Wind Godfist - both only launch on Counter-Hit. On a normal hit, it only staggers them (as if you did a WS+1,2 Twin Pistons on a Jack). Perhaps the worst change of all - it hits High! That's REALLY bad. Thankfully, however, Kazuya now has the EWGF... even though it's not really anything super-special anymore. So now you really HAVE to use it to interrupt, since using it any other time will put you in more danger than it's worth. I was pulling the EWGF more than a few times on the decent sticks, so apparently it is identical to Jin's old EWGF and has a bigger slop factor than Hei's. Due to his new attacks though, Kazuya juggles are as powerful as ever. It's quite obvious that the offensive aspects of this move are severely fucked now, though. No more pressuring crouching opponents, because they can duck it, and even if it hits it won't juggle. So now you really don't have a choice but to use it for interrupting. Thankfully, this now means that previously impossible juggles are now quite possible - WGF, 1, WGF, 1, WGF, and WGF, 1, 1, TGF work 100% when done right. Putting it bluntly, though, while the WGF/EWGF is definitely useful when mastered, it is nowhere near as effective as it was in previous Tekkens. - And finally, we have Kazuya's Twin Pistons. In what is definitely the biggest raping of all for poor Kaz, the WS+1,2 has been royalled FUCKED. It's now identical to Jin's gimpy-ass T3/TTT Twin Pistons! The second hit is no longer guaranteed on normal hit - only on CH. Worst of all, it no longer juggles crouching opponents - regardless of CH! This is probably the only change I REALLY object to. Suffice to say, this was Kazuya's best attack in TTT. I mean, abusing Twin Pistons from CD was a hard enough technique to learn properly... and now it's DEAD. Don't get me wrong, TP was definitely too powerful in Tekken Tag... but God, I'd give it a slower block recovery or something... not totally destroy it. It is of course still useful for interrupting, though. - Kazuya still has the Wavedash in Tekken 4. Problem is... who in the fuck would want to use it now that it's really WORTHLESS? All they have to do is block Low, and that's it. EWGF and WGF will whiff. Twin Pistons will not juggle even if on CH (since they're ducking), and even if the first hit connects normally, they can block/Parry/reverse the second. Hell Sweeps can be blocked or Low Parried, and from what it looks like it needs a deep Clean Hit or CH to trip now! From some threads at the Zai, however, many players are now throwing in Kazuya's new b+1, which hits Mid, into the Crouch Dash mixup, so perhaps they aren't quite dead yet. However, considering that Mishimas can be jabbed out of the Crouch Dash now (especially by Paul/Steve/Law), it's safe to say that abusing it is a foolhardy tactic in T4. - The Demon Gut Punch, more or less, is much better than the old TTT incarnation. On a Clean Hit, the DGP's stun can NOT be escaped at all, and as an even weirder property: if you do the Gut Punch (d/f+2) right afterwards, IT STUNS, REGARDLESS OF CH OR CLEAN HIT! Needless to say, a combo like CH WS+2, d/f+2, b+3,1, f,N,d,d/f,f+4~4 does craploads of damge with minimal effort. Also due to his new moves and additions to his arsenal, Kazuya's juggling power is MUCH better then ever before. And when factored in with his multitude of stuns, Kazuya is basically THE juggler/combo-er in Tekken 4. - Juggles, in general, have been massively toned-down in Tekken 4. Only a few characters have massive-damage juggling capabilities now (Kazuya is one of them), and few rarely exceed 30-40% damage unless you factor some cheap wall combos in. The game is much more reliant on poking, Okizeme, and Sidestepping. Of course, for those that don't poke the best (Kazuya), juggling is going to be your main/standby form of attacking. - The universal Low Parry is back in Tekken 4. - The Sidestepping system has been totally revamped. Now you can Sidestep infinitely to the left or right by holding Up or Down, or do the regular SS from Tekken 3/TTT with u,N or d,N like before. Crouching is now done with D/B. However, the continuous Sidestep is pretty damned slow and really not useful, so the regular SS still seems to reign here. - And did I mention Tekken 4 has WALLS? Yep, and they figure in PROMINENTLY with gameplay and ESPECIALLY with juggling. Just about every character has a juggle or two they can use when bouncing some poor bastard off the wall. Beginning to see the possibilites? I got some unfortunate people in some NASTY wall traps with Kazuya and that evil new b+3,1,4,1 combo of his. Thankfully, Wall Tech Rolls are possible, so it's not like a wall trap is the end for you (but damn near close it seems). - The old 1+3 throws as we know it are gone. They've been replaced by the new Position Change, which basically exchanges the player's standing positions. I believe the old 1+3 throws are now F+2+4. The new Position Change is INCREDIBLY useful, make no mistake about it. It allows a defensive guy getting pummeled against a wall to grab the attacker, throw him into the wall, and then the tables are turned, of course. This usefulness is kinda downsized though because the frame count for these (and the 2+4) throws are much longer than ever before. - As for new moves with Kazuya, he's gained a whole lot to round him out. Here's his new additions: Split Elbow - b+1 Entrails Smash Combo - d/f+1,f+2 Glorious Demon Fist Combo - f+1+2,f+2 (I believe it only works on hit) Corpse Slash Punch - SS+1+2 Wicked Raid - b+2 Spiral Backfist - b,b+2 Electric Wind Godfist - f,N,d~D/F~2 Demon Slash Kick - f,N,d,d/f+3 Advancing Kick to Lead Jab - f+3,1 Blazing Demon Fire Rush - b+3,1,4,1 Flash Kick - b+4 Demon Stomp - d+4 (grounded opponents... looks fucking bad-ass!) - Another big change is the addition of Soul Calibur's Just Frame Attacks. For multiple-attack chains, like Paul's new Iron Mountain chain (d+4,2,1), EXACT frame-timing is required inbetween hits to get the whole thing out - you can't mash it out like in previous Tekkens. Unfortunately, though, Namco has not released Tekken 4's Frame Data yet. - The CONFIRMED characters in Tekken 4 as of this writing: Kazuya Mishima, Paul Phoenix (d+4,2 is cheap again, he's got a perfect new d+1+2 shoulder tackle move, cheap 1,2, and some incredibly-evil wall combos... ARRRGH!), Ling Xiaoyu (massively improved), King The 2nd (who has several of Armor King's moves from TTT), Marshall Law (complete with goatee and some cool new punch links), Yoshimitsu, Hwoarang (with a few of Baek's moves), Heihachi Mishima (the boss... and my God, he's wearing a Sumo diaper! EWGF is also there too... but now it slams you spinning across the screen!), and three new characters: Craig Marduk (who killed Armor King, that bastard!), Steve Fox (a boxer dude who uses sways intstead of kicks, and has the fastest goddamned punches I've ever seen!), and Christie Montiero (who is the female Eddy Gordo of Tekken 4... as well as being almost naked 90% of the time). Jin Kazama is the first Time-Release character (his ENTIRE arsenal is new!), followed by a "new" character, Violet - which if you didn't know yet, is actually Lee Chaolan in disguise - Nina Williams, Lei Wulong, Bryan Fury, and Julia Chang. The rumored next characters are Kuma/a Jack, Combot (basically Tekken 4's Mokujin), and Heihachi. =======================================================================8 . Strengths and Weaknesses ########################################### ======================================================================= OVERALL ANALYSIS Kazuya is the most hardcore of all the Mishimas. His attacks intimidate more than any other of the Mishimas' attacks do, and his whole attitude exudes a simple, bad-ass "I'm gonna kick the shit out of you, then spit on your fucking carcass" arrogance that we all know and love. He thrives on landing Counter-Hits perhaps more than any of the other Mishimas as well - examples are Kazuya's Demon Gut Punch, Gut Punch, Twin Pistons, and of course, the Wind Godfist. He has the fastest Wind Godfist in the game in that it can be executed one frame faster than any of theirs can (except Devil). Kazuya's Crouch Dash games are also the deadliest of all the Mishimas. Kazuya's only drawbacks are a lack of variety, lower juggling power compared to the other Mishimas, and the slowest-recovering Wind Godfist of the Mishima clan (explained below). While his arsenal is limited, he benefits in that just about all of his attacks are useful in some way. IMHO, he has the most "effective" arsenal in the game. Having 20 or so moves may not be much, but it's better to have 20 or so useful moves than 70 moves with limited use, right (*cough* *hack* *JULIA* *haff*)? Added to that, Kazuya is THE pick that almost all of the tournament players (and winners) choose when they want to win. Go to Korea or Japan and you see Kazuya is the most picked character in tourneys along with Jin. In the right hands (with a lot of Instant WS Twin Pistons/Hell Sweep mixups from your Crouch Dash/Wavedash, although it isn't really NECESSARY), Kazuya can beat anyone and everyone. And if that isn't reason, who's a bigger badass than Kazuya? ^_^ Thought so. STRENGTHS - Kazuya has the most elaborate arsenal of stun attacks in the game, and when given an opportunity to unload, his stun combos hurt more than anyone else's (yes, even more than the Ogres, believe it or not). He has the insanely-powerful (although crappy) Demon Gut Punch, the extremely-useful Gut Punch, and the powerful Glorious Demon Fist with which to stun them and combo. His most powerful stun move is the Demon Gut Punch (if it hits on CH and they do not escape the stun), as it has decent speed, easy to do, hits Mid, Double-Over Stuns on Clean and Counter-Hit (Fall-Over Stun on Clean Hit), does insane damage (50+ points!), and Kazuya can follow-up with almost any of his moves for a powerful combo. However, it has been toned-down a LOT in TTT, as a stun can be Tagged out of or the opponent can simply hold Forward to fall quickly and escape the stun (regardless of hit type). Your best bet is to rely a lot more on the Gut Punch since it does insane damage as well, can't be escaped, is fast, inflicts block-stun in-close, and can lead to some powerful combos. - While not having as much finesse and damage as Jin or Heihachi, or having a Class 1 Launcher like Devil, Kazuya's juggles are powerful and simple. It only helps that he is gifted with possessing the best jugglestarter (and perhaps the best move overall) in Tekken - the Wind Godfist. While it now can be blocked standing or crouching, and is not as good as Heihachi's due to his much broader juggle options (and
shorter block recovery and EWGF...), it is still Kazuya's best launcher 
(and one of his only) by far, and a low-blocked WGF will stagger them 
slightly, allowing Kazuya for the most part to be safe if blocked.  It 
is also immensly helpful that the WGF cannot be reversed or parried in 
TTT.  The altered blocking is not too much of a setback, as the WGF was 
always better-used when countering an opponent's attack or hitting them 
if they whiffed, and to add to it, a blocked WGF leaves Kazuya open to 
VERY few attacks, but be careful - some characters CAN hit you with 
nasty stuff (Ogres 2,2, Hei 1,1,2, Bruce f+2,f+4, etc...).  To make up 
for his pathetic Demon Gut Punch in the While Standing department, 
Kazuya has the EXTREMELY useful Twin Pistons, which hit Mid twice, 
execute in 11 frames, launches to a cozy height for several moderately-
powerful juggles, combos guaranteed from the first hit, recovers very 
fast, is easy to do, and can be worked into your Crouch Dash strategies, 
so Kazuya can use the nigh-unbeatable mixup game from his Crouch Dash by 
mixing up his Hell Sweeps and his Twin Pistons to create a nasty 
guessing game.  And of course, the d/f+2 Gut Punch is more than an equal 
to the Demon Gut Punch in almost every way.

- Kazuya possesses the Mist Step (f,N), which is a quick Sidestep that 
can lead into an automatic Crouch Dash by tapping d/f.  From his Crouch 
Dash, he can go into three very useful attacks - the Thunder Godfist, 
Wind Godfist, and Hell Sweep, and one of the most useful movement 
properties in the game, the Mist Step Cancel.  These three attacks come 
out more deceptively from the Mist Step Crouch Dash than in a normal one 
(and faster if done with Mist Step Cancel), so it is best to go into the 
Mist Step as often as possible as it basically comes out of nowhere.  As 
a bonus, it is also has a much easier joystick motion than the normal 
versions.

- Many of Kazuya's attacks leave him with a sizeable frame advantage on 
block AND hit - the Right Splits Kick, Leaping Slash Kick (on block), 
first two hits of the Flash Punch Combo (on hit), Stature Smash (on 
hit), and close Gut Punch (on block) are prime examples.  Kazuya can 
employ some VERY nasty guessing games when the player takes frame 
advantages into use, so as a rule, when you have frame advantage, ALWAYS 
use it!

WEAKNESSES

- Kazuya's biggest and most glaring weakness is that the Demon Gut Punch 
(WS+2), potentially his deadliest move in Tekken 2, has been toned down 
so massively that it is near-uselessness in TTT at high-level play.  Not 
only is it slower coming out, it also recovers longer than it did in 
Tekken 2, and has much less priority.  But the worst by far is that the 
stuns can be escaped easily by holding Forward or Tagged out of, and the 
escape window is a long 20 frames, unlike Bryan's CH WS+3 or Paul's CH 
QCF+1.  When combined with the lag time and recovery time, lessened 
damage potential since Tekken 2, as well as the predictability of it, 
you're going to find it close to impossible to land a successful 
Counter-Hit DGP, let alone a stun combo.

- Kazuya has no Attack Reversal or any type of Parry outside of the 
universal Low Parry, so he is forced to block or counter everything 
coming at him, and pressure is a relatively weak area in Kazuya's 
defense.  Use the Wind Godfist and Twin Pistons FREQUENTLY in this case 
(i.e., duck high attacks and throws and retaliate with Twin Piston, when 
mid-range, use WGF and 1,1,2 to override their attacks).

- Kazuya's Okizeme game is quite limited.  His Low hits simply aren't 
fast enough, damaging enough, or have enough range to keep them on the 
ground for the whole fight, unlike guys like the Ogres, Nina, Jin, 
Heihachi, Law, Xiaoyu, and Paul.

- Kazuya's Sidestepping game is pretty lacking.  The supposed Triple SS 
of Kazuya's is mostly bullshit since the Mist Step's SS is dependant on 
the frame count, so it's not reliable in the least.  It is made up for 
mostly by being able to pull Instant WS and Crouch Dash attacks, but the 
lack of a true SS attack hurts him a bit.

- When Kazuya and Devil are teamed together, they do not normally Tag in 
and out like most teams.  Instead, Kazuya/Devil hunches over, and 
transforms into Devil/Kazuya, depending on who the partner is.  Not only 
does this make Tag combos virtually impossible, it also leaves
Kazuya/Devil open to just about any attack, and while their attack is 
repelled (much like if you touched Jin during his Force), Kazuya/Devil 
cancels the transformation.  To make matters worse, Devil cannot recieve 
the Netsu Power-Up, so a Kazuya/Devil team is a big weakness for both 
members (however, on PS2, Angel/Kazuya IS possible, and very powerful I 
might add).

- Kazuya is generally poor in the area of Netsu Power-Ups if you are a 
player that relies on them to do damage.  Kazuya is a badass mofo ;^), 
and is often emotionally unnaffected by his partner's plight. It takes 
around 7 hits on average for Kazuya to get angry and charge-up.  Worse, 
Kazuya has many teams in which he will not gain Netsu, so if you are 
playing Kazuya, be careful and use a character that has a strong Netsu 
combination with him (like Gold Tetsujin, but then again, he's got a 5-
hit Netsu with everyone...).  Ironically, Kazuya gets Netsued with Jun 
after _10_ freaking hits!  You'd think he'd care a little more for his 
own wife than he would for a walking training dummy, don't you think?

- Kazuya lacks quite a bit in the area of throws.  He only has one 
special throw, and his other throws can be easily escaped, so do not 
rely on grappling with him when in-close.

- Kazuya also cannot do the Tag Slide, Tag Slash Kick, or Tag Flying 
Cross-Arm, hampering his Tag-in game quite a bit and making him more 
vulnerable when Tagging in than most.  However, he can still cancel the 
Tag run-in normally (u/b,b), with a Sidestep (f,u/f) OR cancel with the 
Mist Step (f,N).  Many thanks Silver Haired Devil for bringing that up.

=======================================================================
9. Moves List #########################################################
=======================================================================

******
THROWS
******

Throw Name                 Command                          Properties

Bitch Kicks                1+3 {1}                          #1
Hip Throw                  2+4 {2}                          #1
Stonehead                  f,F+1+2 {1+2}                    #1,#7
 = TAG, REVERSE ARMBAR      = ~5                            #8
Ultimate Tackle            D+1+2_D/B+1+2 {1+2_2}            #5
 = Ultimate Punches         = 1,2,1,2,1_2,1,2,1,2 {2_1}     #6
STEEL PEDAL DROP           1+3_2+4_2+5 {1}                  #2
SKULL SMASH                1+3_2+4_2+5 {2}                  #3
Reverse Neck Throw         1+3_2+4_2+5                      #4

#1 - Front Throw
#2 - Left Side Throw
#3 - Right Side Throw
#4 - Back Throw
#5 - Tackle
#6 - Tackle Attacks
#7 - Opponent can Tech Roll the Stonehead.
#8 - Special Tag Throw with Jun.  Jun comes in and finishes with a 
Reverse Arm Bar.  Total damage is 30.

*******
ATTACKS
*******

Move Name                      Command              Properties

Spinning Backfist              b+2                  h
Quick Demon Slayer             2,2                  h,h
Left Right Combo               1,2                  h,h
Demon Slayer                   1,2<2                h,h,h
TWIN FANG STATURE SMASH        1,2,4                h,h,l
Flash Punch Combo              1,1<2                h,h,m
Twin Pistons                   WS+1,2               m,m/JG
 = TAG                          = ~5                #1
Demon Gut Punch                WS+2                 m/FScl/DSc/#4
Tsunami Kick                   WS+4,4_d/f+4,4       m,m
Left Splits Kick               f,f+3                m/FL
Right Splits Kick              f+4                  m/GB/SLDc/KSco
Demon Scissors                 4~3                  M
Roundhouse                     u_u/f+4              h
 = Triple Spin Kick             = 4,4,4             L/FL/BS,L/FL/BS,m
GUT PUNCH                      d/f+2                m/GSc/CFScl+c
ENTRAILS SMASH                 d/f+1                m/HS
SOUL THRUST                    f+2                  m/KNDc/GS/GB
GLORIOUS DEMON FIST            f+1+2                m/CFS
STATURE SMASH                  d/b+4                l
Leaping Side Kick              f,f,f+3_WR+3         m/GS
Thunder Godfist                f,N,d,d/f+1          m/#2
 = Spinning Mid Kick            = 3                 m
 = Hell Sweep                   = 4                 L
Wind Godfist                   f,N,d,d/f+2          Sm/JG/SLDc
 = TAG                          = ~5                #1
Hell Sweeps                    f,N,d,D/F+4,4        L/FL/BS,L/FL/BS
Mist Step                      f,N                  #5
 = Crouch Dash                  = D/F
  = Thunder Godfist              = 1                m/#2
   = Spinning Mid Kick            = 3               m
   = Hell Sweep                   = 4               L
  = Wind Godfist                 = 2                Sm/JG/SLDc
   = TAG                          = ~5              #1
  = Hell Sweeps                  = 4,4              L/FL/BS,L/FL/BS

************
UNBLOCKABLES
************

Unblockable Name               Command              Properties

Lightning Godfist              b+1+4                *!*
Lightning Screw Godfist        B+1+4                *!* 

*******
STRINGS
*******

String Name        Command                     Block Range		  

Ninestring         f,F+2,1,4,4,2,4,3,2,1       hh"mm"Smm"L"m!
Tenstring # 1      f,F+2,1,2,2,3,4,4,1,2,1     hh"hh"mm"Lhmm
Tenstring # 2      f,F+2,1,2,2,3,4,4,3,2,1     hh"hh"mm"LL"m!

#1 - You cannot buffer a Tag if Kazuya is teamed with Devil.
#2 - Damage is 43 on Clean Hit and the opponent will be knocked down.
#3 - Damage is 18 on Clean Hit if only one Hell Sweep is executed.
#4 - Must also be a Clean Hit to stun, and the damage is 37.
#5 - Kazuya will Sidestep left if f is tapped on an odd frame number.  
He will Sidestep right on an even frame number.
#6 - Damage depends on proximity.  Requires both Clean and Counter Hit 
to stun, and damage is around 46.

=======================================================================
10. Frame Data ########################################################
=======================================================================

Ok, for the newer Tekken player reading this, you may be reading the FAQ 
and come up with the term "frames".  Now, what is a frame, and what does 
it do for you?  Basically, a frame is an animation taking place during 
1/60 of a second during a fight.  Tekken Tag Tournament runs at 60 fps 
(frames per second), which is in fact almost twice as fast as normal 
television (TV runs at 32 frames)!  Now, what does that have to do with 
all this?  Well, in TTT, attacks give you a certain frame advantage and 
disadvantage in certain situations.  For example, Kazuya's Wind Godfist 
executes in 11 frames, roughly 1/6 of a second, once you've pressed the 
Right Punch (2) button.  When blocked, a Wind Godfist has a 10-frame 
disadvantage, which means that Kazuya will be left open for 
approximately 1/6 of a second.  If it hits on normal or Counter Hit, the 
opponent will be launched and fall to the ground afterwards.  Dig?

Here is another important thing - the frames of a move's execution only 
pertain to how fast it comes out WHEN YOU PRESS THE BUTTON TO DO THE 
ATTACK, and does not take into effect the amount of frames per 
directional input.  So, while a Wind Godfist may execute in 11 frames 
once you press 2, it will take AT LEAST 14 frames overall to come out, 
because it takes at least 3 more frames when you count the Crouch Dash 
input (f=1, N=1, d=1, d/f+2=11).

It is VERY IMPORTANT to note that sometimes you can block before you can 
actually input a command - this is often the case with minor stuns and 
guard breaks.  Thus a -12 for example doesn't necessarily mean you can't 
block for 12 frames - it means that you cannot attack for 12 frames.  
Most moves with a disadvantage of 8 or less can be considered safe moves 
as it takes at least 8 for your opponent to execute a standard jab and 
in some cases your opponent will not even be within jab range and you 
have to add on whatever amount of frames it take for him to dash within 
hitting range.  Eddy has to ability to shorten recovery time after 
certain moves with Sidestep or Recover Crouching cancels.  Each of the 
Frame Data List columns contain specific move information.  To keep it 
all as organized as possible, I have divided the list into Throws, 
Moves, and Unblockables.

Command Column 
Pretty self explanatory, this is how you execute the listed move.  The 
directions are in relation to which way your character is facing, of 
course.

F Hit Column 
Indicates how many frames it takes for a move to hit after you have 
finished the command.  This does NOT included the number of frames it 
takes to input the command.

B Adv Column 
The number of frame advantage or disadvantage when the move is blocked. 
Meaning the amount of frames it takes before you can input a new 
command.  Positive numbers are advantages over your opponent, negative 
numbers indicate a disadvantage and KD indicates the opponent gets 
knocked down.  This can either be a juggle, stun or any other kind of 
knockdown.

H Adv Column 
The number of frame advantage or disadvantage on a hit.  Keep in mind a 
hit does not necessarily results in an advantage over the opponent. 
Frame advantage on stagger moves reflects the amount of stagger frames, 
this does not equal the number of frames your opponent cannot block 
attacks.

CH Adv Column 
The number of frame advantage or disadvantage on a Counter-Hit.  Keep in 
mind a Counter-Hit does not necessarily results in an advantage over the 
opponent.

******
THROWS
******

Command           F Hit        B Adv           H Adv         CH Adv

1+3               12           x               x             x
2+4               12           x               x             x
f,F+1+2           12           x               x             x

*******
ATTACKS
*******

Command           F Hit        B Adv           H Adv         CH Adv

b+2               17           -13             -2            -2
2,2               10,x         0,-13           +9,-2         +9,-2
1,2               10,x         +1,0            +9,+8         +9,+8
1,2,4             10,x,x       +1,0,-14        +9,+8,+2      +9,+8,+2
1,2<2             10,x,x       +1,0,-12        +9,+8,+1      +9,+8,+1
1,1<2             10,x,x       +1,+1,-17       +9,+9,KD      +9,+9,KD
WS+1,2            11,x         -2,-6           +9,KD         +9,KD
WS+2              16           -13             KD            KD
WS+4,4            11,x         -3,-15          +8,-4         +8,-4
d/f+4,4           13,x         -9,-15          +2,-4         +2,-4
f,f+3             19           -12             KD            KD
f+4               19           +11             +8            KD
4~3               25           x               KD            KD
u/f+4~3           24           x               KD            KD
u_u/f+4           25           -12             KD            KD
 = 4,4,4          x,x,x        -12,-26,-10     KD,KD,KD      KD,KD,KD
d/f+2             14           -14             +5            KD
d/f+1             16           -1              +3            +3
f+2               20           -1              +8            KD
f+1+2             25           -16             KD            KD
d/b+4             20           -9              +7            +7
WR_f,f,f+3        22           +17             KD            KD
f,N,d,d/f+1       22           -14             +1_KD         +1_KD
 = 3              x            -14             KD            KD
 = 4              x            -23             KD            KD
f,N,d,d/f+2       11           -10             KD            KD
f,N,d,D/F+4,4     16,x         -23,-23         KD,KD         KD,KD

************
UNBLOCKABLES
************

b+1+4             43           x               KD            KD
B+1+4             63           x               KD            KD

- d/f+2 will only KD on Clean and Counter Hit.
- f,N,d,D/F+4,4 will not KD if it hits at maximum range.
- On Clean Hit or Counter-Hit, f,N,d,d/f+1 will KD.
- The B Adv of the second hit in u_u/f+4,4,4,4 is -26 when started as
  u/f+4,4.
- d/f+4,4 can be delayed inbetween hits by 5 frames.

=======================================================================
11. Moves Analysis ####################################################
=======================================================================

*************
RANKING CHART
*************

I have a ranking chart that I use in all my FAQs that I use to tell you 
how effective a character's moves are.  Now, remember that this is only 
my opinion of how effective the move is, and is NOT the final word on 
it's power - it's my opinion on how useful it is, and ONLY an opinion.  
However, just to let you know, I DO consult several others on it if I am 
not totally sure of it, so rest assured that my opinions do have merit 
to them (usually)...

* - One of Kazuya's worst moves, plain and simple.  This move will 
basically get Kazuya into a shitload of trouble if used more than once 
per match play.  These moves usually have a lot of recovery or lag time, 
or they may simply do little damage and are easy to see coming or easy 
to block.  Keep away from it.  Do NOT overuse this in any way, you will 
get beaten badly for it.

** - This move is not very useful.  While it may have tactical value in 
certain situations, it may come out slowly, or be extremely predictable, 
and easily blocked.  Outside of certain special situations, this should 
generally not be used if you're trying to win.  Kazuya has better 
options and/or substitutes for this.  Try to limit your use of this to 
about two or three times every few matches.

*** - A good, effective move that Kazuya can employ reasonably in match 
play.  This move has an even balance of strengths and weaknesses - it 
may be incredibly powerful, yet come out incredibly slow, or it may 
simply have a difficult joystick motion with poor/mediocre results.  
However, it is generally a good move that Kazuya can bring out semi-
often.  These are usually comprised of Kazuya's throws, and a few of his 
power hits.

**** - A great move for Kazuya to use in match play, and one he can 
bring out quite often.  These comprise many of Kazuya's moves.  These 
are usually quick pokes with fast recovery or little lag time, or they 
may be quick, powerful attacks like a jugglestarter.  Overall, it is an 
excellent move that can pay-off in the long run when used wisely, and 
will be a highly-employed attack for Kazuya.

***** - One of Kazuya's best moves by far.  These usually comprise 
powerful jugglestarters, stun attacks, or they may be very fast attacks 
with insane priority that are good for overriding other attacks.  These 
attacks should be included in almost every strategy that Kazuya uses, as 
the reward is HIGH if it hits.  This move can even be abused at times, 
due to its power/priority/speed.

******
THROWS
******

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Bitch Kicks             1+3               1                 ***

The old favorite of Kazuya from past Tekkens, the Bitch Kicks are 
definitely a crowd-pleaser when you connect with more than one in a row 
=^).  However, unlike what I thought previously, they are out of range 
for a d/f+4 to connect, which means that it's not quite as good as Jin's 
speical 1+3 (only with Jun or Kazuya on team), which guarantees him a 
b+4, d+3, or d/f+4 (and does more damage to boot).  The only real 
problem is the ease of escape, but hey, it's damn cool-looking, so it's 
worth the risk once in a while.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Hip Throw               2+4               2                 ***

This is rather plain-looking, but in truth it can actually be pretty 
useful.  It only does 28 points of damage, but since it leaves Kazuya's 
opponent right at his feet in the PLD position... can we say "Okizeme 
games"?  Or perhaps "OB Trap"?  It's not TERRIBLY useful though, since 
they're only stunned for a little bit before they can get right back up.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Stonehead               f,F+1+2           1+2               *****

This is Kazuya's best throw by far, and unfortunately, his only command 
throw.  However, it does slightly more damage than a normal throw, is 
easy to do, requires a double-button escape, and Kazuya can follow it up 
with a d/f+4 or d+3 Front Kick for even more damage if they don't Tech 
Roll.  As always, the best use of this usually comes from the Crouch 
Dash - f,N,d,d/f,N,f+1+2.  It's easy and the CD gives it insane range.  
Like some of the throws in TTT, they can Tech Roll this throw (it's also 
much easier to do in TTT), but ironically, it seems to do more harm than 
good.  Unless the opponent holds Forward, Kazuya can get a guaranteed 
Leaping Stun Kick (U/F,3) if they try to Tech Roll, although they can 
escape that by holding Forward.  Regardless of whether they Tech Roll or 
not, I find that it's best to SSL and throw out a Right Splits Kick 
(f+4) when you see them twitch - they will be forced to block it, giving 
you hefty 11-frame advantage with which to start CD mixups or go for CHs 
with the Gut Punch, or eat it, and since they will be considered 
crouching if they Tech Rolled, they'll be smacked in to a KS stun and 
open for a free WGF and nasty juggle!  Simply evil.

 = Tag, Reverse Armbar   = ~5             -                 *****

Kazuya has an extra Tag Throw that he can use aside from the regular one 
that everyone else has.  What he does is perform the normal Stonehead, 
knocking the opponent into Jun, who wrestles them to the ground for an 
Armbar.  Although it inexplainably does less damage than a normal 
Stonehead, it does look very cool, and Tags Jun in safely, so if you 
happen to be partnered with Jun, go for this when you hit with the 
Stonehead and need a safe Tag.  Jun also gets a free FC,d/f+2 afterwards 
if she's quick.  Sad that it's one of that team's few redeeming 
qualities...

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Ultimate Tackle         D_D/B+1+2         System            *

Although the Ultimate Tackle gets weaker and weaker due to the new ways 
of reversing them added in each Tekken installment, it is still an OK 
move for characters like King, Paul, and Nina (with their multi's), but 
to be honest, Kazuya's Tackle just really sucks.  The only thing he can 
do after the Ultimate Tackle is the Ultimate Punches - no Cross-Arm Lock 
or Leg Cross Hold.  So, basically, it's best to only do this to throw in 
a surprise every now and often, as the Ultimate Punches do pathetic 
damage and are easily escaped.  Hell, those with Attack Reversals and 
Mid/Punch Parries can even reverse this, so stay away from it in match 
play.  BTW, this can also be executed from a Crouch Dash by tapping 
1+2... but it's still pretty useless.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Steel Pedal Drop        1+3_2+4_2+5       1                 ***

This is one of Kazuya's new throws (side throws weren't added until 
Tekken 3, so Kazuya recieved both left and right side throws in TTT), 
and it looks very cool.  Kazuya takes his opponent's leg, and basically 
whips them over his head and slams them into the ground HARD.  It does a 
good 40 points of damage, and of course is effective when you've wrapped 
around an opponent's side with your Sidestep.  It also leaves them 
stunned on the ground for a while, so go into your CD/WD game for some 
mean Okizeme.  The only problem is that seasoned opponents will escape 
every time.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Skull Smash             1+3_2+4_2+5       2                 ***

Another of Kazuya's new throws, the Skull Smash looks like Law's back 
throw (the Dragon Bite), except Kazuya punches them right in the 
forehead with a nice big crunch (OWWW!!!).  Like his other side throw, 
it does 40 points of damage, looks cool as fuck, sets them up nice and 
close for Okizeme, and of course fits right into Kazuya's side game.  
Just like the Steel Pedal Drop, use this when you've whipped around an 
opponent, but be aware that most opponents will escape.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Reverse Neck Throw      1+3_2+4_2+5       None              ***

It's not the greatest of back throws as it does a measly 50 points of 
damage as compared to Yoshimitsu's/Gun Jack's 70 points, and it also 
looks very boring, but hey, 50 points in any case is great!  Of course, 
it is best used when you run/Sidestep under a flying opponent, such as 
when Devil/Angel does the Devil Blaster/Reverse Devil Blaster, True 
Ogre's Hell's Flame, Yoshimitsu's Moonsault Slayer and Deathcopter, and 
Armor King/Ogre/True Ogre's Jumping Knuckle Bomb.  They'll fly right 
over your head, only to realize they've landed into some PHAT damage.  
In the words of Ben Cureton, FLOUNCE!

*******
ATTACKS
*******

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Spinning Backfist             b+2                           *

Think of the Demon Slayer.  Got that in your head?  Now, think of the 
final, slow, uselessly-High-hitting backfist thing at the end.  Here you 
go.  Avoid it like the plague.  By far the most useless move in Kazuya's 
arsenal. 

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Quick Demon Slayer            2,2                           *

Do NOT do this move.  While it inflicts OK damage if it hits, both hits 
go High, leave Kazuya wide open if ducked, recover crappy, and aren't 
worth the risk.  Kazuya has much better options.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Left Right Combo              1,2                           ****

This two-punch combo doesn't have as many options as Jin's, but it still 
leads into two different and semi-useful links.  However, it is also 
excellent in that it has forward movement, is totally safe if blocked, 
and guarantees either the Demon Slayer or Twin Fang Stature Smash combos 
on a hit.  Because of its excellent recovery time, you should throw this 
out freely in your in-close game, but be warned that experienced/fast 
players will duck and punish Kazuya with a WS attack if you abuse this 
(watch out for Jin - one WS+2 and you'll lose 30-40%).

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Demon Slayer                  1,2<2                         **

While this move goes High for all three hits, there are still some 
places where you can stick this in and get good results.  First, if it 
is blocked, Kazuya will be moderately safe from retaliation, as the 
recovery is decent.  Second, it is a very fast, easy juggle finisher for 
those who are just starting Tekken, as it does good damage.  However, 
once you master your Crouch Dash, you'll be using the Thunder Godfist 
and Wind Godfist a lot more often in your juggle enders, but if you 
don't want to risk whiffing, go for this, although the 1,1,2 is still 
better.  Third, if the first punch connects, the entire combo is 
guaranteed, and does decent damage.  However, you're much better off 
with the regular 1,2 or even the 1,2,4.  For more info on this move, 
mail/contact ILuvMomo, the King of Kazuya's 1,2,2 (LOL).  He'll tell you 
how "good" it REALLY is (lol).

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Twin Fang Stature Smash       1,2,4                         ***

A new link for Kazuya in TTT, and a very effective one... when used 
sparingly.  Kazuya throws out the one-two punch, then flows straight 
into the Stature Smash.  The last hit isn't blocked (the Stature Smash 
feints a high kick, and instead goes Low) too often, but decent/good 
players will tap d/f to Low Parry the kick every time.  The whole combo 
is guaranteed if the first punch connects, though, and while it won't 
exactly kill them in terms of damage, the ticks will add up after a 
while.  If you know they'll block the last hit though, cut the string 
short - the recovery is a crappy 14 frames.  That's the same recovery 
time as a Thunder Godfist, which means you'll get a WS attack or even 
Hop Kick for your troubles.  Remember to be careful when using this 
against good players - if the 1,2 is blocked, they love to duck and Low 
Parry the final hit.  Due to that, it is best used as a mixup tool with 
d/f+2 and d/f+4,4.  Another effective mixup to use after they've wised 
up to a few 1,2,4's is to switch up and do 1,2, then throw out the Gut 
Punch.  They'll duck to block the Stature Smash and get punched in the 
mouth for some nice damage, and if they threw anything out, WHACK, 
Counter-Hit!  Go into a quick Lightning Godfist or u+4,4,4,4.  It's also 
a decent finisher in juggle combos as the Stature Smash slams them into 
the floor pretty hard ;^).

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Flash Punch Combo             1,1<2                         *****

This is the Mishima standby combo, and by far one of Kazuya's main 
offensive and defense attacks.  The first two hits go High, then Kazuya 
busts out a fast Mid that will knock them down if it hits.  However, the 
reason it is so effective and hits so often is that the final Mid can be 
delayed slightly.  So, throw out 1,1 (if blocked, Kazuya recovers before 
they can attack), and wait for them.  If they block, end the link, but 
if they twitch after they've ducked/blocked the first two hits, throw 
the final Mid and put them on mat.  Its fast speed will override almost 
any single High/Mid attack.  And since the first two hits (or single 1) 
gives Kazuya a mad frame advantage (9 frames), it's prime time to mix up 
with WGF, Gut Punch, throwing, or Hell Sweep, since it's guaranteed if 
they try anything afterwards (and it will be a CH too!) other than to 
block/duck.  After they eat a few Hell Sweeps, they'll start blocking 
low... which is when you do the 1,1,2 and make them pay.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Twin Pistons                  WS+1,2                        *****
 = Tag                         = ~5

At first, I really didn't use this move too much because of my blind 
faith in the Demon Gut Punch as well as the change in controller input 
(as an odd paradox, I use Heihachi's and Devil's Twin Pistons all the 
time).  I thought it was simply a weaker substitute of the WGF and DGP, 
but now I realize that Twin Pistons is used in different situations, and 
in the situations that you can use Twin Pistons... it is an EXCELLENT 
move.  Now that I've found out that the DGP stuns can be escaped by 
holding Forward, and that Tsunami Kick, while fast and very useful, is 
only inflicts damage and nothing else, this is in fact Kazuya's best 
move from the While Standing position BY FAR.  While Kazuya's Twin 
Pistons have been weakened a bit in TTT since Tekken 2, they still 
remain a main part of his strategy, and are the fastest-executing Twin 
Pistons of all the Mishima family.  And listen up: for all those people 
who say "I can just WGF instead of Twin Pistons!" are gonna learn the 
hard way - believe me, I was one of them.  You're not going to have time 
to do the Crouch Dash before a character with fast jabs/low jabs like 
Julia/Michelle, Bruce/Bryan, Yoshi, or Xiaoyu will snuff you easily.

And God help you if you think you can pull off the Demon Gut Punch as a 
substitute for Twin Pistons.  Even lately I've talked to some of the 
people at the Zai and they're like "When you duck and need to attack you 
should use WS+2 Demon Gut Punch." (Another sign that Zai is now overrun 
by way too many scrubs...).  GET THIS THROUGH YOUR HEADS - Twin Pistons 
just plain KILLS Demon Gut Punch in terms of usefulness.  How, you say?  
If you're in close and you're getting pestered, say, by a masher 
Hwoarang or Baek or even a 1,1,2 Mishima scrub, you can duck their 
kicks/1,1,2 and Twin Pistons them for a free juggle!  You will not have 
time to pull off a WGF and definitely not a DGP in such pressure (play a 
good Bruce or Lee and you'll know what pressure is), and if you are 
trying to get off a quick jugglestarter, you should go for this.  I 
mean, does DGP execute in 11 frames like Twin Pistons and have crazy 
priority?  NO!  It takes 16 frames and the priority has been fucked, and 
that's enough for you to get snuffed when you would have hit them with 
Twin Pistons.  IF it hits, sure, it'll do a big chunk of damage, but 
you're not gonna get a combo, because it's easy to escape the stun!  And 
even worse, if you get the Demon Gut Punch blocked, you are going to get 
a Hop Kick or power hit for your troubles.  

However...

A blocked Twin Pistons = NO GUARANTEED RETALIATION.  There is NO risk 
whatsoever: it has disgusting priority, combos guaranteed for an instant 
launch (on non-fatties of course), and has almost no recovery time, so a 
blocked TP won't leave you vulnerable AT ALL.  The only hitch is when 
the first hit is blocked - if your opponent has either a Mid/Punch 
Parry, Attack Reversal, Sway (qcb), or Bruce uses d/b+4, they can 
reverse/Parry/avoid/counter the last hit.  However, that's why should 
always buffer a Chicken on the second hit in case they have reversals.  
This is also guaranteed to work if you block a Mishima Hell Sweep or Low 
Parry a kick - they will be displaced for 23 frames on the low-block 
stagger, and 16 frames on the Low Parry - ample time to get the WS+1.  
DGP won't be fast enough.  Tsunami Kicks will work, but won't give you a 
free juggle like TP does.  Just make sure you're close.  It also works 
well when you're ducking and near the opponent, as they will be 
expecting a WS move and may stand to block it.  Surprise them by 
standing and throwing them, or cutting low with Hell Sweeps.  And if 
they choose to be idiots and continue to duck, let loose with the Twin 
Pistons.  Now, what if they are the pitbull type that likes to stay in 
your face?  You can always test the waters by sticking out a d+1, which 
is quite possibly the best setup.  If it's blocked, you'll be ok, if it 
hits, you'll poke them out of any attack they throw out AND gain a crazy 
9-frame advantage.  Either way, even if they block, do WS+1,2 to keep up 
the pressure.  This will even work well in your Okizeme... if you feel 
they will stick out the Mid Kick, you can bust out Twin Pistons 
prematurely and hit them, sending them back to the floor once again.

As a jugglestarter, this isn't bad at all - it is VERY fast, is an 
instant combo and launch (plus it launches higher than Jin's), does 
pretty good damage, hits Mid for both hits, has very fast recovery, and 
can start some good combos, as it launches almost as high as a WGF.  
However, you cannot set up Tag combos with this, as it will not knock 
them high up enough for your partner to come in and continue the combo, 
and this will also not launch the big guys like the Jacks, Ganryu, and 
True Ogre - it will only imbalance them, but hitting with a standing 1 
or 2 will knock them slightly into the air for a short juggle (chase 
after them with 1, 1, f+2/WGF for decent damage), even though they can 
prevent juggles by tapping f quickly.

However, as any knowledgable Tekken player knows, by FAR the most 
important strategy for you to master is to use this in your Crouch Dash 
strategy to mixup with Hell Sweeps.  This can be worked into your Crouch 
Dash/Wavedash strategy by inputting f,N,d,d/f, then tap b or d/b.  By 
tapping b or d/b at the end, it cancels the CD and puts Kazuya in a 
While Standing position - train them to eat the TP by going for a couple 
of Hell Sweeps and getting them to block low.  After they've gotten hit 
a few times, go into the Crouch Dash and see if they block low or not.  
If they don't, do Hell Sweep again, and if they do, pull out the TP and 
slam them with a combo (I suggest WS+1,2, 1,2, d/f+4,4 for style points, 
or a simple WS+1,2, 4 for simplicity and damage).  The CD/WD cancel to 
Twin Pistons alone makes Kazuya the most powerful character in the game 
(only Jin is better, and the advantage is slight).  Every player I've 
talked to says that this move is the evilest technique in the game when 
abused.

However, there's going to be times when you don't have room to CD and 
cancel to Twin Pistons.  You need to learn how to get it out right then, 
no WS delay.  That's when you need to learn the Instant WS trick 
mentioned in jjt and KOFTEKKEN's awesome Advanced TTT Techniques FAQ.  
To do this, input d~d/b,N, or d~d/f,N (d~d/b,N is easier and works 
better), and the attack you wish to use (1,2 for TP, 2 for DGP, 4~4 for 
Tsunami Kicks).  You will pull off the WS attack almost instantly, 
making it look as if you pulled the WS attack from a standing position!  
This works with any WS attack, but IMO much better with Twin Pistons, as 
one hit = guaranteed juggle.

Now, what are the weaknesses of this move?  Well, there aren't many - 
they aren't quite "weaknesses", but more like built-in restrictions.  
The Twin Pistons is a POWERFUL move, and needs restrictions.  I mean, 
would Namco give the Mishimas half-screen range for their WGF?  Of 
course not, it's powerful enough at mid-range and especially in-close.  
And the Twin Pistons are no exception... which addresses the first 
setback - the range of Kazuya's Twin Pistons is truly pathetic.  While 
there is forward movement in the move, it isn't all that far (unlike 
Devil/Angel's and Hei's), so you need to be pretty close to connect with 
this.  As for Bruce, all he has to do is block the first hit and hit 
d/b+4 - he swings back out of range and kicks Kazuya in the mouth for 
free, and of course anyone with a Mid Parry of some sort can employ that 
on the second hit.  The second setback is that unlike Devil/Angel and 
Heihachi's versions, Kazuya's Twin Pistons require proper setups to 
connect with it, as it comes out of a While Standing position and 
therefore can be seen coming pretty easily when used out in the open 
(which is another reason you MUST learn Instant WS).  Devil/Angel 
(ESPECIALLY them) and Heihachi can do the Twin Pistons instantly without 
crouching or revealing (which is why IMHO an expert Devil/Angel is 
probably the most frustrating Mishima to fight against) the attack.  
Third, expert players who have eaten/blocked a lot of Twin Pistons will 
try to reverse the second hit when they get sick of getting pecked.  In 
the case of reversals, simply buffer a Chicken into the second uppercut 
(done with f+2+4) to teach them.  Then again, since this comes out so 
fast, almost no one reverses this, but keep your Chicken at ready 
against those Reversal-capable characters.

No matter what your feelings are about this move, it is bar none 
Kazuya's most important attack along with the Wind Godfist, and not 
using it will make your Kazuya game overall suffer greatly.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Demon Gut Punch               WS+2                          ***

WHY did Namco do this to poor ol' Kazuya?  I mean, this is Kazuya's 
trademark attack that set him apart from the Mishimas.  The main reason 
Kazuya was feared... and now it's just a shadow of its former self.  
It's been confirmed (many thanks Rev and 7ronko, as well as bluu for 
confirming it) that, in fact, you CAN escape ANY of the DGP stuns 
(Counter-Hit or Clean Hit) by simply holding Forward OR by Tagging out 
(Counter-Hit included, unlike how I previously thought).  While they may 
be vulnerable if they Tag out, they can always cancel the Tag run-in 
with u/b~b and be safe from virtually anything.  Well, in my book, 
combining that weakness with the lengthened start time, lengthened 
recovery time, and weaker damage potential since Tekken 2, this move has 
been knocked WAY down my "usefulness" chart.  The fact alone that you 
can escape the stun at ANYTIME regardless makes this WAAAAAAYYYY less 
useful than it was in Tekken 2 during good competition - along the lines 
of "nearly useless in high-level play" in TTT.  

Sure, if you catch a scrub or intermediate player (and I mean those 
players and only them, not anyone that has decent knowledge of TTT) with 
a CH/CL Demon Gut Punch, then it's GAME OVER for them, no question about 
it, but any good/expert player that knows how to escape stuns is going 
to make Kazuya's life rough if you rely on stun combos (although the 
damage from the DGP itself is EXCELLENT) and stun combos only.  But, not 
to take everything away from it, this attack comes out at ok speed, does 
INSANE damage on Clean/Counter-Hit (55 points on CH+CL and 46 on CL!), 
hits Mid, and will catch the opponent in an evil Double-Over Stun with a 
Counter-Hit, and a Fall Back Stun on Clean Hit (be aware that regardless 
of hit type it REQUIRES a Clean Hit to stun).  However, it can be 
reversed if they see it coming, so you need to buffer a Chicken (with 
f+2+4), so they'll get smacked in return.

This is also decent to use for some damage potential by smacking an 
opponent recovering from a low attack (you won't get a stun though) like 
a Stagger Kick, Dragon Tail, or Snake Edge, and it can be set-up FAIRLY 
well on beginners and intermediates with a d+3.  For reasons I cannot 
guess, just about EVERYONE attacks you right away if they eat a d+3!  
But like Lee said, that's basically a wild-card strategy because if 
anyone eats DGP off of a d+3, you can rest assured they suck bad.
The recovery time, while not HUGE, is rather significant at 13 frames, 
so beware when fighting anyone with a quick Hop Kick or jab or you'll 
get juggled or eat a 1,1,2 or some equivalent.  Anyways, d+1 is always 
better than d+3 since d+1 gets you 9-frames on hit.

Now, what are the options Kazuya has off of a CH/CL Demon Gut Punch?  
Well, let me save you the trouble - the only option outside of Tag 
juggling would be to do the Thunder Godfist to Spinning Mid Kick since 
the damage is just plain evil.  A standing 4 also works VERY nicely, but 
then again it's gay-looking and cheap.  If you want to Tag juggle them, 
you could do a FAST Wind Godfist to launch them into a 40-50% juggle 
combo (the timing, while nowhere near as hard as a Jin CH b,F+2, EWGF, 
is still kinda tough) and of course Tag out, or continue with your own 
juggle.

But the question is - so fucking what?

Demon Gut Punch, in all reality, is too flawed a move to abuse like back 
in Tekken 2 - and even back then it was slow as all hell.  Back then the 
only saving grace was its priority and the fact that it couldn't be 
escaped.  Yes, the stun looks painful.  Yes, it does a lot of damage.  
Yes, you can do a lot of huge combos off of it.  Well, how will you do 
all that when no one will get hit with it?  The recovery time is enough 
for retaliation, it comes out quite slow and is incredibly telegraphed, 
and it is easily escaped.  A much better, much more effective tool is 
the Twin Pistons... which unlike the DGP, is one of the best moves in 
the game.  Use that, dammit!  Not only does it juggle, it executes in 11 
frames, has HIGH priority, almost instant recovery, hits and launches 
guaranteed from the WS+1, and has so many setups it's not even funny.  
Sure beats the hell out of a stun hit that can be escaped, executes in 
16 frames, recovers in 13 frames (as opposed to the 6 it takes for TP, 
which prevents ALL retaliation), and comes out so predictably that it's 
near impossible to hit with it on a good opponent.  I mean, when you're 
looking for it (and most Kaz opponents are since that's what EVERYONE 
knows him by), the DGP is SOOOOO easy to see coming, since it doesn't 
come out the fastest AND needs to come out of a WS position.  I mean, if 
you need to trick them into getting hit with _Twin Pistons_ (one of the 
fastest, safest moves in the game) for Christ sake, do you really have a 
chance in getting THIS flawed attack to connect in SKILLED play?  With a 
20-frame escape window no less?  I doubt it.  I could drink a cup of 
joe, take a leak, come back, and escape the fucking thing.

To be fair, though, hitting with the DGP itself does insane damage, and 
at times, the shock of being CH Demon Gut Punched will usually have the 
opponent forget to escape, allowing you to murder them with one combo.  
There's also the fact that 75-80% of the time you play competition, it's 
not going to be in Japan, Korea, or California, so most of the time you 
can use DGP and have a level of effectiveness.  There IS, if you are a 
serious player, going to be a time where play against someone who will 
NOT fall for it at all, though - I play at a really crappy arcade, and 
even then only about 50-60% of them fall for it.  Be patient, 
unpredictable, and use your brain when employing it, and the rewards 
will be VERY good.  So in summation, like Kian said, the Demon Gut Punch 
is an effective, dreaded tool at beginner/intermediate play, but almost 
totally useless at high levels of competition, so you've been warned.

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Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Tsunami Kick                  WS+4,4_d/f+4,4                *****

By far one of Kazuya's best kick attacks, the Tsunami Kick is the 
perfect weapon for aggressive players, Custom Strings, Kazuya's Okizeme 
game, and for turtlers, simply because it has INSANE priority, good 
damage, very fast speed, two guaranteed hits, and a safe recovery.  
While the recovery is indeed 15 frames, it pushes them so far back they 
cannot retaliate except with the longest-range, fastest power strikes.  
Not only that, it can be done from three different sources: from a While 
Standing position, from the normal ready position, and even from 
Kazuya's Crouch Dashes.  All you need to do when executing it from the 
Crouch Dash is tap 4,4.  However, be sure you don't hold D/F when you 
Crouch Dash or you'll get the Hell Sweeps instead.  It is best done from 
the standing position, as is will cleanly counter or hit pretty much any 
attack thrown at the same time.  It will also smack rolling opponents 
twice and put them on the floor, making for a mean Okizeme trick to 
employ.  It's really simple - as soon as you see them twitch, you can 
stick out this and it will hit them.  The speed and priority are THAT 
high.  Put this attack in all of Kazuya's Custom Strings because it's 
mad speed will keep them pinned-down for as long as Kazuya wishes, 
afraid to stick out an attack.  As a neat trick, Kazuya can actually 
delay inbetween the two hits by 5 frames, like Heihachi, where it looks 
like the Front Kick comes out, then a quick pause, and the axe kick 
comes out, just in case you have to dupe the moron into getting smacked 
with the second hit if they blocked the first.  It is also an easy and 
quick juggle finisher to employ, and of course, once they're on the 
ground again... Oki time!

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Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Left Splits Kick              f,f+3                         *
					
While Jin and Heihachi's versions have SOME use (if they hit, of 
course), Kazuya's (and Devil's too) pretty much sucks.  I mean, Jin can 
at least go into a 3-Ring Circus to juggle 'em up for a combo (if it 
hits), and Heihachi's inflicts huge block stun, allowing him to recover 
and start setups for crazy combos with his poking and put on pressure 
with his god-like EWGF.  Kazuya's is identical to Jin's, except he 
practically has nothing in terms of floats (you can get a simple Hell 
Sweep hit off though), and this attack also has giant 19-frame 
execution, a slight though vulnerable recovery time, and is easily 
reversed/Sidestepped/parried, so you're better off leaving this one 
alone.  If you want to know, it can be executed from Kazuya's Crouch 
Dash by going into the Dash, and tapping f+3.  Do yourself a favor 
though, and steer clear of it.

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Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Right Splits Kick             f+4                           ****

This has been beefed-up massively since Tekken 2.  While it comes out 
rather slow at 19 frames, has slightly short range, and is bait for an 
Attack Reversal, it still has quite a bit of priority, the block stun it 
incurs an 11-frame advantage, and on normal hit gives Kazuya an 8-frame 
advantage.  While nothing is guaranteed to hit, the advantage is 
definitely in Kazuya's favor, and when employed, frame advantage is oh 
so useful.  Since Kazuya has such a staggering frame advantage whether 
blocked or connected (non-CH of course), you can press the advantage 
with the Gut Punch, Wind Godfist, and Hell Sweeps to form a powerful 
mixup.  If they try anything other than block or reverse, they'll get 
CHed for huge damage opportunities.  On Counter-Hit, it immediately 
floors them into an SLD position, which allows for a guaranteed Hell 
Sweep (and b+1+4 on fatties if they don't roll to the side), or allows 
you to flow into an Okizeme game.

From watching Castel's Kazuya Combo Arts Act 2, I've discovered that a 
Right Splits Kick done on a crouching opponent will stun them just long 
enough for you to get in a GUARANTEED Wind Godfist and phat combo!  Now, 
before, I originally thought that the timing was insane, but after 
practicing a few times (and hitting the WGF execution faster), I was 
able to nail it 100%.  The only hitch is that it's quite unlikely you'll 
catch them while they're crouching unless they're taking a nap, and even 
if it does, they'll usually throw something out and get CHed to the 
floor.  I've discovered that it is VERY effective to use after hitting 
them with a Stonehead throw, Sidestepping left, waiting a split-second, 
then throwing this out.  They'll either block and take some crazy block 
stun, or get snagged while rising from the Tech Roll and be open for a 
free WGF.  And if they stand up again, throw them again!  Be careful 
though, since they may choose to stay still, then hit you with a wake-up 
attack.  Keep in mind the slow 19-frame execution of the move, and use 
it at a sensible range and time where the opponent will be forced to 
block it.  Few players know about the advantages of using this move, and 
fewer Kazuya players use it correctly, but when used sparingly and 
wisely, it can be extremely dominating.

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Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Demon Scissors                4~3_u/f+4~3                   **

The once-penultimate ground attack of the Mishimas is certainly not as 
good as it used to be, due to the fact that guaranteed ground hits are 
pretty much non-existent in TTT due to the additions of Tech Rolls and 
more wake-up options.  This can even be reversed by Attack Reversals and 
Mid Parries (King can NOT Reverse with his Kick Attack Reversal, 
apparently).  However, this is still actually an effective move in 
situations - very LIMITED situations, mind you.  First, it will cut 
through almost any attack and put them on the ground, so it may come in 
handy against scrubs.  Second, lots of scrubs when knocked down have 
little clue on how to Tech Roll, and will eat this attack regardless.  
Third, Kazuya, Heihachi, and Jin (Devil and the Ogres cannot) can 
actually execute the Demon Scissors one frame faster by tapping u/f+4~3.  
Normally, Kazuya pauses, then does the attack, but tapping u/f before 
the 4~3 makes it come out without the delay, and in certain situations 
it may be necessity to pull it out a frame faster to hit with it.  
Finally (and this pertains only to Kazuya and Devil), and most usefully, 
it will also connect as a guaranteed hit after a combo following a CH 
Wind Godfist in certain special occasions.  Read the info in the Wind 
Godfist analysis for more details.

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Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Roundhouse                    u_u/f+4                       *

This attack starts off the Triple Spin Kick, the savior and death of all 
scrubs.  However, the Roundhouse is horrifyingly slow at 25 frames, hits 
High (meaning it is easily ducked), and has low priority, so it is 
always best to go into the Triple Spin Kick, although that isn't all 
that much better.  If you're going to use this against a player with a 
reversal (not a Parry), buffer a Chicken into it.

 = Triple Spin Kick           4,4,4                         **

The overabused scrub attack for the Mishimas (a.k.a. the Cheese Wheel), 
Kazuya lands from the Roundhouse into two Hell Sweep sweeps, finishing 
with a Mid-hitting kick.  Unfortunately, this move really sucks on 
anything resembling decent competition, but it of course is the ultimate 
scrub killer.  Not only is it easy to block, it also falls prey to the 
new low block stagger (which leaves Kazuya at a whopping -26 frame 
disadvantage), allowing HUGE retaliation attempts, such as a rival 
Mishima getting a guaranteed Twin Pistons/Uppercut and a massive juggle.  
Any of the two low sweeps can be easily Low Parried, and the final Mid 
kick is easily reversed/parried, so it is best to just leave this alone.  
If executed with u+4, Kazuya will stagger only on the second sweep if 
blocked, whereas if he did it u/f+4 he would stagger on the first 
blocked sweep.  The only truly useful application is after a stun (you 
must delay it with a Double-Over/Fall Over Stun, and you must do it with 
u+4 to hit although the Roundhouse doesn't hit).  As a plus, if the Mid 
kick is actually blocked, Kaz is relatively safe from retaliation, 
although they will usually make Kaz stagger long before that, and if he 
does, well it ain't pretty.

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Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Gut Punch                     d/f+2                         *****

A new move for Kazuya in Tekken (it has replaced his old d/f+2 Uppercut) 
- it is basically a standing version of his Demon Gut Punch, except it 
only stuns on Counter-Hit AND Clean Hit, inflicts Crumple Fall Stun, not 
Double-Over Stun, executes two frames faster, and recovers one frame 
slower (which amounts to 14 frames), but only if blocked at its outer 
range - if it's blocked close, it inflicts enough block stun to leave 
Kazuya relatively safe from attack.  On Clean Hit and Counter-Hit, I'm 
telling you... this thing does INSANE damage, but still shy of the 
cheesiness of a CH Demon Gut Punch.  And finally, it's been discovered 
(thanks to ILuvMomo and Kazuya Kazama for this!) that a Wind Godfist IS 
GUARANTEED FOR A FULL LAUNCH AFTER A CH+CL GUT PUNCH!  Yes, it's true, 
you can WGF them and launch for a combo!  However, it's kind of offset 
that the timing IS FREAKING INSANE to pull this off!  You need to 
execute the WGF as fast as humanly possible for it to launch.  And that 
fastest-possible speed is 13 frames.  One frame faster, and it's gonna 
knock them down.  No joke.  To quote ILuvMomo, you have _exactly_ 13 
goddamn frames to hit with the WGF!  So not only must it be done out of 
Mist Step Cancel, it is virtually impossible to do it from the degree of 
difficulty.  It's widely regarded as the hardest technique in the entire 
game.  I have yet to pull this off even on my PS2 (and I'd like to think 
I'm pretty good with a PS controller).  So, even if a WGF does work, the 
insane timing still makes it not as useful in terms of stun combos.

However, that doesn't mean much - THIS ATTACK IS EXTREMELY IMPORTANT TO 
KAZUYA, COMBOS OR NOT.  It does a LOT of damage on CH and/or CL, hits 
Mid, it's a good finisher for a juggle combo (check out the Combo 
section), and there are still some very damaging follow-ups you can use 
(like a Lightning Uppercut and Triple Spin Kicks) when you do connect 
with it.  The best part though is that the stun is completely 
INESCAPEABLE.  No Tagging out or holding Forward here.  And did I 
mention it has block stun in-close?  Set this up by going for lots of 
low hits like Hell Sweeps and Stature Kicks, followed by a low jab 
(d+1), then a Front Kick (WS+4), and repeat.  They'll get quite annoyed 
with your poking and most likely attack.  It's also great to use when 
you have a significant frame advantage (after a blocked/hit f+4, d+1, 
d/b+4, or blocked f+2 for example), since the Gut Punch is quite fast 
(14 frames) and will always hit them if they counter attack.  In either 
of those cases, send out d/f+2 and watch them get stunned!  Like 
ILuvMomo said, you should use this in every COMBO situation (because of 
course the GDF has its own uses) you would use the Glorious Demon Fist, 
as they have the same stun (except the Gut Punch needs to be a Clean Hit 
and CH), but comes out MUCH faster.  The difference?  The GDF's stun 
lasts longer, allowing a wider variety of combos if Kazuya chooses to 
Tag after the stun.  Opponent is constantly throwing out Paul's 
Deathfist?  Block the first and do the Gut Punch as he rushes right into 
it with his second, then go for a power juggle.  This attack is nearly 
perfect with its great damage, solid stun capability, and quick speed 
and decent recovery (when close enough).  You should use this A LOT more 
than the Demon Gut Punch in every case.  You'll be glad you did.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Entrails Smash                d/f+1                         ***

A new move for Kazuya, and overall not the greatest, but it has a few 
uses.  Kazuya punches the opponent in the kidney area with an Mid-
hitting underhand body blow.  It stuns slightly, although no follow-ups 
are guaranteed, but it does give Kaz the initiative and shifts them off-
axis.  A good strategy is to SSL once this hits.  If they throw anything 
it will most likely whiff.  Side throw!  Or better yet, WGF and combo.  
However, it comes out with a little lag (16 frames, which is on the slow 
side) and it has VERY short range, so you're better off using the Gut 
Punch instead of this.  However, regardless, it's still a decent poking 
move, as the recovery is almost instantaneous, so Kazuya recovers fast 
enough to resume offense with his pokes, like 1,2,4, 1,1, and his d+1.  
It is also a good combo filler, since it comes out moderately fast and 
recovers instantly, so afterwards you can follow up with a jab to keep 
the combo going (found this out in Castel's second Kazuya vid), or 
simply end with d/f+4,4 for 53 easy points of damage.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Soul Thrust                   f+2                           **

This is basically Kazuya's version of a Demon's Paw, albeit the slower 
execution and shorter range.  Kazuya takes a stride forward and throws a 
slow chest punch.  It has much less range than the Demon's Paw, and it's 
also slow as hell (20 frames), but it hits harder and smacks them away 
to the ground on Counter-Hit, although it will knock them too far away 
for Kazuya to follow-up with anything other than a Hell Sweep hit, and 
to make it worse, the slow speed makes it easy bait for an Attack 
Reversal - which is why you should always buffer a Chicken into it.  
It's really not an attack you want to randomly throw out or let me tell 
you, you WILL be hurt.  The upside - the recovery is good due to big 
block stun it dishes out, and if you'd like, you can always use the 
frame advantage to set-up your Crouch Dash mixups.  It also works 
decently as a juggle finisher, so if Tag combos aren't your thing (they 
should be though), and you don't like WGF as a juggle ender, use this 
(you should use WGF over this any day though).  Be warned, if you're 
hoping to start an Okizeme game after a combo, don't use this - it blows 
them away in the air.  In all, it's not useless, but the risks outweigh 
the rewards most of the time.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Glorious Demon Fist           f+1+2                         ***

This is another new Kazuya move, and boy does it hurt... although anyone 
stupid enough to see this coming and just eat it should be smacked in 
the head.  Kazuya lunges forward, crouching slightly, as he aims a slow, 
left-handed sidewind punch into their stomach, instantly stunning them 
with a Crumple Fall Stun regardless of hit type.  Not only does this 
look hella-sick (which is why many players call it the "Assassin's 
Fist"), have a sweet name, and track SSers VERY well, it is oh so 
damaging, AND of course you can do a number of fairly-powerful juggles.  
But... it's kind of a moot point because the move's power and stun combo 
follow-ups are kind of offset by the disgusting lag time (a whopping 20 
frames), so more often than not you're going to get poked out of this 
before it hits.  However, the recovery (25 fucking frames!) isn't THAT 
big of an issue as you'd think, because it pushes them back if blocked, 
so most power hits will miss or get blocked.  It still leaves Kazuya 
open for more than a few power hits, though.

However, the true beauty of this attack is its _insane_ range and the 
fact that it does avoid a lot of moves.  This is quite useful for 
hitting Tagging opponents due to the lunge, so if you time it just right 
and know they're gonna Tag, let loose and watch them get hit and 
murdered.  The same goes for if they Tag in - they'll be hit before they 
can even cancel the run-in!  You can also throw this into a juggle 
(against a big guy) for an unusual finisher.  After an opponent is 
stunned by the Glorious Demon Fist, Kazuya can follow up with a few 
options - your best bet is to do the Roundhouse to Triple Spin Kick 
(must be done with u+4, and not u/f+4) for sick, easy damage.  For 
style, you can use a Crouch Dash Front Kick (f,N,d,d/f+4) to scoop them 
up for a jab or two, but the damage is not as good (or as cheap) as the 
good ol' u+4,4,4,4.  A Thunder Godfist or Lightning Screw Uppercut will 
work on big characters for unreal damage if you want it simple.  
Contrary to popular belief, the b+1+4 DOES work afterwards on normal-
size characters, but the timing is so insane you're better off leaving 
it alone.  And for those who like showing off, Kazuya can always Tag 
after he recovers, and since the stun is so damn long, it allows some 
characters to come in and land some MASSIVE combos (i.e., (Kazuya) 
f+1+2, 5, (Bruce) d/f+3, b+4,3,4).  So once again... like many of 
Kazuya's moves, it's not insanely powerful, but when used correctly, it 
can be very useful.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Stature Smash                 d/b+4                         ****

One of Kazuya's new moves, and one of his more useful ones... if you're 
careful with it.  The Stature Smash is one of Kazuya's sneakiest 
attacks, and it thankfully hits Low, which is good since he lacks in Low 
attacks.  Kazuya feints a mid/high-level kick, then cuts low for a kick 
to the shins.  People are surprised and hit by this on an almost 
consistent basis... well, at first.  NEVER abuse this... because 20 
frames of execution is damn slow.  Once opponents are used to the wind-
up, they'll Parry low and fuck you up, or worse yet, a CH 1~2,1, EWGF, 
or d/f+2 or some equivalent will rape you.  If it is blocked, Kazuya is 
pretty safe from retaliation, as well (a minor 9-frame disadvantage, 
which only allows 8-frame jab/low jabs to sneak in).  It's so easy to 
hit with this - you can do this by baiting them with quick High/Mid 
attacks like 1,1, d/f+4, and d/f+2, then cut low and hit them in the 
leg!  The only real problem is if you're facing a good player that like 
to Low Parry your d/b+4, which in that case, you could mixup after a 
couple of Stature Smashes and switch to a Mid hit like d/f+2 to dissuade 
them from throwing out a Low Parry, then switch back to d/b+4, etc.  

If it hits, Kazuya has a 7-frame advantage - just enough for you to get 
an guaranteed throw, d/f+2, WGF, or d/f+4,4 on CH if they do anything 
but block or reverse - but you must be quick.  Speed is the key word 
here - if you're too slow, they may interrupt you if they have an 8-
frame jab or use d+1.  This attack is also vital to Kazuya's Okizeme 
game, as it will smack rolling opponents and put them back on the floor, 
afraid to move.  Mix that up with his Hell Sweep, and you'll be able to 
keep them on the floor for a decent piece of the fight.  I wouldn't 
really agree with ILuvMomo and Chinky-Eye in saying that the risks 
outweigh the rewards - d/b+4 is one of Kazuya's few Low attacks, does 
decent damage (17 points, 25 on CH), has a deceptive wind-up (but like I 
said before, a trained opponent WILL Low Parry), and better yet, a 7-
frame advantage on hit, which is very helpful.  The only thing you 
should not do is over-abuse it - when you know how and when to use 
d/b+4, it can be quite useful.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Leaping Side Kick             f~f,f+3_WR+3                  ****

Just about everyone has this move in some way, and Kazuya's is no 
different.  As always, remember that this is easily telegraphed and 
blocked/reversed/parried (remember to Chicken reversals!), but hits Mid, 
does lots of damage on hit, and gives Kazuya an insane 17 frames of 
advantage when blocked (unlike in previous Tekkens, nothing is 
guaranteed anymore).  That means mixup time (with d/f+2, WGF, Hell 
Sweeps, etc.)!

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Thunder Godfist               f,N,d,d/f+1                   ***

The classic, ultra-damaging, elemental Mishima uppercut of destruction 
is back to menace scrubs once again.  A Clean Hit with a TGF will 
guarantee a loss of at least 25% of their energy, and if Kazuya is 
Netsu-charged or hits on CH, you're gonna see 40% down the shitter.  Of 
course, power comes at a price, as anyone with half a brain will see the 
huge-ass wind-up, and block high, and to be even more crappy, it has 
pretty bad recovery time, too.  The damage has also been toned-down 
quite a bit from Tekken 2, although it is still very powerful, and like 
back in Tekken 2, it won't combo off of anything less than a Class 1 
Launcher or CH DGP because it comes out so slowly (three frames slower 
than Heihachi's) and doesn't hit as low to the ground as Hei's.  So, why 
use this, then?  Well, that's because it is the coolest, deadliest, most 
stylish juggle finisher/filler ever in Tekken, God dammit!  It will only 
connect after a Class 1 Launcher, against a big guy (and in certain 
cases King/Armor King) after a WGF, or a CH/CL Demon Gut Punch, due to 
its slower start (Hei's executes in 19 frames, as opposed to 
Kaz/Jin/Devil's 22 frames) and higher execution height.  A Thunder 
Godfist to Spinning Mid Kick after a Counter-Hit Demon Gut Punch alone 
does around 60% damage, and if you connect a TGF after a Tagged-out 
Class 1 launcher like Hwoarang's Sky Rocket or Kuma's f,f+2, you're 
gonna have your opponent growling for a while!  

Other than that, though... NEVER - _EVER_ - use this out in the open, 
because you can get messed up bad if they block in-close.  It's not 
super slow-recovering (14 frames), but it's usually enough for them to 
stuff a jugglestarter down your throat if you're close when it's 
blocked.  From farther away, it;s not quite as dangerous if blocked.  
Only use this in a non-combo situation by going under a High or Mid 
attack to interrupt/hit them while recovering - if that happens, the 
Thunder Godfist will pimp them for a quarter of their life and leave a 
very nasty expression on their faces!  Again, do NOT get this blocked - 
you will be punished quite harshly by competent players.  The Thunder 
Godfist is like any other tool - if you use the right one for the right 
job, things go smoothly.  If you don't, you won't make the same mistake 
twice.

 = Spinning Mid Kick           = 3                          ****

No, do NOT think that this will come out fast enough to counter attacks 
after a blocked TGF, because the interim between the two hits is DAMN 
slow, and the recovery time if blocked is a slow 14 frames.  It's main 
use is for an added hit after the TGF during a juggle or stun combo - in 
that case, it is excellent - ALWAYS go for it!  Only useful in juggles.

 = Hell Sweep                  = 4                          *

Do not use this move.  While it will connect in the combos described 
above, the damage it does is laughably poor and the blocked recovery is 
absolutely terrible, so screw this and use the Spinning Mid Kick.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Wind Godfist                  f,N,d,d/f+2                   *****
 = Tag                         = ~5

The Wind Godfist is the penultimate Tekken jugglestarter, and the most 
infamous move in all of Tekken.  All who are wise fear this move like no 
other.  It is one of the fastest moves in the game (it can execute as 
fast as 14 frames counting the Crouch Dash input), juggles to a perfect 
height for any of Kazuya's juggles (and Tag combos too!), has insane 
priority, does great damage, and can be delayed since it comes out of 
Kazuya's Crouch Dash, which lulls many opponents into letting their 
guard down, and BAM, there they go!  However, in TTT, the Wind Godfists 
have been toned down in that they now hit Special Mid, which means that 
you can block the move standing or crouching.  When combined with the 
toning-down of the Hell Sweep, Kazuya's Mid/Low evil Crouch Dash mixups 
from previous Tekkens have basically been killed, although Kazuya's Twin 
Pistons from CD are arguably more dangerous.  It is also not as good as 
Heihachi's due to the much broader juggling options available to him, as 
well as the shorter horizontal range.  And as I've recently learned, 
Kazuya apparently has the slowest-recovering Wind Godfist of all the 
Mishimas (well, tied with Devil because his is identical) - Heihachi can 
get a free 1,1,2 if your WGF is blocked (only Hei, since his arms are so 
long), Bruce gets a f+2,f+4 (which hurts a lot for only two hits), the 
Ogres get a free 2,2, Law gets a quick standing 4, and of course, 
anything less than 10 frames will get through as well.  Jin only has 7 
frames of disadvantage with his WGF (but anyways, what competent Jin 
player attacks with his crappy WGF when EWGF gives him 4 frames of 
ADVANTAGE?), and while Hei's is also 10 frames, it pushes them farther 
back when blocked (and besides, he's got EWGF with 4 frames advantage 
anways).  What that means is do NOT use this like crazy in close, but 
since only a select few can get any REAL damage off of a blocked WGF, 
it's not a big problem.

And as you most likely already know, in TTT, the Wind Godfists/Electric 
Wind Godfists of the Mishimas are now TOTALLY irreversible.  The only 
exception is Jin (he must buffer in a ~5 after the input to make it into 
a Special Mid irreversible (E)WGF, and even then it's pretty 
unreliable).  Yes, I didn't believe it myself until I tried it myself 
(and got some info from SauerKraut's TTT Notes and Castel's Reversal 
Charts), but it is true - not ONE Attack Reversal, special or otherwise, 
can reverse the WGF or EWGF, and it cannot be parried by a Mid Parry, 
special or otherwise, either.  Also pointed out by my God - er, man - 
bluu at the Zai, it's been confirmed that a blocked Mishima WGF from the 
edge of its range is TOTALLY SAFE and TOTALLY INVULNERABLE from ALL 
attacks - Julia/Michelle's 1, Kuma's f+1, Yoshi's d/f+4 and f,f+4, all 
of them - CANNOT hit Kazuya if the WGF is blocked - they will all whiff 
or come out too slowly, giving Kazuya time to block.  Just remember that 
this is pertaining to a LONG range blocked WGF - in close, Kazuya will 
eat an 8-10 frame attack if blocked.

Don't let the Special Mid blocking setback fool you into thinking that 
the WGF is now weak - it's simply been altered to a way that makes the 
WGF a more useful tool for defensive players (and this was always the 
best strategy for the WGF anyways).  All you need to do to hit with this 
consistently is hang back and wait for them to attack.  If they whiff 
and/or get blocked, you get a free Wind Godfist and killer juggle.  The 
Wind Godfist is the single best mistake-punisher in every Tekken if you 
know your juggles.  And while Kazuya's WGF isn't the best of the bunch 
pound-for-pound, it is faster, a whole lot better than Jin's crappy WGF 
(and some may debate that Kaz's WGF is better than Jin's EWGF too), and 
Kazuya still has some power juggles up his sleeves that can do some real 
damage.  And if Kazuya's juggles aren't enough for you, you can always 
Tag out and bring in a power juggler (Bruce, Jin, Hei, Bryan, etc.) to 
finish up for you, as the damage from their Tag juggles will do more 
than Kazuya can do on his own (and look a whole lot cooler to boot).  A 
quick WGF is also guaranteed after a f+4 on crouching opponents (not 
fatties though) for HUGE damage.  And of course, Kazuya's Wind Godfist 
is only deadlier when used in the infamous Mist Step Cancel, as it 
executes one frame faster and is a bit easier to do.  While one measly 
little frame may not make much of a difference on paper, TRUST ME - if 
you can consistently do MS Cancel WGF, you will be getting LOTS more 
WGFs to connect than any of the other Mishimas.  Only Devil's WGF is 
possibly as fast.

I've taken back my original opinions on the CH Wind Godfist.  Truth is, 
it's actually a bit more beneficial in getting a CH WGF as opposed to 
waiting for a whiff, then doing WGF.  Why?  Well, the damage of a CH 
Wind Godfist itself is just awesome (37 points), and the potential 
juggle damage exceeds that of the normal Wind Godfist juggles because of 
the unique properties of the Counter-Hit WGF.  On Counter-Hit, the WGF 
flips them backwards in mid-air, to land in the SLD position.  Now, to 
be honest, it's much harder to juggle proficiently following a CH WGF, 
but there's only a handful of juggles you should use in that situation 
to begin with.  CH WGF, 4 is the simplest and does a disgusting 61 
points of damage in two hits.  CH WGF, WGF is almost identical, albeit 
harder to do (and not quite as satisfying IMHO).  However, your best bet 
overall is to do CH WGF, 1, 1, WGF, u/f+4~3.  If you land the second WGF 
at the right time (right before they land), the Demon Scissors is in 
fact GUARANTEED afterwards.  You can always use three jabs, but the 
timing is a bitch (your dashing needs to be perfect), and it's only 5-6 
points difference - you're better off with only two jabs.  That little 
five-hit is over 80 points of damage by itself - much much more than a 
non-CH WGF will get you.  Some may disagree in saying that a CH WGF is 
better than a non-CH, but put it this way - the bottom line is, when ANY 
type of Wind Godfist hits, you're getting a BIG damage opportunity 
either way.

I'm telling you now, it is absolutely IMPERATIVE that you master the use 
of this attack.  It is by and far his best move, and the reason Kazuya 
is so dangerous.  Wise use of it is why you'll win time and time against 
even the toughest opponents.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Hell Sweeps                   f,N,d,D/F+4,4                 *****

Kazuya's Hell Sweeps, like the other Mishimas, have been toned down a 
bit in TTT.  Now, Kazuya's Hell Sweeps do less damage, and it is further 
weakened by the new low-block stagger and the universal Low Parry.  And 
to put the final nail in the coffin, the Mid/Low mixup Crouch Dash games 
that were so effective with every Mishima (especially Kazuya) have been 
killed by the Wind Godfist's new Special Mid blocking position in 
conjunction with the aforementioned blocking setbacks of the Hell Sweep.  
However, despite all of these flaws, the Hell Sweep is still a powerful, 
hard-to-anticipate tool of Kazuya warfare.  This is also due to the 
unique difference of Kazuya's Hell Sweeps from Heihachi's and Jin's.  
Unlike theirs (unless you input it f,N,d,D/F~4 for Jin), Kazuya's Hell 
Sweeps sweep them off of their feet regardless of Counter-Hit, but like 
Jin's it still requires a Clean Hit to sweep.  If it hits on non-Clean 
Hit (about the edge of its range), it will unbalanced them, but not 
sweep.  However, this is kind of offset by the fact that the Clean Hit 
range is MUCH larger than Jin's, so you can still sweep them off of 
their feet from what seems to be a non-Clean Hit range.  The second hit, 
however, ALWAYS sweeps regardless of Counter-Hit or Clean Hit, and 
recovers much faster than if you stopped after one sweep.  What this 
means is that Kazuya can actually do a combo off of the second sweep if 
that one is the sweep that hits!  It acts kind of like Heihachi's Hell 
Sweep on CH - like Hei, Kazuya can float them with a Wind Godfist before 
they hit the ground, and follow-up with a d/f+4,4 for a TRUE combo.  
However, this is balanced by ease of blocking it.  Kazuya's Hell Sweeps 
are the no-frills version, hitting twice Low - and that's it.  No Mid 
kick, Tsunami Kick, or Thunder Godfist follow-ups.  This makes it very 
easy for a player who's anticipating it to block Low and stagger Kazuya, 
leaving him open for a quick attack. 

So, you're probably asking "Why the hell do you say it's effective, 
then?"  The reason is this - it is incredibly hard to see coming at 
times, especially when you've been pecking them with a continuous volley 
of Highs and Mids like d/f+4 and 1,1, and BAM, you pull out the Hell 
Sweep and put them on the ground.  And yes, I did say the CD mixups are 
dead - with the Wind Godfist and Hell Sweeps, it is.  But that's why 
Kazuya can cancel into WS attacks from the CD, and mixup with Hell 
Sweeps and Twin Pistons.  And that one mixup is the main reason Kazuya 
is so powerful at high-level competition.  It isn't the hardest mixup in 
the world - when they duck, use Twin Pistons - when they stand to block, 
use Hell Sweeps.  If the Twin Pistons are blocked, you're perfectly 
safe.  The Hell Sweep should not even get blocked, since if they duck 
you automatically switch to Twin Pistons.  The command is very tough 
though, and will take practice.  There are several ways to do it, which 
will be explained below in the Strategy section.  Either way, once you 
master mixing up with Hell Sweeps and Twin Pistons, your Kazuya is one 
to be feared.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Mist Step                     f,N                           *****

The Mist Step is a special Sidestep that Kazuya possesses (Lee has it 
too, but he has no moves from it, and he only does a Crouch Dash-type 
move, and no Sidestep).  It is basically an extra Sidestep for Kazuya 
that he had back in Tekken 2 (when no-one had a Sidestep-type move 
except for Kazuya, Heihachi, Baek, Michelle, etc.).  Kazuya, however, 
has an extra-special feature built into the Mist Step - by simply 
tapping d/f, he can go into an automatic Crouch Dash that moves and 
comes out faster than the normal one!  From the Mist Step Crouch Dash, 
Kazuya can go into the Thunder Godfist, Wind Godfist, and Hell Sweep.  
On an even frame number, Kazuya Sidesteps to the left with the Mist Step 
- on an odd frame number, he goes to the right.

The Mist Step is VITAL to playing Kazuya to his fullest.  Not only is it 
easier to pull off his Crouch Dash attacks with the Mist Step, they come 
out more deceptively than the normal versions and are more evasive due 
to the built-in Sidestep.  Not only that, but by just doing the Mist 
Step without the Crouch Dash (tap f,N), you can do any of Kazuya's 
normal attacks, such as the Flash Punch Combo, Twin Fang Stature Smash, 
and other attacks with no hitch.  From the Crouch Dash, Kazuya can pull 
off the Tsunami Kick by simply tapping 4,4, and if you delay the CD to 
the end, Kazuya can do any While Standing move - the Tsunami Kick and 
Twin Pistons come to mind (or you can always cancel the CD into WS if 
you're good).  This makes it very easy to simply slip under all attacks 
and deal them a big juggle or stun combo.  All attacks from the Mist 
Step Crouch Dash are identical to the normal ones, so strategies are 
found on the individual move analysis.

And finally, you have the most feared part of Kazuya's Mist Step (many, 
many thanks to the good Reverend C. for this info) - the Mist Step 
Cancel.  It's been around since Tekken 2 as I've recently discovered 
(and tested), but not widespread knowledge until Rev brought it up.  
This works with all the Mist Step CD moves, but for obvious reasons, is 
much much more effective with the WGF.  When you go into the Mist Step 
and IMMEDIATELY tap D/F~2 (BEFORE he auto-sidesteps), you can pull out a 
WGF that is actually FASTER than a conventional EWGF, because the WGF 
cancels the auto-SS that is built-in to the Mist Step.  What does this 
mean in the long run?  Well, when done naturally, a Wind Godfist takes 
at least 14-15 frames total to execute, because every point in the 
f,N,d,d/f motion counts for one frame, equalling 4 frames of CD input, 
then tapping 2 for the WGF, and adding 11 frames, bringing it to 15 
frames total (it can be shortened by tapping d/f and 2 simultaneously, 
making both the d/f and 2 count for one frame input and bringing it to 
14 frames total).  HOWEVER, by using the Mist Step Cancel, this means 
that by inputting it f,N~D/F~2 saves one frame of the execution by 
skipping the d part of the motion, and overall comes out at 13 frames, 
faster than a Mishima (E)WGF done at fastest possible speed!  As of 
late, I've been using this EXTENSIVELY, with much success in match play.  
It comes out faster than an EWGF guaranteed, and it will start juggles 
better and faster than anything else Kazuya has, so fling away!  And not 
only is 13 frames the fastest, it is also REQUIRED in order to launch 
after a CH+CL Gut Punch.  Anything slower will knock them down.  And 
remember, Mist Step Cancel also works extremely well with the Hell Sweep 
due to its stealthy speed and Low-hitting range.

************
UNBLOCKABLES
************

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Lightning Godfist             b+1+4                         ****

While it is still a very slow 43 frames to execution, the Lightning 
Godfist is by far a very useful Unblockable.  It comes out very fast for 
an Unblockable, and it will evade almost every High attack and even some 
Mids, deals a great 40 points of damage, and is the best follow-up from 
a d/f+2 stun (and even f+1+2).  It still is slow, though, when compared 
to most non-Unblockables, and it can be easily reversed, so don't misuse 
it or you'll pay for it.  This can connect after Class 1 Tag Launchers 
as well for good damage.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Lightning Screw Godfist       B+1+4                         *

While this attack does tremendous damage, it is so damn slow (an 
absolutely horrible 63 frames) that anyone seeing it will Sidestep, 
counter-attack, reverse, or Parry it easily.  If they are stupid enough 
to throw out a jab or a high power hit like a Mach Breaker to counter 
this, they fully deserve to be embarrassed if they're hit by something 
this damned slow.  The only guaranteed Lightning Screw Godfist you can 
get is after a Glorious Demon Fist or after a P-Jack SS+1 on a big 
character, and it works on everyone after Angel's SS+2 (NOT Devil!) if 
you have perfect timing.

=======================================================================
12. Combos ############################################################
=======================================================================

As you all know, Kazuya is a Mishima.  The name Mishima goes hand-in-
hand with crushing combos in every Tekken, and Kazuya is no exception 
(more or less).  While he lacks the finesse and damage of Jin and 
Heihachi, or the Class 1 jugglestarter of Devil, he still possesses some 
very powerful combos that can decimate an opponent's energy by half when 
employed right.  However, unlike the other Mishimas, Kazuya is a Mishima 
that relies a little more on stun combos instead of juggles to win.  
Kazuya also lacks a varying amount of jugglestarters, unlike Jin and 
Heihachi.  He relys on starting combos with his Wind Godfist, Gut Punch, 
and Twin Pistons, and his juggle combos are moderately powerful and 
simple.  His stun combos are also the most powerful in the game, even 
topping True Ogre's (a simple CH+CL WS+2, WGF does almost 80 points of 
damage by itself, let alone with a combo tagged on after it).

(Note: The rating I give a move pertains to how effective it is for 
combos, not as a move overall.  As another note, the jugglestarters only 
pertain to those that can be Tagged out of, NOT viable jugglestarters 
like u/f,N+4 or BK u/f+4, which DO juggle to Class 2 height.)

**************
JUGGLESTARTERS
**************

1.) Wind Godfist
Command: f,N,d,d/f+2_f,N,d/f+2
Damage: 25
Height: Sm
Class 2
Rating: *****

As you all should know, the Wind Godfist is the ultimate jugglestarter 
in every Tekken.  Its range, speed, good damage, priority, and ease of 
execution (from the Mist Step especially), and irreversibility make it 
the perfect tool for the typical pitbull Kazuya that lives on getting 
out his juggles.  While it can be blocked Low now, the guard stun it 
incurs is enough to offset any retaliation attempts.  It will set up any 
Tag juggle perfectly and will also override almost any High/Mid attack 
thrown at the same time.  Remember though, that a CH Wind Godfist will 
juggle them in a different manner (they flip backwards to land on their 
stomach and face) and that there are less options after it.  Your best 
bet after a CH Wind Godfist is to finish with an easy 1, 1, WGF, u/f+4~3 
(just make sure to hit that second WGF as low as possible), since it far 
exceeds the damage of any other follow-ups.  The height of the launch 
also depends on how fast you got out the WGF and how fast you buffered 
Tag afterwards.  If you're fast, your partner should come in just as 
they reach the max launch height.

2.) Twin Pistons
Command: WS+1,2
Damage: 12,15
Height: m,m
Class 2
Rating: ****

This is an excellent launcher for normal juggles, but it does not work 
as a Tag Launcher simply because they land before your partner can come 
in and finish the combo.  Remember this is used at different times than 
the WGF.  The Twin Pistons are used in-close for interrupting and for 
offense, when they are in your face and you need a jugglestarter that 
won't put you at risk by doing a complicated motion like a Crouch Dash 
or Mist Step that would get snuffed by a jab, whereas WGF is more 
effective as a mid-range interrupter.  In the case of in-close fighting, 
the Twin Pistons is one of the best moves in the game.  It has INSANE 
priority, extreme speed (the WS+1 executes in 11 frames), moderate 
damage if unblocked, comes out of nowhere, and has an extremely short 
recovery time at 6 measly frames.  If you by any chance don't have 
Kazuya's Crouch Dash down to a science (which you NEED to know before 
you can get any good), this is the next best thing to use.  The only 
hitch is that you need to be close to get both hits guaranteed.  Very 
effective, and Kazuya's best move bar Wind Godfist.

*******************
STUN-COMBO STARTERS
*******************

1.) Demon Gut Punch
Command: WS+2
Damage: 25 (37 on Clean Hit)
Height: m
Stun Type: Fall Over Stun (on Clean Hit), Double-Over Stun (on Clean and 
Counter-Hit)
Rating: ****

One the most feared moves of Kazuya (IF IT IS NOT ESCAPED), although it 
bites comapred to the Tekken 2 and 3 versions (the Ogres had it in T3).  
As said before, if the opponent gets hit with a Counter-Hit DGP and does 
not escape, they will most likely lose at least 50-70% of their health 
due to the huge combo that will inevitable follow, and if you happen to 
be fighting Wang or another character with bad stamina, it may very well 
kill them.  The options Kazuya has after a DGP are almost limitless... 
for style and originality, you can do f+1+2, d/f+4,4 when fighting large 
characters.  If you're a juggler first and foremost, you can do a fast 
WGF to pop them up for a disgusting juggle, or you can really pack on 
the damage by Tagging out of the WGF and continuing the combo if you 
have a partner like Bruce or Jin (although if you chose not to Tag out, 
Kazuya can still do major damage).  And, if you want, in the words of 
Jason "Isiah" Cole, phat damage and quick wins, you can go for the 
Thunder Godfist to Spinning Mid Kick to drain up to 60% of their energy 
on a weak opponent, go into a delayed u+4,4,4,4 (make sure the u+4 
misses) for an extremely easy and powerful combo, or use the Lightning 
Godfist to get almost equal damage, but less style points.  A Lightning 
Screw Godfist is also guaranteed on large characters.  Of course, 
there's that problem that they're most likely going to escape.  My 
advice: pray that they suck and hope they don't escape the stun.

2.) Gut Punch
Command: d/f+2
Damage: 21
Height: m
Stun Type: Crumple Fall Stun (on Counter-Hit)
Rating: *****

This is extremely similar to Kazuya's DGP, albeit better.  While this 
comes out faster, does nearly identical damage, looks identical, and is 
slightly easier to do and MUCH easier to set up, it is not as effective 
in terms of stun combos, because there are less options than if you hit 
with the DGP, and recovers one frame slower than the DGP if done too far 
away.  However, I'd trade the larger options and escapability for 
similar follow-ups, high potential damage, and an inescapeable stun like 
with the regular Gut Punch.  And like the DGP, if you are fast (and I 
mean FAST, as in 13 fucking frames!), you can land a Wind Godfist for a 
full launch and combo after a CH+CL Gut Punch!  Outside of that, there 
is a decent list of follow-ups available afterwards, but if you don't 
have the insane timing to pull the WGF (and I totally understand), do 
yourself a favor and do the b+1+4, as it's guaranteed, looks cool and 
does a lot of damage (B+1+4 is guaranteed on fatties), or use u+4,4,4,4 
for simplicity and damage.  It is also an effective juggle finisher by 
the way...

3.) Glorious Demon Fist
Command: f+1+2
Damage: 26
Height: m
Stun Type: Crumple Fall Stun
Rating: ***

While again, this is REALLY slow, it has insane power, and when put into 
play against the big guys, Kazuya simply DEMOLISHES them with the krunk 
combos he can pull afterwards (Glorious Demon Fist + Lightning Screw 
Godfist = pEaCe OuT)!  Just be careful when you use this, as it has 
tremendous recovery time and can be easily punished by a long-range 
power hit like a Deathfist, Mach Breaker, Konvict Kick, and countless 
others.  Don't over-abuse this, and the reward can be VERY high.

*******************
STANDARD COMBO ARTS
*******************

Starters

Wind Godfist: f,N,d,d/f+2
Twin Pistons: WS+1,2
Class 2 Tag

1, 1, f,N,d,D/F+4,4         1, 1, 1, 1,(1),2
1, 1, d+1, WS+2             1, 1, 1, 1,2
1, 2, WGF                   1, 1, 1, 1,2,4
1, 2, d/f+4,4               1, 1, 1, f+2
1, 2, f,N,d,D/F+4           1, 1, 1, d/f+2
1, 1,2, WGF                 1, 1, 1, d/f+4,4
1, 1,2, d/f+1               1, 1, 1, 4
1, 1,2, d/f+2               1, 1, 1, d/b+4
1, 1,2, d/f+4,4             1, 1, 1, 1, WGF
1, 1,2, d/b+4               1, 1, 1, 1, 1,(2),4 big
1, 1,2, f,N,d,D/F+4         WGF, WGF
1, 1,2, 1,2,4               WGF, d/f+4,4
1, 1,2, 1,(1),2             WGF, 1,(2),4
1,2, f,N,d,D/F+4,4          WGF, 1,1,2
1,2, 1, d/f+1               WGF, d/f+2
1,2, 1, d/f+4               d/f+4, WGF
1,2, 1, d/b+4               d/f+4, d/f+2
1,2, 1, 4                   d/f+4, 1, WGF
1,2, 1,1,2                  d/f+4, 1,(2),4
1,2, 1,2, d/f+4             d/f+4, 1,(1),2
1, 1, 1, d/f+1              d/f+1, 1, f+2
d/f+1, 1,(2),4              d/f+1, d/f+4,4

**********************
COUNTER-HIT COMBO ARTS
********************** 

Starters

Wind Godfist: f,N,d,d/f+2

1,2, d/f+4,4                1, 1, 1,1,2
1,2, f,N,d,D/F+4,4          1, 1, 1,2,2
1,2, WGF                    1, 1, 4
1,2, d/f+2                  1, 1, 1, 1,2
1,2,4                       1, 1, 1, d/b+4
1, 1,2, d/f+4,4             1, 1, 1, d/f+4,4
1, 1,2, d/f+2               1, 1, 1, WGF
1, 1,2, f,N,d,D/F+4         1, 1, 1, 1, d/f+4
1, 1, f,N,d,D/F+4,4         1, 1, 1, 1, d/f+2
4 (cheap and easy)
   
Gut Punch: d/f+2
 
f+1+2 big                   d/f+4,4
d+1, WS+4,4                 f,N,d,D/F+4,4
d+1, cc, 1, d/f+4           u+(4),4,4,4
d+1, cc, 1, d/f+2           TGF,3 big
d+1, cc, 1, WGF             TGF,4 big
late WGF                    FAST WGF, any Standard Combo
d/f+2                       d/f+1, d/f+4,4
  
Demon Gut Punch: WS+2

f+1+2 big                   1,2, 1,1,2
WGF, any Standard Combo     1,2, 1,2, d/f+4
1, 1, f,N,d,D/F+4,4         1, 1, 1, d/f+1
1, 1, d+1, WS+2             1, 1, 1, 1,(1),2
1, 1,2, WGF                 1, 1, 1, 1,2
1, 1,2, d/f+1               1, 1, 1, 1,(2),4
1, 1,2, d/f+2               1, 1, 1, f+2
1, 1,2, d/f+4,4             1, 1, 1, d/f+2
1, 1,2, d/b+4               1, 1, 1, d/f+4,4
1, 1,2, f,N,d,D/F+4         1, 1, 1, 4
1, 1,2, 1,2,4               1, 1, 1, d/b+4
1, 1,2, 1,(1),2             1, 1, 1, 1, WGF
1,2, f,N,d,D/F+4,4          1, 1, 1, 1, 1,(2),4 big
1,2, 1, d/f+1               TGF,3
1,2, 1, d/f+4               TGF,4
1,2, 1, d/b+4               b+1+4
1,2, 1, 4                   4 (REALLY easy and REALLY cheap)
iWS+1,2, any Standard Combo
  
Glorious Demon Fist: f+1+2

d+1, WS+2 big               4~3
f+1+2 big                   f,N,d,d/f,f+4, 1, 1, d/f+2
WGF                         f,N,d,d/f,f+4, 1, 1, WGF
TGF,3 big                   f,N,d,d/f,f+4, 1, 1, d/f+4,4
TGF,4 big                   f,N,d,d/f,f+4, 1, 1, d/b+4
u+(4),4,4,4                 f,N,d,d/f,f+4, 1, 1, f+2
f,N,d,D/F+4,4               f,N,d,d/f,f+4, 1, f,N,d,d/f,f+4, d/f+4
b+1+4 (must be FAST!)       d/f+4,4
B+1+4 big

**********************  
CLASS 1 TAG COMBO ARTS
**********************

Starter

Class 1 Tag 

WGF, BT 4                   U/F+4, 1, 1,2, 1,(1),2
f,f+3, BT 4                 U/F+4, 1,2, f,N,d,D/F+4,4
f+1+2                       U/F+4, 1,2, 1, d/f+1
f+1+2, d/f+4,4              f+1+2, WGF big
TGF, 1, f+2                 U/F+4, 1,2, 1, d/f+4
TGF, 1, d/f+2               U/F+4, 1,2, 1, d/b+4
TGF, 1, WGF                 U/F+4, 1,2, 1, 4
TGF, d/f+4,4                U/F+4, 1,2, 1,1,2
TGF,3                       U/F+4, 1, 1, d/f+1
TGF,4                       U/F+4, 1, 1, 1,(1),2
TGF,3, d/f+4,4 big          U/F+4, 1, 1, 1,2
TGF, BT 4 big               U/F+4, 1, 1, 1,2,4
U/F+4, 1, 1,2, WGF          U/F+4, 1, 1, f+2
U/F+4, 1, 1,2, d/f+1        U/F+4, 1, 1, d/f+2
U/F+4, 1, 1,2, d/f+2        U/F+4, 1, 1, d/f+4,4
U/F+4, 1, 1,2, d/f+4,4      U/F+4, 1, 1, 4
U/F+4, 1, 1,2, d/b+4        U/F+4, 1, 1, d/b+4
U/F+4, 1, 1,2, f,N,d,D/F+4  U/F+4, 1, 1, 1, WGF
U/F+4, 1, 1,2, 1,2,4

**********************
CLASS 4 TAG COMBO ARTS
**********************

Starter

Class 4 Tag

u/f+4~3                     f,N,d,D/F+4,4

*******************
MY FAVORITE JUGGLES
*******************

1.) WS+1,2, 1,2, d/f+4,4
Twin Pistons, Left Right Combo, Tsunami Kick

A quick, easy juggle for the aspiring Kazuya player that doesn't have 
those mad reflexes needed to pull TGFs and the like as juggle finishers.

2.) f,N,d,d/f+2/any jugglestarter, 4
Wind Godfist/any jugglestarter, Standing Right Kick

This "combo" does EXTREME damage for two hits regardless of which 
jugglestarter you use, but lacks skill and is really just a quick juggle 
to use if you're losing badly and need a comeback.  49 easy points of 
damage, and on CH it skyrockets to 61.  Arguably the best "combo" in the 
game since you can't whiff it (unless you are the saddest excuse of a 
Tekken player ever) and anyone caught by it loses 25-40% health.

3.) f,N,d,d/f+2, f,N,d,d/f+2, d/f+4,4
Wind Godfist, Wind Godfist, Tsunami Kicks

This is Kazuya's most damaging (non-stun) combo from the Wind Godfist, 
and it's also pretty easy to do.  It does 59 points of damage by itself, 
and absolutely INSANE damage if preceeded by a CH WS+2 or f+4 on 
crouching opponents.  Use this all the time!

4.) f,N,d,d/f+2, d/f+1, d/f+4,4

This is Kazuya's other bread and butter juggle from the WGF.  It does 
around 53 damage (a lot more when preceeded by a CH WS+2 or f+4 on 
crouching opponents) and is a lot more reliable than Combo # 3, so if 
you don't feel up to doing two WGFs, use this.

5.) CH WS+2, f,N,d,d/f+1,3
CH Demon Gut Punch, Thunder Godfist to Spinning Mid Kick

The bread-and-butter mega-damage Kazuya combo is back and almost as good 
as before.  This is easy to do, works 100% when done fast, and destroys 
over half of their energy in three hits.  Overall, it should be a combo 
used OFTEN by Kazuya, whenever possible, although getting off the Demon 
Gut Punch is another story ^_^.  While you can substitute the Hell Sweep 
ender for the Spinning Mid Kick, it doesn't do as much damage and looks 
rather weak itself...

6.) CH WS+2, b+1+4
CH Demon Gut Punch, Lightning Godfist

A nice little bread-and-butter combo off the Demon Gut Punch.  You 
should only use this if you can't pull off the Thunder Godfist to 
Spinning Mid Kick, as that does more damage, or you can always use the 
standing 4 to really tear them a new one (about 80 points of damage in 
two hits!).  You can substitute the b+1+4 for the B+1+4 on fatties to 
kill them.  

7.) f,N,d,d/f+2, f,N,d,d/f+1,3
Wind Godfist, Thunder Godfist to Spinning Mid Kick

You can only do this combo on the bigger guys: the Jacks, Kuma/Panda, 
Ganryu, and the Ogres.  It also works on King and Armor King, but it's 
really iffy and whiffs more often than it hits.  Does quite a lot of 
damage, too (about 35-40% every time).  You must pull the TGF quickly 
though or they will Tech Roll.  WGF, 1, TGF,3 is actually easier and 
more reliable to do since you recover much faster from the jab than from 
the WGF.  It would be cool if you could pull this on anyone, but since 
it executes at 22 frames (and because Kazuya has no EWGF to pop them 
higher or recover quicker from) and doesn't start out as low as Hei's, 
it's impossible.  Makes you wish Kazuya had a 19-frame TGF like 
Heihachi.  It's kinda weird too, since a WGF, 1, TGF combo was 
guaranteed on everyone in Tekken 1 and 2 with every Mishima.

8.) f,N,d,d/f+2, f,N,d,d/f+2, f,N,d,d/f+2
Wind Godfist, Wind Godfist, Wind Godfist

This is still arguably one of the hardest combos in the game (with 
Kazuya at least), although it is easier to do than in Tekken 3.  
Heihachi and Jin can do it too, and easier since they have easily-
recognized, conventional EWGFs (although they can do 3xWGF too).  The 
timing is all in the second WGF - if you're REALLY fast with it, you 
will have a little slop to pull the third WGF pretty easy.  If you were 
slow with the second one, you'll need to do a Dash WGF (explained later) 
to pick them off the ground with it.  It is of course much easier to do 
this on the big guys.  You should try doing it with the Mist Step 
Cancel, since there's less points on the controller/joystick to hit.  
There are better options, but nothing beats it in terms of style.

9.) f,N,d,d/f+2, 1, 1, 1, 1, f,N,d,D/F,2
Wind Godfist, Standing Jab, Standing Jab, Standing Jab, Standing Jab, 
Wind Godfist

Cool, and pretty hard (I think it's a little easier in Tekken 3).  You 
must have mad dashing skills for this one inbetween the jabs, and delay 
the WGF until the end of the Crouch Dash to pick them off the floor by 
like an inch =^).  You also need to do the jabs like f,F+1, and not 
f,f+1, as doing it like f,F+1 saves three frames of the recovery, 
allowing you to dash after the jabs to continue.  If you're having 
trouble with the four jabs, use three for equal damage and style points.

10.) f+1+2, f,N,d,d/f,f+4, 1, f,N,d,d/f,f+4, d/f+4
Glorious Demon Fist, Crouch Dash to Front Kick, Standing Jab, Crouch 
Dash to Front Kick, Front Kick

Very sweet-looking, although it will be hard landing the Glorious Demon 
Fist!  Make sure you Crouch Dash in as close as possible before scooping 
them off the ground with the Front Kick.  After that, remember to do the 
jab as F+1, CD into another Front Kick, then d/f+4 will be easy.  On big 
guys, you can substitute the d/f+4 with a WGF, d/f+2, or a Crouch Dash 
Tsunami Kick.

11.) CH f,N,d,d/f+2, 1, 1, f,N,d,d/f+2, u/f+4~3
CH Wind Godfist, Standing Jab, Standing Jab, Wind Godfist, Demon 
Scissors

I got this from the Castel's Kazuya Combo Act 2 movie, and the Demon 
Scissors is, in fact, 100% GUARANTEED!  You must hit with the second WGF 
AS CLOSE TO THE GROUND AS POSSIBLE for the SLD Tech Roll to be 
nullified, and you MUST tap u/f+4~3, as fast as possible, to have it 
combo in.  You'll be able to tell if it's guaranteed if they don't 
bounce up high after getting hit with the second WGF.  In fact, the 
regular 4~3 works too, but hitting u/f executes the move one frame 
faster, just to be safe.  I know, I know, there are a lot of peeps that 
don't believe it works... but it IS GUARANTEED if done right.  Although 
Castel's original combo had three jabs in it, I find it much easier and 
more reliable when only two jabs are used... besides, the damage 
difference is hardly anything.  If you're using the Wind Godfist 
properly (to interrupt), you should be doing this combo each and every 
time.  Practice!

12.) f+1+2, B+1+4 (fatties only)
Glorious Demon Fist, Lightning Screw Godfist

OWWWWWWWWWWWWW!!!!!  Only works on the big guys.  If they get hit with 
this, you can say "Goodbye!" to 80% of their energy!

13.) CH d/f+2, f,N,d,d/f+2, f,N,d,d/f+2, f,N,d,d/f,f+4,4
CH Gut Punch, Wind Godfist, Wind Godfist, Tsunami Kicks

The timing for this one is quite literally INSANE.  You have EXACTLY 13 
frames to hit with the WGF, or it will simply knock them down with no 
combo.  That means you need to have the most beeznaughty timing skillz 
on this planet to land this!  I'm being quite serious in saying that 
this is THE hardest combo in Tekken Tag (with the possible exception of 
that Bob combo which I don't remember).  Thanks to Kazuya Kazama for 
this one.  On anyone less than a big guy, the second hit of the Tsunami 
Kicks will whiff, but if it does hit... 101-105 points of damage!

14.) (On crouching opponents) f+4, f,N,d,d/f+2, (any Standard WGF combo)
Right Splits Kick, Wind Godfist (Standard WGF combo)

It's not quite as hard as I once thought.  You just need to be fast 
after the f+4.  Anything you choose to do afterwards will regardless do 
a LOT of damage.

15.) f+1+2, u+4,4,4,4
Glorious Demon Fist, Roundhouse to Triple Spin Kick

The easiest, cheesiest, and most damaging follow-up to the GDF.  30-40% 
of a life bar almost every time.  Use this if you like being called 
cheap, but hey, it's the damage that counts.  This also works with a 
CH+CL Gut Punch (and it does more damage too).

***********************
MY FAVORITE TAG JUGGLES
***********************

(Note: The cool thing about Tag Combos is that being hit with one 
inflicts unrecoverable damage.  Huzzah!)

1.) (Kazuya) f+1+2, 5, (Yoshimitsu) 1+2,1+2, f,f+4
(Kazuya) Glorious Demon Fist, Tag, (Yoshimitsu) Flea to Flea Headbutt, 
Fubuki

Crazy, cheap damage.  The only hitch is timing that f,f+4 to hit them 
since the Flea Headbutt recovers kinda slow.  The GDF can be substituted 
with a CH+CL Gut Punch, which I can safely say will connect a whole lot 
more than the f+1+2, but the stun won't last as long, so be quick!

2.) (Kazuya) CH WS+2, f,N,d,d/f+2~5, (Bruce) 3, b+4,3,4
(Kazuya) CH Demon Gut Punch, Wind Godfist to Tag, (Bruce) Turn Kick, 
Triple Knee Combo

The hated, dreaded, Kazuya/Bruce Tag Juggle of Destruction.  This combo 
does so much damage it is plain scary.  If Bruce is on Netsu when he 
comes in, this combo will LITERALLY kill them almost every time you hit 
with it unless they're a Class 1-3 character.  Without Netsu, it drop-
kicks about 120-130 points of their energy into the great beyond.  You 
have to be fast with the WGF, buffer the Tag IMMEDIATELY, and you need 
to be fast after Bruce's standing 3 to pick them up with the Cheese 
Knees.  The 3 an be substituted with a lot of moves... 2, 1, d/f+1, b+3, 
d/f+3, pretty much any quick-recovering move, since the Cheese Knees 
have INSANE range and speed, and will pick them up from what seems like 
an impossible distance.  If you happen to have Bruce on your team and 
don't use this, you're just plain stupid!  The only real problem is 
landing the DGP and them not escaping the stun ^_^, although it will do 
insane damage with or without the DGP.  Let the cheesiness ensue!

3.) (Lee) d,d/b+4~5, (Kazuya) f,N,d,d/f+2 (opponent flips over), BK+4
(Lee) Blazing Kick to Tag, (Kazuya) Wind Godfist, Back-Turned Standing 
Right Kick

Another VERY cool combo, but it's kinda random.  You need to pull off 
the WGF so they flip over Kazuya, and have them land in Kazuya's BK+4.  
Off the subject... LEE ROCKS!!!  Even better when Lee and Kaz are both 
decked out in their pimp suits (Start for Lee, Kick for Kazuya), lol.  
BTW, don't you wish Namco kept the old Kick T2 Kazuya outfit in here?  
You know, the one with the white jacket & black Devil symbol, flyscreen 
shirt, jeans, and combat boots?  That outfit kicked ass... erm, ha, 
let's go on...

4.) (Kazuya) f,N,d,d/f+2~5, (Baek) 1,2,3~f, 1,2, 3+4_u/f+3+4
(Kazuya) Wind Godfist to Tag, (Baek) Left Right Combo to Flamingo 
Cancel, Left Right Combo, Lightning Halberd

Simply a very cool combo (I worship the Lightning Halberd!).  If you're 
super quick on the Tag, you can get a 1,2,3~f, 1,2,3~f, 1,2,3~f, N+3+4, 
but that's fucking hard...

5.) (Kazuya) f+1+2, 5, (Heihachi) f,N,d,D/F+4,4,N,1, d+1
(Kazuya) Glorious Demon Fist, Tag, (Heihachi) Hell Sweep x 2 to Spinning 
Thunder Godfist, Hammer Fist

Whoa.  I'd never had known this would work until I saw Agent316's 
Mishima Unleashed video.  But pull this off in a crowd, and you'll get 
mad props, believe you me.  The Glorious Demon Fist stuns them long 
enough for Heihachi to come in with his Hell Sweeps (you need to be 
fast), but it also works fine (and easier) with a CH+CL d/f+2.  Insane 
damage, of course.  Kinda compensates for their lack of a Netsu Power-Up 
of both guys... too bad they hate each other... =^(

6.) (Kazuya) f,N,d,d/f+2~5, (Julia) FC+2, FC,d/f+4,3, d/f+4,2
That is a Chicken in action.

How do you Chicken?  Well, it depends on which button you pressed for 
your attack that got reversed.  If you used 2 or 4, you Chicken by 
pressing f+2+4 when they reverse, and if you used 1 or 3, you Chicken 
with f+1+3.  However, there are some moves where Kazuya uses two 
buttons: his Ultimate Tackle, Glorious Demon Fist, Lighting Godfist, and 
Lightning Screw Godfist (the Demon Scissors cannot be Chickened).  With 
these attacks, you must know which limb Kazuya used for the attack that 
was reversed.  For example, Kazuya's Glorious Demon Fist (f+1+2) has 
Kazuya punch with his left hand.  Therefore, you must Chicken with 
f+1+3.

Beware, as there are some Attack Reversals that cannot be Chickened and 
are final once you are reversed.  These are: King's Kick Attack 
Reversal, Law's Fake Step Punch Reversal, and Wang's Attack Reversal(you 
cannot Chicken left-based Punches once Wang has reversed it).  As for 
Parries of any type, they are final: they cannot be Chickened at all.

Now, be aware that you simply cannot Chicken once you see your attack 
being reversed - 90% of all players do not have the reflexes.  To remedy 
this, you must "buffer a Chicken".  By inputting the appropriate Chicken 
command, you have placed the Chicken command into the game's short-term 
memory, so if they DO reverse, the Chicken will come out and 
automatically reverse their Attack Reversal attempt.

What are the attacks that Kazuya should buffer a Chicken for?  They are 
usually the staple attacks that you use on a consistent basis, or 
perhaps they are slow attacks that are MEANT to be bait for a Chicken.  
An exception to the rule are non-reversible attacks: Kazuya's only non-
reversible/parriable attack is the Wind Godfist.  Here they are:

-- Commonly-Reversed Moves --

WS+2
WS+1,2 (second hit)
f,N,d,d/f+1_f,N,d/f+1
f+2
f+4
f,f+3
f,f,f_WR+3
d/f+1
d/f+2
u_u/f+4,4,4,4 (first and last hits)

-- Bait For Chickens --

f+1+2
f,N,d,d/f_f,N,D/F+1
f,f,f_WR+3
f+2
f+4
f,f+3
u_u/f+4,4,4,4 (first and last hits)
WS+2
d/f+2

Not included in the lists are Kazuya's Strings.  For his Tenstrings, 
Tenstring #1 has common reversal points at the 5th, 6th, 8th, 9th, and 
10th hits, Tenstring #2 has common reversal points at the 5th, 6th, 9th, 
and 10th hits, and his Ninestring has common reversal points at the 5th, 
9th, and 10th hits.  Oh yeah, if you want to read about a neat trick 
with Kazuya's Ninestring, read ILuvMomo's FAQ, as there's not much of a 
reason to put that in here when he goes over it perfectly.

***********************
COUNTERING/INTERRUPTING
***********************

This is the jackpot with Kazuya, as Rev put so well in his FAQ.  Kazuya 
thrives on Counter-Hits because he has SOOOO many moves that cause BIG 
damage/combo opportunities on CH and Clean Hit.  Of course, you're all 
thinking "Yep, can you say Demon Gut Punch?".  If so, get that though 
out of your head (unless you're playing scrubs/beginners).  Kazuya has a 
much better interrupting tool: the almighty Wind Godfist.  And unlike 
his Demon Gut Punch and Twin Pistons (to a much lesser extent than DGP), 
which must be properly timed and set up carefully, the WGF doesn't even 
need any complicated setups due to its simpleness of use.  Its insane 
speed will catch just about any attack if it whiffs (short of a jab), 
and even if they do stick out an attack, chances are that 80% of their 
attacks will get smashed by the Wind Godfist and its insane priority.  
The only attacks that have a real chance against a WGF are low jabs and 
a Chang f,f+1, and they must be thrown ahead of time to smack them as 
they come in with the WGF.

However, you can easily remedy this by simply hanging back to let them 
attack.  If you're fighting guys like Bruce, Julia, and Ling, this is a 
good idea, as their insanely-fast pokes (i.e., Bruce's 2,4_d+4 mixups, 
Julia's deadly jab games and f,f+1, Ling's 1,2, 2,1, etc.) will keep 
Kazuya out and pressured if he's in their face trying to get WGFs.  
However, sitting back and letting them whiff makes it a bunch easier.  
Try to accomplish this by keeping them out with simple stuff like d+1, 
d/f+4,4, 1,1, and d/f+1 - quick attacks with very little recovery time 
and excellent spacing.  Once you've gotten them back to about mid-range, 
they'll start to let loose with their longer-range big guns, doing 
attacks that can get them back in your face, such as Julia's d~D/F+1<2, 
Paul's Deathfist, Bryan's QCF mixups, Nina/Anna's u/f+4,3,4, and King's 
1+2,1.  This is where you pull out the WGF once you've pushed them back 
and Counter-Hit their asses into the sky!  Sure, it sounds disgustingly 
simple in terms of strategy, but it really is just as easy as it sounds.  
The WGF is so fast and powerful, it will override almost anything they 
stick out.

If you're more into getting a Counter-Hit with your Demon Gut Punch, 
it's a LOT tougher.  Since it executes so slowly and is easily seen 
coming, you're probably never going to land it on a good player without 
them escaping.  However, beginners and intermediates are another story.  
Perhaps the best setup for the DGP against those types is a simple d+1.  
No move in the Tekken series infuriates players as much as getting 
nicked with this for some odd reason.  They almost ALWAYS attack 
afterwards!  It's not like it matters anyways - you get a 9-frame 
advantage and if they're dumb enough to attack afterwards, you'll ALWAYS 
at least 1 frame faster than they are, even if they did d+1.  If you are 
SURE that they will throw out a slower attack in response (or you know 
they suck), go ahead and throw out the Demon Gut Punch, then rock them 
with a massive combo to teach them "UH-UH!"  Beyond that, for a more 
advanced strategy, you can throw out a lot of Mid hits with guard 
stun/little recovery, but instead of attacking continuously, you should 
pause inbetween the hits to see what your opponent will do.  If they 
choose to block still, continue the pattern, and if they decide to 
attack, throw out the Demon Gut Punch prematurely: they'll see the mini-
crouch of the d~d/f and throw a Mid out to teach you not to crouch... 
but then, your bigass fist will slam into their stomach, and the look on 
their face will be priceless. =^?

If you want to use the Twin Pistons, it will apply for all of the DGP 
strats, but only better, because of the faster speed and recovery.  Why 
don't I do a section on Twin Piston, you're asking?  It's not that I'm 
lazy, I'm just efficient (lol).  If there is demand, I will do an 
individual section, but the strat I listed for DGP will work just fine.

Another move that works insanely well with Counter-Hits is the Gut 
Punch.  Not only does it come out faster than the Demon Gut Punch, it 
does more damage on Clean and Counter-Hit and is done from a standing 
position, unlike the DGP.  What's better, there are also several combos 
that you can do off of a CL+CH Gut Punch that can rack up some mean 
damage, especially if you have the unholy timing to pull off the Wind 
Godfist for a launch.  And since it comes out from standing at a 
respectable speed of 14 frames, it's a whole lot easier to time and use 
than the DGP.  Since it has great priority, it is a nice deterrent to 
those who like to throw out random power hits like the Deathfist and Bad 
Habit inbetween their pokes in order to get a Counter-Hit of their own.  
Block their first attempt and see what they do.  If you think they will 
throw it out again, do the Gut Punch prematurely and watch them run into 
it.  Tack on a b+1+4 afterwards to teach them their error.  The best use 
for the d/f+2 is to throw it when you have a frame advantage - a 
blocked/connected f+4, connected 1/1,1, a blocked WR_f,f,f+3, a 
connected d/b+4, etc., since anything they do after will be clipped 
unless they block/reverse.  And whatever you do, don't get this blocked 
from farther away, because the recovery is quite horrible (as a 
parallel, the TGF recovers just as slow!).  If it's blocked in-close, 
the block stun it creates leaves Kazuya rather safe.  Every time you see 
them twitch from mid-range, you owe it to yourself to throw this out.

That's all the strat I could think of for now.  Any other suggestions 
can be e-mailed to me or sent via Zaibatsu Forum.

=======================================================================
14. Versus Fights #####################################################
=======================================================================

As you know, Tekken is all about competition.  You're going to run into 
some good comp out there (unless you live in Bumfuck, Egypt), and some 
bad.  But to win, you need to know how to beat the character they are 
using.  Face it, not everyone is gonna pick Kazuya (lol), so here's some 
tricks of the trade in beating the characters that you'll inevitably 
fight.

Alex/Roger
Difficulty: Easy

Alex/Roger are, in my opinion, some of the weakest characters in the 
game.  Although I wouldn't put them at Tier 4, they are definitely lower 
Tier 3 at best.  They can't really juggle that well, their moves do 
little damage, and although they have most of King's staple attacks, 
they possess no Multi-Throws, have slow power hits, absolutely pathetic 
punching and throwing range, and limited Okizeme tactics.  However, they 
DO have a few tricks up their sleeves that can put the hurting on you.  
The first is their f,N+1.  When blocked, it gives them a staggering +41 
frame advantage, which guarantees at least 50 points of damage from 
their POWERFUL Animal Godfist, although they have other follow-ups that 
do less damage (f,f+4, 3+4, d/f+3+4, etc.).  Second, they have a decent 
Sidestepping game because of their SS+4, which comes out FAST, hits Low, 
and can start a quickie float combo.  The good thing is, the recovery of 
a blocked SS+4 is quite horrible, so you know what to do.  Third, they 
have a VERY good Hop Kick which is exactly like King/Armor King's, so 
beware of that - one Hop Kick and it's a 1, f,N,d,d/f+1 for you and 50+ 
points gone with minimal effort.  In a fight with Alex/Roger, you're 
most likely going to see the Frankensteiner (d/f+3+4) come out a lot.  
Since it does so much damage, can't be escaped once grabbed, and can be 
Tagged out of for a free hit (if they tried to block it), this is 
arguably Alex/Roger's most useful attack.  However, there's a big flaw 
of this move - you can simply block low and recieve no damage, and 
Alex/Roger will be grounded and open to a quick Okizeme hit.  Block 
their Stagger Kicks and respond with a DGP or Wind Godfist, and SS their 
Konvict Kick and go into your Crouch Dash attacks.  If they throw out 
the f,N,1 (which is telegraphed by their "Popeye" wind-up), duck and 
slam them with a Twin Pistons juggle or DGP.  Past that, you should have 
no trouble smashing their cuddly asses.

Anna Williams
Difficulty: Hard

Ouch.  Ever since Nina has been toned-down SOOOOO much since Tekken 3, 
Anna has become the Queen of the Williams sisters.  She is by far the 
most improved character from Tekken 3 (well, the PSX version anyways), 
and in the right hands is one of hardest characters in the game to 
fight.  She has the QCF+1, which juggles on CH, comes out in 13 frames, 
inflicts block stun, and ducks under High attacks.  She also has her new 
u/f+1<3 which can combo-in a guaranteed f+1+2 on a normal hit (if the 3 
hits on CH it's a stun AND combo!).  She retains the same old Williams 
poking tools to use, like d+1,N+4, d+3,2, and d+4,1 as well as a near-
perfect defensive game with her Attack Reversal and Mid Parry from her 
FC,f+2.  She has a few of Law's Somersault Kicks, as well as a nasty 
Okizeme game like Nina's.  However, she isn't quite as good in the 
Multi's department as Nina is (not that it matters anyways).  She also 
doesn't really have much she can do about Kazuya's WGF, as it cannot be 
reversed or parried, and comes out a good deal faster than her own power 
hits.  She WILL pose a problem to the Hell Sweep/Twin Piston game though 
since she has a Low Parry AND one of the best Attack Reversals in the 
game, but once you can Chicken reliably, it won't be too big of a 
problem.

The main thing you need to do is stay away from her.  If you try to 
fight in-close, you'll get a sorry ass-whooping.  Her main poking 
attacks are her d+1,N+4, d+4,1, and u/f+1,3, which all set up her 
u/f+1+2 throw pretty easily.  Be careful about that throw - u/f+1+2 
executes in 11 frames, requires a 1+2 escape, and can be Tagged out of 
for guaranteed damage (Tag Slide).  They can Tech Roll the throw, but if 
they do, a Tag Flying Cross Chop is almost guaranteed - the only way it 
can be escaped is by Tagging out as fast as possible.  And don't forget 
about that QCF+1, which comes out at a DAMN fast 13 frames, ducks under 
High attacks, and juggles on CH.  The main problem with that is that it 
hits High, and therefore is NOT the best choice for experts - however, 
good Anna players like to mix it up with the U/F+4 Somersault Kick.  
Regardless, if either of those hit (well, CH for the QCF+1), you're 
going to get a VERY painful juggle up your butt.  Not many people know 
that Anna can deal out some AMAZING damage from one simple combo - a 
simple CH QCF+1, QCF+1, u/f+1,3, f+1+2 does 74 points of damage!

All in all though, most will agree that u/f+1,3 is her best move, since 
it guarantees a free f+1+2 on normal hit, the second hit stuns on CH, 
has insane speed and priority, and can be mixed up with the u/f+1+2 and 
QCF+1.  Like Nina, Anna MUST be in-close to win, as her attacks have 
pathetic range, and her pressure games are only going to work if you're 
in close.  Keep her out with WGFs, d+1, and your 1,1/1,2,4_d/f+2 mixups, 
then when you're far enough away to see her stuff coming, send a WGF up 
her nose.

Armor King
Difficulty: Hard

Armor King, when played correctly, is one of the best characters in the 
game, a top Tier 2 character and a DEADLY adversary for anyone.  He has 
the Palm Upper, which hits Special Mid, executes almost as fast as your 
WGF, juggles, and has only 8 frames of disadvantage when blocked.  He 
has a powerful Crouch Dash game, as his attacks from the CD are pretty 
fast, have a lot of priority, and hurt like a bitch.  He has a whole 
bunch of throws that hurt quite a bit, and his poking game is also very 
good with his FAST d+1,N+2 and 2,1.  He also has the d/b+4, which is a 
semi-quick Low hit that can floor you for his powerful Okizeme game with 
d/b+4, f,N,d,d/f+4, f,N,d,d/f+2, and his quick People's Elbow (borrowed 
from The Rock, of course).  AK also has the WS+1 Elbow Knife, which 
inflicts Fall-Over Stun on a normal hit, allowing Armor King to do a 
quick float combo, and on CH turns them into the BK position, where AK 
gets a free Palm Upper and MAD damage (I believe f,f+4 and b+3 are also 
guaranteed).  AK has also been given a ground throw in TTT, and while 
not as useful as King's due to his various setups (Kick Reversal), it is 
still useful and can lead into an extremely dirty trick that only works 
in the arcades: the Armor King Handcuffs, with which AK repeats an 
inescapeable d/b+1+3_2+4 (without the punches) on an SLD/FCD opponent 
(doing no damage), which leaves them stunned enough to repeat the throw 
forever until the time runs out.  And the worst part is that AK's Shadow 
Lariat (f,N,d,d/f+1) sets this trick up perfectly.  Oh, and if they 
actually do this dishonorable move on you in the arcade, you have my 
permission to kill them with whichever hand gun you prefer ^_^.

However, his Crouch Dash game is not quite as good as yours or any of 
the Mishimas, simply because he lacks a low attack from the Crouch Dash 
to stick in there (come on, does D+3 really count?).  The only constant 
danger from his Crouch Dash is the Palm Upper and Shadow Rising Knee, as 
his new Multi (which comes out of the Crouch Dash) executes at a very 
slow 30 frames, and his Shadow Lariat hits High, meaning it can be 
ducked and punished by a Twin Piston or DGP.  You should never take that 
move head-on, because the priority is nuts and will smash you in the 
mouth HARD.  It's also a risk to block it, as he'll recover a whole lot 
faster than you and can choose to follow up with another Lariat, Shadow 
Rising Knee if you duck, or Palm Upper/Hop Kick if you attack (and we 
all know how good AK's Hop Kick is).  His juggles also aren't the most 
damaging ones, although that is made up for by his extremely powerful 
jugglestarters, like the Palm Upper and his excellent Hop Kick.  Also 
beware of his b+3, which has HUGE range, decent speed, and loads of 
priority: it will probably be AK's most used counterattack outside of 
the Palm Upper.  What you want to do is get in and pressure Armor King, 
but also be able to fall back into a defensive mode when needed.  AK 
fights well on offense AND he's great on defense because his d+1,N+2 and 
standing jabs are all 8-frame attacks and have insane priority (2,1 is 
10 frames), so it'll be a bitch getting in.  If you block the Palm 
Upper, low jab and start your Twin Pistons setups.  If he decides to 
attack, it should be easier because many of his main attacks leave AK 
with a disadvantage when blocked.  He can't do much about your WGF, and 
his power attacks come out slow enough for you to interrupt with WGF or 
Gut Punch.  A hard match indeed.

Baek Doo San
Difficulty: Medium/Hard

This fight TOTALLY depends on the type of player.  Although most Baek 
players are mashing fools or Tenstring-happy idiots (which are easy to 
beat), I've seen (and fought) some extremely good Baek players - the 
ones that mix up his kick strings, abuse Albatross, Wavedash like crazy, 
Sidestep like maniacs, and use his deadly Flamingo Cancels to their 
extent.  If you're playing that type of opponent, you will be in a lot 
of trouble.  Luckily, Baek is my favorite character outside of Lee and 
Kazuya, so I fortunately have a decent knowledge of playing him.  

When used correctly, Baek can be a VERY tough opponent.  Although it's 
really slow, he possesses the Wing Blade (f,N,d,d/f+3) from his Crouch 
Dash, which IS a Class 1 Launcher (even fatties when Tagged), so if you 
fuck up and get hit with it, you'll be sorry.  Baek's got a whole bunch 
of new punch attacks to help round him out as well: b+1, which hits Mid, 
comes out VERY fast, does sizable damage, and best of all, auto-SSRs and 
cancels out of a SS or Flamingo.  He has the b+2, which knocks down on 
CH and auto-SSLs (but it also has pathetic range).  In my experience, 
Baek's basic d/f+2 Uppercut is one of his deadliest weapons, bar none - 
it hits Mid, doesn't require CH to launch, leaves him safe if blocked, 
comes out pretty fast (I believe it's 14 frames), is guaranteed off of 
his Punch Parry, and can easily flow into his 1,2,3~f combos (we've all 
seen how long those can go, right?).  Due to those properties, it is 
definitely Baek's most useful jugglestarter.

Baek also has a much better defensive game now since he's recieved an 
EXTREMELY useful Punch Parry, which leaves him with a staggering 16-
frame advantage.  I must say I agree with ILuvMomo on this one in that 
it's probably the best Punch Parry in the game, since it gives such a 
large advantage, can be cancelled out of Flamingo, has a mere 11-frame 
disadvantage when it whiffs (although it shouldn't), reverses a few non-
punch attacks, can recover in Flamingo by tapping b or f regardless of a 
successful Parry, and can guarantee a 2,2, 1,1, a 4,4, or even a d/f+2.  
What's NOT good about it?  Another attack to watch out for is his 
extremely fast Flashing Halbred (3+4_u/f+3+4), which hits twice at 16 
frames (on occasion the second hit whiffs), does 24 points of damage, 
connects easily in combos, and sends the opponent across the floor if it 
hits, allowing a guaranteed f,f+4 if they don't kippup (F on blast hit) 
immediately.  Although both hits are High, good Baeks will use it to 
interrupt and/or use it in combos.

And did I mention his Sidestep game is just insane?  Most Baek players 
will do his Triple Sidestep (b+3, SSR, b+1 or SSR, b+3, b+1), which will 
wrap around any opponent in no time flat and hit them in the back.  
After doing the Triple SS, many Baeks go into his d+4,3,3 links, which 
can also lead into the Flamingo Stance and more craziness.  Instead of 
the Triple SS, a staple Baek tactic is to do the Cannonball throw 
(f+2~3), which comes out faster than the normal version, requires a 1+2 
break, and can Tag into a painful Tag Throw with Hwoarang (if he's the 
partner).  The main danger is that the range on that throw is already 
quite good, and it's longer in Flamingo and the escape window is (I 
think) shorter than the normal version.  If he SSLs, he can cancel to 
b+2, which has a mini-SSL built-in to it.  Also be careful of his 
Flaming Stance.  Baek has _countless_ methods of going in and out of it 
at any time (Baek's 1,2,3~f is the fastest way to cancel into it), and 
once he does, his SSing game will simply blow you away unless you can 
get out a FAST attack.  If you mess up, you'll get a f+2~3 for your 
troubles or even a Flashing Halbred.  Baek can also cancel his Flamingo 
into ANY attack with practice - his Right Kick and Punch attacks can be 
cancelled at will, and Left Kick attacks and throws (including the Punch 
Parry) require more complex methods, so once a good Baek gets into that 
stance, he will be the DEFINITION of unpredictable unless you stop it.  
Remember that Baek can _NOT_ block and is totally vulnerable during the 
stance - which means that you can go crazy with WGF if you have space 
since he can't do anything about it (no Parries, remember?).  Be aware 
that Baek can Wavedash, as well, and his CD is the most Mishima-like 
(i.e., buffer friendly) when it comes.  Good Baeks can and will abuse 
WS+4,4,3 and WS+3,3,4 from it, and of course, the f,f+2 throw can be 
buffered-in from the CD, giving it INSANE range.  

However, the one attack to really watch out for is his Albatross 
(d/f+4,4,3_WS+4,4,3).  This is Baek's best move by FAR.  It leaves him 
safe if blocked (and even safer if he cans it after the second hit), the 
hits can be delayed for a huge amount of time, can be executed from a 
Crouch Dash, executes in 13 frames, takes a nice chunk of life (almost 
40), is totally guaranteed for all three hits from WS/CD... it's 
practically screaming "Abuse me!".  Baek's WS+3,3,4 is also a threat, 
since it combos on CH, and if the last hit connects at all, it leaves 
Baek with 16 frames to hit you with the u/f+3+4 guaranteed (I'm pretty 
sure WS+3+4 is too, but I may be wrong).  Since this attack flows 
seamlessly from his Crouch Dash, you need to be ready at all times to 
block when Baek has a chance to execute it.  It shouldn't be too hard 
since Baek lacks a Low Crouch Dash attack, so even if he decides to use 
the FC+3, you can eat it and Low Parry the second - the whole FC+3,3,N+3 
is only guaranteed if the second hit was a CH.  His Okizeme game is also 
excellent as well since he has so many ways to float you easily 
(d+3,3,N+3, d+4,3,3, d/b+4, f,f+4, WS+4,4, etc.).

Baek is not perfect, however.  He STILL lacks a truly well-rounded 
punching game, and most of his kick strings hit High, which is prime 
time to unleash a Demon Gut Punch or Twin Pistons on them, or you can 
back up and WGF him in the middle of his strings to show him the error 
of his ways.  However, that will only be a solution against 
intermediates/beginners - good Baeks also only use a few of his kick 
strings and don't bother with the lot of them, since a few of them are 
nearly un-counterable (the WS+4,4,3 for example) and very much abusable.  
Since Baek's jab is 10 frames just like you, you can afford to USUALLY 
play jab games with him.  Baek's WS+4,4,3 WILL shut you down unless you 
can work around it, so play extremely carefully and WGF or d/f+2 without 
error when you have an opening.

Bruce Irvin
Difficulty: Hard

What can I say?  Bruce is simply one of the top characters in the game.  
His arsenal is kinda limited, he can't really beat down the Mishimas and 
Changs whenever he wants, and he may have trouble with the Ogres, but he 
just about reigns over everyone else right after those guys.  Why?  
Because he has an extremely powerful jugglestarting string (3,2,1) that 
comes out fast, has high priority, it totally safe on block, does an 
assload of damage itself, and combos if the first hit is a CH (or if the 
second hit connects at all)... can we say "ABUSE ABUSE ABUSE!"?  He's 
also one of the fastest pokers in the game, with his ultra-annoying 
mixups from his 1,2 combos and 2,4_2,d+4.  You'll also see f+2,f+4 a lot 
since it hits in 10 frames and does VERY good damage from two hits.  
Bruce is also a top-notch juggler; he has extremely-easy and damaging 
juggles that can be done from his excellent Hop Kick, d/f+2, and his 
Double Facebreaker (d/f+1,2) which is like your Twin Pistons but only 
combos on CH, has only -2 disadvantage on block, and sets up a free 
U/F+4 to that dreaded three-hitter (explained below).  He's also got the 
b+1, which comes out pretty fast, stuns on CH for all sorts of nastiness 
to ensue, ducks under a few attacks if done right, and hurts.  And 
Bruce's d/f+2 easily competes with Yoshi's... this launches EVERYONE.  
Yep, Gun Jack, Ganryu, TOgre, EVERYONE gets launched by that d/f+2.  Not 
to mention it hits Mid and has little to no disadvantage if it's 
blocked!  Bruce's jab game is also nasty... comes out in 8 frames, and a 
CH 1,2 gives him a ridiculous +12 advantage - that equals a a throw, or 
better yet, a guaranteed f+2,f+4, and 65 easy points of ridiculous 
damage (as a side note about the f+2,f+4, it is also guaranteed if Bruce 
blocks Kazuya's WGF close, so be smart and don't go crazy with it!).

But nooooo, that's not the half of it!  Once he hits you with a 3,2,1 
(or pretty much anything that launches), he's gonna go into that three-
hit motherless bastard of a combo that everyone knows and hates - Triple 
Knee Combo!  They're called the Cheese Knees for a reason, you know.  
When fighting Bruce, those three words are your DEATH.  Yep, one b+4,3,4 
after anything resembling a jugglestarter and 60% of your life is GONE 
with oh-so-minimal effort.  Ok, so maybe I'm blowing it out of 
proportion, but seriously, is there anyone in the game that can equal 
that kind of unreal combo damage with such ease?  Nope (well except that 
little whore Julia, of course).  No one I've ever played that I connect 
a CH 3,2,1, b+3, b+4,3,4 on has ever won easily against me (and it's 
just sad if Bruce is Netsued!).  And let's not even get STARTED on 
landing two combos with that THING in it!  This one move is why you'll 
rip your hair out fighting Bruce.  He's the BFG 9000 of TTT (Doom 
reference).  And he can always do that illogical b+4,3,4 in a Tag combo, 
and knock off lots of the red life!  AND the range is HUGE!  I swear, 
you can pick them off the ground from what seems to be four feet away 
and juggle their asses to oblivion!  Fuck the Haha Step, _THIS_ is a 
goddamned game imbalance!

All is not lost, however.  First, Bruce's arsenal is pretty limited, as 
most of his power hits come out really slow, and they all track poorly, 
so a picking a good Sidestepper like Bob, Baek, Ling, or Michelle as 
your partner will give you a big advantage.  Second, some of his 
attacks, such as the f,f+3, b,F+4, f,f+2, b,B+4, and d/f+3 have poor lag 
and recovery time, so punish any blocked attacks with your WGF and Twin 
Pistons.  Also watch out for the 3,2,1.  You don't really have anything 
that can go head-to-head with that since it has insane range, damage, 
speed, and priority, so wait it out until you block the third hit, then 
go offensive so he can't go into it again.  If he's stupid enough to go 
for the 4 ender of the 3,2,1, block/Low Parry and kindly punish him.  He 
also has VERY few Low attacks, (like Bryan) so much of the time you can 
block his strings high and/or duck them (the Low-hitting b,B+4 
guarantees a b+4,3,4, d/f+3,1, or d/f+3, b+4,3,4 on CH, but it's REAL 
slow, so don't worry).  The SS+1 is also dangerous - while it has 
limited range, it comes out VERY fast and guarantees a d/f+3,1 or d/f+3, 
b+4,3,4 on CH.  Just beware of getting launched, although avoiding 
Bruce's sick jugglestarters is the bitchy part...

Bryan Fury
Difficulty: Hard

Bryan is another character from Tekken 3 that hasn't recieved many new 
attacks, but the ones has has recieved have made him one of the best 
characters in TTT when played right.  First off, he has a new Punch 
Parry, which guarantees a free Mach Breaker off of a Left Punch Parry, 
or a Stomach Hook off a Right Punch Parry, which guarantees a f,f+4, 
d/f+3 combo for insane damage.  Second, his WS game is by far the best 
in TTT, as he's got the WS+1 Snake Uppercut, which is a Mid-hitting 
jugglestarter that comes out fast and tosses them extremely high (the 
tip of Class 2 jugglestarters), the WS+2, which leads into the 
Fisherman's Slam and a 50-60% juggle, and finally, the dreaded WS+3, 
which stuns on CH, has a TINY escape window, executes in 13 frames, has 
_INSANE_ priority, and can lead into a WS+1 combo.  Not to mention that 
ALL of those can be executed from his QCF Rolling Dash, which ducks 
under all High attacks and lots of Mids.  His Sidestepping game is also 
top-notch, with his fast SS+2 (loads of priority too) and his nasty 
SS+1_1~2 guessing game.  He also has his nasty Chains Of Misery 
(FC,d/f,d,D/F+1+2), which does big damage, intimidates like no other 
throw, and can be mixed up with his WS game with his d+1 and is 
guaranteed after a CH WS+3 and after he Low Parries a kick (gotta be 
FAST!).  He's also got the annoying 3,2,1,2_4 mixups, his slow-but-
powerful d/f+3 Snake Edge which can start some powerful floats, and of 
course, the phat, fast, and dreaded Mach Breaker (f,f+2).  Thankfully, 
he doesn't have Bruce's Cheese Knees or Gatling Combo, because if he 
did, he'd be a top five character hands-down.

However, the main reason Bryan is not a top-level Tier 1 contender is 
that he lacks BIGTIME in Low hits.  He's only got the d/f+3, which comes 
out SLOW and has a nasty block stagger recovery, and his little shin 
kick enders from his strings, which do pathetic damage.  His Strings are 
also the worst in the whole game, as they can all be blocked High as 
there are no Low hits (doesn't mean too much as Strings are worthless at 
high-level play, but some Strings' first few hits are good for poking... 
which does not hold true for Bryan), and his Mach Breaker hits High, so 
you can either duck that and punish him with your WS+1,2, or you can 
Crouch Dash under it and WGF him out of his boots for a nasty combo.  
And as for his WS game, if he throws out the low jab, stand up and 
block.  Sure, that may leave you open for the Chains Of Misery, but if 
that happens, tap 1+2 to escape, as its the only truly safe follow-up 
after the d+1 setup and if you're facing the typically-skilled Bryan, 
that's exactly what he's gonna go for.  If not, you'll block any of the 
WS moves with no disadvantage to you, and 1/2 of the time you'll get a 
free hit after blocking them.  If he continues to crouch and throws out 
a low hit like FC+3 or FC+4, just eat it.  The small damage you will 
take is nothing in comparison to a Fisherman's Slam or Snake Uppercut 
combo.  Also beware of Bryan's Hands Of Doom/Wolf Bite mixups 
(b+2,1,2_4).  If that first punch hits on CH or if the second hits at 
all, he can drop another Wolf Bite on you or something even worse (CH 
b+2,1, b+3,2,1, f,f+2 = OUCH OUCH OUCH!) and send 60% of your life down 
the toilet.  However, remember that they hit High, and the last Mid kick 
ender is slow enough for you to stand and block, or jab/d+1 out of.  
Just don't try to take them head on - the priority is HIGH.  He can also 
cancel the second punch with a Sidestep, or just fake the first hit with 
b+2,f+1 (doing it like b+2,f+1~u_d will fake out BOTH hits!), so make 
sure you don't counterattack until his punch has come out and is 
recovering.

Devil/Angel
Difficulty: Medium/Hard

Devil is by far the most underrated Mishima in Tekken, but a good Devil 
is a very frightening entity.  Many don't consider him in the Tier 1 of 
characters... but then again, what the fuck do they know?  Devil is no 
doubt right up there with the other Mishimas (and he IS better than the 
Changs).  Everyone thinks he is nothing but a beginner's Kazuya and has 
nothing exclusive to him to make him stand out.  Sure, the scrubs always 
throw out his lame laser Unblockables, hoping to God they'll connect, 
but any good player sees juggle practice for those that do.  Sure, he's 
kinda juggle-challenged compared to Jin and Heihachi (and probably not 
Kazuya), but he can hold his own with the power juggles that he has, and 
when you factor in the SS+2, I'd say he's better than Kazuya at 
juggling.  However, most would be surprised if they knew that the Korean 
masters call him cheap and ban him from tournaments (word is he's now 
being called the best in the game by the Koreans).  Why?  Well, he's got 
the same Wind Godfist as Kazuya - which, suffice to say, is excellent 
and almost unstoppable.  Also unknown to many players is that Devil CAN 
actually do the Wind Godfist with f,N,d/f+2 even if he does not have the 
Mist Step (this was 100% PROVEN by Namco in case you want to bitch about 
it), making it just as fast as Kazuya's Mist Step Cancel WGF, and added 
to the fact is that Devil's WGF has the largest horizontal hitting range 
of all the Mishimas, which means that in the long run his WGF edges 
yours out.

He also has an excellent Sidestepping game all because of his new move, 
the Devil Twister (SS+2).  This is one of the best Class 1 Launchers in 
the whole game - it does HUGE damage, is simple to do, ducks High 
attacks during the wind-up, launches them HIGH HIGH HIGH into the air, 
can NOT be Tech Rolled upon landing, which guarantees a juggle, and 
finally, you can of course Tag out of it, and certain partners can Tag 
on their Unblockables guaranteed due to the flight trajectory!  AND 
that's not even counting Devil's excellent Sidestepping range and speed.  
HOWEVER, to be honest, the move is pretty slow coming out, has horrible 
recovery, and is easily reversed, so the good Devil player will only 
throw it out when you've whiffed a slow move, or if he's dodged around 
you.  But that's what makes the move deadly - it's a disgustingly-
powerful mistake punisher.  Even if his partner isn't the greatest at 
Tag juggles, Devil can do a simple TGF,3 or u+1+2 (flip), 1, WGF, 4~3 
for SICK damage.  He's also got the old Tekken 3-style d/f+2, which 
staggers them on normal hit, leaving Devil with SICK frame advantage to 
mix up with Twin Pistons, Hell Sweeps, and Wind Godfist.

That's not it, however.  He also has the horrific weapon that everyone 
knows and hates in Tekken - the dreaded, cheesy, overpowered Twin 
Pistons.  And ironically, Devil, the most basic Mishima, has the best 
Twin Pistons in the whole game.  It's basically a friggin' POKE that 
juggles.  It comes out (without any need for setups) from a standing 
position (d/f+1,2), executes in 13 frames, has more forward movement 
than Jin or Kazuya's, no recovery time on either hit (as opposed to 
Heihachi's), combos guaranteed from the d/f+1, starts juggles that can 
remove 25% or more health, has INSANE priority... in other words, it has 
'ABUSE' written all over it.  And a good Devil will do just that.  This 
one move is why IMHO I think that an expert Devil is probably the 
hardest Mishima to fight against.  A simple d/f+1,2, 4 combo does almost 
50 points of disgusting damage.  This one move will literally stop 
everything you can throw at him, unless you can get a WGF out at god-
like speeds to override him (I don't recommend it), get that d+1 out 
REAL early, or if you're partnered with Yoshi and use that b+1+4 or 
f,f+4 ^_^.  My suggestion is to pick a partner with a Punch Parry or Mid 
Parry (Law, Bryan, Ganryu, Baek) and bring him out against Devil.  
Reverse his Twin Pistons attempts, and he will be crippled, pure and 
simple.  However, chances are if you're fighting a Devil that uses Twin 
Pistons, you're fighting a good player (come on, when do you ever see a 
scrub or beginnner use Twin Pistons unless it's an accident?  He 
probably fucked up doing his laser or something...), so hold back on 
using partners with normal Attack Reversals unless you know he cannot 
Chicken them.  To get back to reality, though, Devil is pretty 
predictable.  He has the least moves of anyone in the game and only 
really has the basic Mishima attacks with which to attack you - but 
that's also why he's so powerful.  The few, yet crippling, ways around 
the Twin Pistons are probably the biggest reason I think that in the 
long run Devil will lose against a competent defense, so again, your 
best bet is to pick a partner with a Mid Parry or Attack Reversal (Law 
is a good choice) and use your Mid Parry/Reversal to take away his Twin 
Pistons.  Of course, that only leaves the WGF... ^_^

Eddy Gordo/Tiger Jackson
Difficulty: Easy

Well, this is where your work is cut out for you.  99.9% of Eddy players 
are button-mashing idiot scrubs that know little about Tekken itself and 
only like the funny-looking animals and pretty pictures =^), so 
basically you can do the Roundhouse to Triple Spin Kick all day long and 
watch as they totally lose their composure.  The Wind Godfist also 
snuffs pretty much everything Eddy can throw out.  Eddy has huge delays 
inbetween his links, so you can use that normally-useless Demon Scissors 
to cut through his BS and smack him around.  Your only real problem is 
if you're actually playing a  GOOD Eddy player who uses his 
arsenal instead of just his 3~4.  In that case, you had better watch out 
- these guys are some of the deadliest players you'll face in Tekken.  
Don't go head-to-head with Eddy too much, because b+3 will snuff 
literally anything you throw out.  However, Eddy still lacks a good 
arsenal of punch attacks (although the new b+2 is pretty good, and b+1+2 
is a good poke), and he STILL has quite a bit of recovery and lag time 
after his attacks, so you can pretty much throw out WGF after WGF and 
demolish him with no sweat.

Forest Law
Difficulty: Hard

Forest was by far the best character in Tekken 3.  When played 
correctly, he was unstoppable.  However, he's been toned down quite a 
bit in TTT, but he's still deadly.  His Fake Step no longer has as many 
combo options afterwards due to the changed properties of his 3,4 (the 
3,4 will only combo on Counter-Hit now), his Dragon Storm (b+1,2,1) is 
weaker now in that the b+1 hits High, his b+2,3,4 is pretty useless by 
itself since it no longer combos even on CH, but since he's recieved so 
many new moves, it's almost made up for.  His new WS+2 hurts like hell, 
launches very high and is easy to set-up, his Poison Arrow (f+2~1) does 
huge damage and more importantly can set up EXTREMELY DAMAGING Tag 
combos with certain partners (WATCH OUT FOR PAUL!), and his F+1+2 comes 
out quick, hurts a lot, gives him a +1 frame advantage on block, and 
causes a Master Counter-Hit (i.e., Bounce Juggle) on CH.  And not to 
mention his combos are still very easy and extremely damaging, and you 
still have one of the best characters in the game in the right hands.  
However, once you recognize his patterns of Somersault Kicks, are 
careful in defending his b+1,2,1, always remember to Tag out of the stun 
from his Poison Arrow to avoid the nasty Tag combos, use the Low Parry 
after blocking his d/f+1 and b+2, Law doesn't have much he can use 
against you... on offense.  On defense he's probably the best character 
in the game, due to his insane arsenal of Parries... hell, he's got an 
un-Chickenable Punch Reversal (and it even reverses some of Yoshi's 
sword attacks!), Mid Parry, Low Parry, universal Low Parry, so he can 
deal with pretty much anyone's attacks.  What you have to do is outsmart 
him and attack him where he isn't defending.  Bait him by throwing out 
lots of High/Mid attacks (Gut Punch, Glorious Demon Fist), then when 
he's gotten into parrying your High/Mids, cut low and hit him with Hell 
Sweeps.  Law's big problem is also that he's quite predictable.  Most 
players have seen his BS a hundred million times before, and he doesn't 
really have any truly advanced tactics to use (i.e., Wavedash, Haha 
Step, Crazy Legs, etc.).  Beware of his Low Dash (FC,d/f,d,d/f), because 
a good Law will mixup the Dragon Slide with his WS+2 to punish the 
foolhardy, but since the new WS+2 is slower than the old WS+2, it 
shouldn't be a big threat.  However, he also can't do anything about 
your Wind Godfist, so if he's one of those players that is Fake 
Step/Parry-happy, give him a WGF and watch him drop his jaw as you 
juggle away 40% of his energy. =^?

Ganryu
Difficulty: Medium

Ganryu is a big surprise in Tekken Tag Tournament.  He was probably the 
worst character outside of Kuma in Tekken 1 and 2.  You think he's like 
as fast as a snail, but nothing could be farther than the truth.  For a 
tub of lard, Ganryu is pretty damn quick, and has a lot of moves to 
handle just about any opponent.  He has the Twin Walls (b+1+3_b+2+4), a 
Punch Parry that guarantees a 1+2 back throw and sizable damage, which 
could spell trouble for your Twin Pistons and 1,1,2 attempts.  His 
1+2_d+1+2 inflict guard stun, come out fast, do huge damage, and have 
little to no recovery, which translates to an abusable move from a 
distance.  His crouching game is also top-notch due to his Sit stance 
and the mixup he can pull from it (i.e., d+3+4, 1 hits Mid, d+3+4, 2 
hits Low). Also beware of his b+1+2 Unblockable, which has no warning 
charge-up, ducks under LOTS of attacks, can be cancelled into the Splits 
(b+1+2, D), which avoids ALL High and Mid attacks, or can be cancelled 
into the Fake Tackle Upper, which stuns on any hit, allowing some really 
sick combos.  His WS+1+2,1+2 is truly awesome - if the second hit 
connects, Ganny has a 23-frame advantage!  And you've always got to 
beware of that f+1 - one CH, and the WHOLE annoying f+1,2,1,2,1,2,1 
chain hits guaranteed.  He possesses a solid Okizeme game due to his 
insanely-fast d/f+3, f+1+2, 1+2, and his deceptive-looking d/f+2+3.  
He's also got the Sumo Pop (b,d/b,d,D/F+1), a Class 1 that sneaks under 
LOTS of High and Mid attacks AND pushes them back if blocked.  Even his 
slow Salt Upper (b+2) has its uses - huge block stun and guard break, 
starts juggles, and ducks under a lot of High attacks (and even a few 
Mids)!

To be brutally honest, Ganryu does not truly lack in many areas.  He 
possesses excellent stamina (meaning he takes less damage than most), 
yet also deals a lot of damage in his strikes.  He is also pretty hard 
to juggle consistently due to his weight, yet the simplest of his combos 
can decimate 1/3 of their life bar (i.e., b+1+2,2, d+4).  He has a solid 
SS game with his SS+1+2 (identical to the d+1+2), and SS+1, which hits 
High, but does huge damage and comes out insanely fast.  Most of his 
best attacks are fast and cause block stun and guard break, and use of 
his Twin Walls can shut down MANY opponents who rely on their punches.  
However, all is not peachy with Ganny.  He does have a weakness here and 
there to exploit.  Foremost is his speed.  He may be darn quick for a 
big guy, but he's no Ling Xiaoyu, so you can still outspeed several of 
his key attacks with the Wind Godfist, WS+1,2, d+1, and even d/f+2 when 
timed right.  As many Gan experts also point out, he also relies way too 
much on WS+1+2,1+2 and d/f+2+3.  Even if they are great moves, anyone 
who uses two moves to win a battle will lose in the long run.  He can't 
play a jab game with your 1,1,2 since his basic jab (2) is 14 frames - 
the slowest jab in the game.  Ganryu's primary set-up is his 2,1, since 
it gives him a 12 frame advantage with which to set-up WS+1+2,1+2, 
d/f+2+3, or even b+2.  Ganryu's attacks also don't track too well, so 
use that Mist Step to SS frequently when you have room to manuever to 
get around his attacks and juggle the big guy.  While it may be 
difficult to juggle him with conventional juggles, a quick WGF, 1, TGF,3 
can do the trick quite nicely.  He also can't really do jack against the 
WGF due to its irreversibility.  Just don't let him get into super 
turtle mode, and you'll do ok.

Gun Jack
Difficuly: Easy

Even though Gun Jack is most likely the best Jack in the game and a 
powerful opponent when mastered, against Mishimas, the Jacks just suck.  
Everything he does can be countered/interrupted by the Wind Godfist and 
1,1,2, and he's a huge target for Okizeme.  Even landing one f+1+2 will 
spell the end of his game if you follow up with B+1+4.  And since he's 
so damned slow, you can pretty much SS circles around him.  But be 
careful and stay outside of throw range - Gun Jack has a LOT of throws, 
and one d/b,F+1+2 can REALLY fuck you up.  You must also be aware that 
Gun Jack's standing 2 is 10 frames AND can net a guaranteed d/b,F+1+2 on 
CH, so make sure you have the advantage when trying to play jab games.  
In all honesty, you shouldn't have much trouble here though.

Heihachi Mishima
Difficulty: Medium/Hard

Heh... Old Man Hei is by far my best character in every Tekken, and no 
doubts about it, he's one of the most feared and respected characters in 
Tekken Tag.  When played correctly, he's just as good as Kazuya.  While 
he isn't as brainless as he used to be in previous Tekkens with the 
cheap WGF/Hell Sweep mixups, a good Heihachi can slap down Kazuya in a 
heartbeat, although his horrible stamina, bad recovery, and poor Netsu 
capabilities hold him back.  Hei's CD mixups are not very good anymore 
because he has no Mid attacks from the CD (unless they cancel into WS+2, 
u+4, or even d/f+1,2), and his Hell Sweeps suck ass.  However, his 
juggles are the most varied, easiest and most powerful in the whole game 
for such little effort (due mainly to his huge array of jugglestarters), 
his WS+2 does a lot of damage, stuns them for a nice Deathfist or TGF 
(AND the stun is inescapeable), has a built-in mini-SSL, a 0-frame 
disadvantage if blocked... AND he possesses the deadliest weapon in the 
whole game - a Special Mid, irreversible Electric Wind Godfist that just 
kills your WGF (and Jin's EWGF!).  This one move alone can almost 
cripple Kazuya by itself if Hei gets a chance to unload.  Worse though 
is a Heihachi that has Wavedash down pat.  These nightmares will haunt 
you even when you're awake.  Fortunately, there are about 20 people in 
the world that can do that consistently, and more importantly, with 
skill.  First off, Hei's EWGF is so damn hard to pull off in the first 
place, you'll be lucky to find a player that can pull off more than 
three in match play (Hei must do his EWGF like f~N~d~D/F~2 and press D/F 
and 2 within 2 frames, as opposed to Jin's, which can be done like 
f,N,d,D/F~2 and press D/F and 2 within 3 frames), although his regular 
WGF is still incredibly deadly.  Second, a Wavedashing Hei that actually 
knows what he's doing is even harder to find.  As for the Hell Sweeps, 
my GOD are they pathetic now... Hei needs a CH to actually sweep them 
off of their feet!  AND that's not even counting the -26 frame 
disadvantage Hei gets if its blocked!  And as noted before, Hei takes 
damage VERY poorly... one big Tag combo and it's "pEaCe OuT!", plain and 
simple.  And since Hei is a nasty bastard, he has a Netsu of 7 on 
average, and most characters could care less about him.  You must be 
careful with using WGFs, though, because Hei is the only Mishima that 
can get a guaranteed 1,1,2 after blocking Kaz's WGF close (Hei's arms 
are quite long).

However, a good Heihachi will not fall upon his Hell Sweeps, and more 
importantly, will be CONSTANTLY attacking, so there won't be too many 
chances to smack him in the interim of his attacks.  His new b+1 is a 
premier setup for his attacks since it hits Mid AND gives him a crazy 
15-frame advantage on CH (but nothing is truly guaranteed).  Beware of 
his Twin Pistons... while they recover like shit if blocked (28 fucking 
frames of disadvantage!), it pushes you far back, and if it hits (which 
WILL happen since it's only a 13 frame attack), YOU ARE GOING TO BE HURT 
BADLY.  You never want to trade or interrupt the Demon's Breath (1+2), 
which is kind of like Heihachi's panic button - it comes out like 
lightning at 12 frames, guarantees an u/f+4~3 on CH (unless they quick 
recover by hitting f the moment they land), and has priority out the 
ass.  Luckily, a lot of Hei's attacks have poor recovery (TGF, 
f,N,d,D/F+4, f,f+2, d/f+1,2, 1,1,2, Hell Sweeps) and poor lag time (b+2, 
f,f+2, TGF, f,N,d,d/f_D/F+3), so you will have ample time to counter 
after he misses his main attacks.  Above all, you must be CAREFUL when 
counter-attacking - one miss and he'll make you SOOOOOO sorry for it!

Hwoarang (a.k.a. Bob)
Difficulty: Medium/Hard

Definitely one of the most improved characters aside from Anna in Tekken 
Tag, our man Bob can be extremely deadly in the right hands, but it 
seems these days that it's all about the scrubs picking him and doing 
d+4,4 and 3,3,3,3 the whole damn day.  If you are fighting one of those 
types, remember to ALWAYS duck under the last hit of both attacks and 
punish them with extreme prejudice with a CH Demon Gut Punch.  However, 
if you're fighting a good player (i.e., one that uses Bob's punches to 
full effect, Wavedash, Crazy Legs, Triple Flamingo SS), you're going to 
have a nice (i.e., PAIN IN THE ASS) match on your hands.  Bob's kicks 
are INSANELY fast in-close, where he fights his best game.  Beware his 
standing 4, because it will stagger on CH and leave Kaz open for a NASTY 
f,f+4, d/f+2, 1,2,4 combo - the good Bob players will use this 
FREQUENTLY.  There are three ways to escape it, however.  If you get hit 
with the CH 4, hold Down to fall to the ground and Bob will fly over 
your head, leaving him wide open.  If he already gets the f,f+4 on you 
(which leaves you with your back turned and gives Bob a free d/f+2 pop-
up), IMMEDIATELY attempt a throw.  You'll turn around and eat the d/f+2, 
but instead of launching you you'll stagger, which you can escape.  And 
you can also simply Tag out once you're hit with the f,f+4.  

The main attack to be aware of is Bob's WS+4~4.  This is unquestionably 
his best attack, much like Baek's WS+4,4,3.  Not only is it insanely 
fast (11 frames), it hits twice, hits grounded opponents, does decent 
damage, can be cancelled out of the Crouch Dash, leaves him with a 7-
frame advantage on hit, is perfectly safe if blocked, has VERY good 
range, and best of all, leaves Bob in the RFF stance, where he can 
dominate with his standing 4, d/f+2, huge-range d/f+4, and other 
attacks.  If you watch some of the Korean movies for Bob, you'll see 
that almost everyone just ABUSES the hell out of this move to no end - 
and the sad thing is, there's not much the opponent can do!  NEVER 
attack Hwoarang if he connects with this attack - you'll eat a CH 4, and 
take a 2, 2, 2,4,3 juggle (or some equivalent), or worse, eat a f+4~4 
and an even bigger juggle.  Once he enters RFF, you MUST back off, or 
you'll be eating CHes all day.

Also beware of the Crazy Legs... this is when Bob uses his 3+4 to 
interrupt his special movements (walking, dashing, CD, Flamingo) by 
switching Stances, at insane speeds, making his legs look spazzy to 
confuse you and allowing Bob to attack with extreme confusion and speed.  
If he goes into the Crazy Legs, pull out your WGF as soon as possible so 
he can't get you confused and bait you into dumbass mistakes.  Although 
it's easily seen coming, yes, we all get hit with the d+4,4 sometimes.  
Remember to ALWAYS duck the last hit if it's not a CH, but if it is, 
you'll just have to grit your teeth and take his 40% juggle.  After 
knocking you a safe distance away, lots of Bob players like to 
Supercharge (1+2+3+4) to set up their d+4,4... when they do, immediately 
block low, dukc the second hit, then rise with DGP for a CH stun and 
massive damage.  And also watch out for that f,N,d,d/f+4... one mistake 
and you'll have a Class 1 slammed up your ass.

Bob's biggest weaknesses are that he lacks in punching attacks, but the 
punches he does have are pretty effective.  His 1,1,3,3 is extremely 
annoying, does excellent damage, is delayable inbetween hits, and is a 
guaranteed combo if the first 1 hits on CH.  His next weakness is that 
he is lacking in Low hits - he only has a few, and none of them are 
really effective when you compare it to your Hell Sweep.  He's also 
lacking a fast, mid power hit like a Deathfist or Demon's Paw... his 
power hits (RFF 3~4, f,f+4, RFF 3,3, etc.) are pretty damn slow.  None 
of his attacks are faster than 10 frames, so interrupting shouldn't be 
very hard here.  As Kian Chong Lee brought across to me, Hwoarang is 
very much a CH dependant character, even moreso than Julia since she 
does have a few attacks that don't need a CH to do lots of damage (ding 
ding, d/f+2~1 or u/f+4 sound good?).  With Bob, you need to just throw 
out the attack and hope to interrupt, basically.

Jack-2
Difficulty: Easy

Although Jack-2 is probably the best Jack in the game due to his speed, 
Okizeme, and frame advantages... he's still a Jack, and you're still 
Kazuya.  You shouldn't have too much trouble here.

Jin Kazama
Difficulty: Very Hard

Wow.  If anyone is truly advantaged in Tekken Tag, it is without a doubt 
Jin Kazama.  Jin was already a top five character in Tekken 3 where he 
made his debut, but in Tekken Tag, he's been given just about 
EVERYTHING, and nothing has been taken away.  He has no apparent 
weaknesses.   Jin is BY FAR the best character in Tekken Tag Tournament.  
He's got the Electric Wind Godfist, which comes out just as fast as 
Heihachi's and is a lot easier to do (although some might debate whether 
Kaz's WGF is better or not).  Although it hits high, a good Jin player 
lets his opponent attack, then throws out EWGF to hit them because he 
knows damn well NOTHING can stop an Electric Wind Godfist.  While it can 
be reversed or parried, Jin can work around this by buffering in a Tag 
(~5), which automatically makes his WGF/EWGF a Special Mid AND 
irreversible (although the Special Mid property is notoriously 
unreliable), and like stated above, a good Jin uses EWGF to counter, not 
to attack.  And if it's blocked, HE gets a +4 advantage!  Let's not 
forget he has the most elaborate Crouch Dash game of all the Mishimas, 
with his WS+2 Uppercut (which is the best WS+2 in the game), his weaker-
though-still-semi-useful Twin Pistons (WS+1,2), and Tsunami Kicks, as 
well as the f,f buffered moves like the f,f+2 Demon's Paw, Left Splits 
Kick, and Stonehead - ALL of which can be incorporated into Jin's near-
invincible Wavedash.  Oh yes, and we can't forget Jin's b+4, which comes 
out in 16 frames, has ridiculous priority, stuns on CH, has almost no 
recovery time, AND is a great juggle finisher, not to mention the 
extremely-useful b,f+2,1,2_d+2 which do insane damage in Jin's juggles, 
as well as Jin's powerful Hell Sweep (although slightly weakened), which 
CAN be a guaranteed knockdown at any range if done at EWGF-speed... AND 
it starts combos!  Add all of those factors up, and you'll see why a 
good Jin player is damn near IMPOSSIBLE to beat.

Fortunately for Kazuya, he is the originator of a lot of Jin's attacks 
and many times over, his versions are much better.  First off, Kazuya 
has Twin Pistons, which does NOT need a CH to combo AND comes out in 11 
frames, unlike Jin's which come out in 13 frames and requires CH for 
both to hit guaranteed.  Kazuya also has his regular WGF, which is 
better than Jin's EWGF most of the time due to it's much longer range, 
guaranteed Special Mid blocking, irreversibilty, and faster execution 
(via Mist Step).  Jin's EWGF is also still not as good as Hei's simply 
because by even buffering a Tag, sometimes the thing will just whiff a 
crouching opponent for no reason, unlike the other Mishima WGFs, which 
makes the (E)WGF~5 trick for Jin not 100% reliable.  Jin is also lacking 
in Low hits and he still has trouble defending them (even with the 
universal Low Parry), so using Hell Sweeps often will usually prove to 
be effective against him.  If you block his EWGF, wait a split-second, 
then throw out d+1.  If Jin tried EWGF, he'd get snuffed or you'll 
simply duck the EWGF, leaving Jin open to Twin Pistons or Demon Gut 
Punch.  Also beware of Jin's b+1+4, because just like yours, it is an 
effective surprise attack when used properly (watch out for that d/f+2+3 
that he uses to set it up!).  If he Wavedashes, you need to make sure to 
snuff it EARLY, or you, to be frank, WILL FUCKING REGRET IT.  Use d/f+4 
and d+1 to WS+1,2, and once you've stopped his WD momentarily (don't 
give him an opportunity to get into it again!), send him on a space trip 
ala WGF, then go into your own to turn the tables on him and destroy him 
with your better CD Cancel - WS game.

Julia Chang
Difficulty: Very Hard

Julia is extremely annoying, and in the right hands can be almost 
impossible to defeat.  However, there are quite a few things keeping her 
from being as good as the Mishimas - a quick jugglestarter that is safe 
to use (u/f+4 has shit recovery), no real power hits, too much 
dependency on Counter-Hits, her massive recovery time after her attacks 
and jugglestarters, and the fact that 90% of her moves are steaming 
piles of monkey shit.  The attack you want to watch out for is Julia's 
standing 1.  Easily the best jab in the game, it comes out 8 frames, 
recovers with no disadvantage, and combos into the 1~1,1 and 1~2,1 on 
CH, which can see 60% of your life away in one juggle (and will probably 
drop about 5,740 elbows on ya).  However, both attacks have a massive 
recovery time and if they're blocked, Julia is screwed (especially if 
they try to Tag from 1~1,1, which increases the frame disadvantage to 28 
fucking frames!).  Also beware of her mixups (like 1~1,4,3_1~1,1) - 
after the second 1 or d/f+1, block or Low Parry.  If you get the Low 
Parry, Twin Pistons or WS+4,4.  If she decides to go into the uppercut, 
you have just enough time to stand and block that - if you blocked high, 
chances are she'll get off the Bow & Arrow Kick and mess you up.  
Julia's d/f+4 also deserves mention - it has a LOT of range and chains 
directly into the Mountain Crusher, arguably her best new move.  On CH, 
the first two hits will connect, but it's much more deadly as a juggle 
finisher since it does insane damage.

Also beware of the Mad Axes throw (qcb,f+2).  No doubts about it, this 
is the best throw in the game - the time to input the f+2 in the throw 
has - and I say this with full meaning - INSANE slop time. She can do 
qcb, SS, BACK DASH _OR_ DASH, then hit f+2 and pull off the throw.  
That's how much slop time you have!  To make matters worse, it's the 
fastest throw in the game (10 frames), has ludicrous range, an almost-
nil 5-frame escape time, and does a respectable 42 points of damage.  
Some Julia players like to set this up after a low jab, d~D/F+1 (which 
comes out mad fast with no recovery time), or u/f+1 (I believe RedfooT 
used this to fool Seok once in the World Finals).  Be careful about the 
d~D/F+1, as good players just love to delay the second hit so they can 
CH stun you for a free u/f+4 or d/f+2,1 and a LOT of damage.  If you 
happen to get hit with it, Tag your ass out of that stun and cancel the 
run-in (u/b~b).  Again, be CAREFUL about the f,f+1 - it will stuff 
EVERYTHING Kazuya throws out except for his d+1, and you need to throw 
that out VERY early.  Luckily, the Elbows do pathetic damage, have 
little range, and knock Kazuya far away, so Tech Roll and defend against 
her attacks until you see an opening.

This is one of those fights where Kazuya NEEDS to turtle up.  Kazuya is 
not as fast as Julia is, and if you eat a jab on CH you're going to be 
quite sorry.  I know it's much harder than it sounds to avoid an 8-frame 
jab but you really need to have a competent defense to win against 
Julia.  Getting some distance on her is a primary goal here - if she 
gets pushed back, Kazuya can go into the CD mixups, which Julia DOES 
have problems dealing with.  Julia players usually use d/f+4 to snuff 
WD/CDers, but remember that Twin Pistons and WGF are faster, so if you 
so much as see her twitch, it's juggle time.  The good thing is that 
Julia has hardly any frame advantages from her attacks, and in general 
her attacks have very bad recovery and/or lag time.  If you can d+1 her 
out of her major attacks, rest assured that Julia will lose her cool and 
be open for attacks like the WS+1,2.  It's extremely unwise for Julia to 
go head-to-head with that since it ducks under jabs and by the time she 
notices it's out, she needs to block or get juggled.  You NEVER, EVER 
want to try to out-throw her because you will ALWAYS lose to the Mad 
Axes and its insane cheesiness.  Her SS game is to be feared, with SSR, 
3+4, SSR being EXTREMELY effective at landing Julia 4,4,1's on your back 
if you so much as whiff an attack.  Her combo damage is unreal for a 
skinny little Indian wannabe - one Wonder Combo (jugglestarter, d+2, 
FC,d/f+4,3, d/f+4,2
=======================================================================
15. My Best Partners For Kazuya #######################################
=======================================================================

It's a rule that some characters work well and complement their 
respective partners better than others.  I mean, who would win, a 
Kazuya/Alex team or a Kazuya/Jin team?  Of course, it would be Kaz/Jin 
because they are both strong characters that compliment each other well 
(Kazuya has a better WGF and WS game but less juggles and less moves, 
while Jin has a better poking game, better juggles, better Okizeme, and 
more variety), while Kazuya/Alex is kinda pointless (Alex has crappy 
stamina, crappy juggles, crappy... everything).  I'm not going to list 
all of the characters and tell you how they are as partners - the fun of 
Tekken Tag comes from making your own teams and customizing them to your 
liking.  These are my favorite personal teams with Kazuya.

1.) Kazuya/Baek

I love Baek.  He's my favorite character in TTT along with Kaz and Lee, 
so I placed him in a team with Kazuya and see if they go good together.  
Baek has just about everything that Kazuya lacks (except juggles) - a 
Class 1 jugglestarter that can set up those nasty TGF juggles (even if 
it is kind of useless at high-level play), a nigh-unbeatable WS game 
with the WS+4,4,3 (which is one of the Top 5 Most Abusable moves in the 
game), WS+3,3,4 (since it combos on CH and an u/f+3+4 is guaranteed 
afterwards), one of the top SSing games in Tekken Tag (with his b+3 
Flamingo Stance, b+1, b+2, etc.), better poking, better throwing game 
with his f+2+3 (or Flamingo f+2~3) and f,f+2, the ultra-effective d/f+2, 
which launches almost everyone and can go into his annoying 1,2,3~f 
juggles, and he also possesses a better Okizeme game.  His only real 
weaknesses is that he doesn't do the most damage, lacks in Low attacks, 
has slightly weak juggles, lacks in punching attacks (although the ones 
he has are very good), and recieves no Netsu with Kazuya (don't know 
why, exactly... didn't he work for him in T2?).  A good team for those 
that love to attack away.

2.) Kazuya/Jin

I'd be stupid not to say it.  Kazuya/Jin is probably the best team in 
the game.  They compliment each other in just about every area.  What's 
worse, they BOTH have extremely powerful WGFs (and Jin, of course, has 
the EWGF), good poking games, an excellent WS game, the most dangerous 
Wavedashes in Tekken Tag, powerful juggles, good stamina, powerful 
attacks, excellent Okizeme (with Jin anyways)... master the Wavedash to 
WGF/EWGF/Twin Pistons and you will be unstoppable, plain and simple.

3.) Kazuya/Lee

Kazuya and Lee together are actually an excellent team in their own 
right.  And don't even argue about this one: they are THE coolest-
looking team in Tekken Tag by a mile (come on, purple tux Kazuya with 
Lee's black tux?  It exudes pimpness).  Lee is actually a good juggler, 
but the only hitch is that his good juggles are damn hard to do.  
However, his Class 1 Launcher (the d,d/b+4) is quite effective when 
employed correctly, and allows Kazuya to come in with those crazy 
Thunder Godfist combos.  Lee also has one of the top poking/pressure 
games in Tekken Tag with his d+4,4,4,4, d,d/f+4, b+1<1,2, and b+3,3.  
He's also got those nasty and effective Infinity Kicks, which are 
effective against anyone.  A great team.  The only hitch is that Lee 
takes damage poorly and that he lacks in Mid attacks and power hits.

4.) Kazuya/Heihachi

Juggle heaven.  Nothing beats getting Kazuya's WGF~5 out and having Hei 
come in with a 50+ damage combo and leaving their mouth hanging stupidly 
as their bar flies deep into the red ^_^.  While their style is pretty 
similar, Heihachi relies more on getting his EWGF/WGF to hit, while 
Kazuya relies on his Hell Sweep/Twin Pistons a lot more.  Nothing much 
to say, they compliment each other very well, but the two have no Netsu 
together and neither has a Class 1 Launcher, so be warned.  Flail away 
with those EWGFs ^_^.

5.) Kazuya/Bruce

This team should be banned.  No, I'm joking.  But seriously, no team can 
do as much damage in Tag juggles as Kazuya and Bruce.  One WGF~5, and 
it's a 3, b+4,3,4 and 120+ points of their life gone.  Not to mention 
that Bruce's poking game is top-notch, and that his jugglestarters are 
incredibly simple to use and employ, and you have one of the best teams 
in the game.

6.) Kazuya/Angel

Be aware that this team is only available on the PS2, since trying to 
select Angel with Kazuya in the Arcades will only result in Devil being 
automatically chosen - and we all know how horrible Kazuya and Devil are 
when teamed, right?  The reason this team is so good is that Angel and 
Kazuya Tag normally when paired together, and don't morph like Kazuya 
and Devil.  Need I say why Angel is so damned good?  Ummm... Twin 
Pistons?  Insanely-powerful Wind Godfist?  SS+2~5 to b+1+4 (AND 
B+1+4~)/TGF combos?  An actually effective Thunder Godfist?  And did I 
mention Twin Pistons?  Hee hee.

=======================================================================
16. Submitted Strategies ##############################################
=======================================================================

========================
Kazuya VS. Anna Strategy
========================

-----------------
From: Reverend C.
-----------------

Well, Anna is a REALLY good CH character... and she has the BEST jab... 
But a lot of her moves hit high... take some risks and duck, then 
retaliate with WS+1,2.  A good Anna will not risk losing frame advantage 
and give up free hits... so don't expect free 1,1,2 and free WGFs.  Anna 
will mostly rely on her jabs, which gives Anna advantage, so don't 
retaliate after blocking jabs - that's Anna's strength.  You'll be 
jabbed outta whatever you do; they're just jabs, but they REALLY add 
up... watch out for Anna's u/f+1,3, that's her best move: a few of those 
and you're dead, and it can also be mixed up with u/f+1+2. Anna can also 
throw A LOT... everytime you get hit with a 1 jab, watch out for 
d/f,d/f+1 and regular throws... read the pattern of your opponent... if 
opponent does a lot of u/f+1,3 and get blocked, watch out for u/f+1+2.  
Anna is faster than Kazuya, and most of her moves move her forward and 
keep her on offense for a long time... but if you just block and turtle 
ALL DAY, Anna can't do much... and optimize the fact that Anna rely on 
high hits... duck it and do WS+1,2... good Anna players don't use 
QCF+1... but if your opponent uses Anna's QCF+1, WS+1,2 and make them 
pay...

---------
From: Cel
---------

Let me see...my sparring partner is Jwoarang who plays a very good 
Anna... I hope this helps:

When you see Anna do the Rolling Dash (QCF), duck because most of the 
time Anna players will do the QCF+1, which is high.  Try to TP him or 
DGP Anna once you duck the elbow near you.  However when you block the 
elbow don't react; she has a frame advantage when you block it, so just 
wait and block whatever move he follows up for it.  Just be careful when 
you block the elbow and then she throws you with the u/f+1+2; it's 
almost always hard to see it so always be ready to escape by tapping 
1+2.  This is why it's best to learn to anticipate to crouch the elbow.  
In some cases Anna QCFs and instead of doing the elbow, he does the 
U/F+4 Somersault Kick which is mid. It's so fast to see the change so 
when you see something unusual while Anna QCFs (because when she QCFs 
you should be ducking) stand up and block the Somersault Kick or risk 
getting juggled.  

When Anna does her custom strings and suddenly does the d+4,1~d 
(Sidestep Cancel), she can follow it up with SS+2 (low) and SS+1+2 (mid, 
mid). In this case after she does the d+4,1 Sidestep I'd try to 
interrupt the Sidestep with 1,1 (I'm not sure with this).  I think it is 
useless do d+1 her because she is Sidestepping so be quick enough for 
the 1,1.  When you're not quick with the 1, block the whole thing 
standing (it's ok to be hit with SS+2; just don't get juggled by 
SS+1+2.). I think between these transitions there is a point when Kaz 
will be able to interrupt.  Just don't get hit with a CH u/f+1,3 because 
a f+1+2 is guaranteed.  Be careful when you tag.  Most Anna players will 
try to find a CH QCF+1.  When you don't have any choice when you Tag 
(and the Anna player you are fighting against is waiting for your next 
character to come in, so Anna can QCF+1 you) just don't react or you 
will get CH by the elbow and you'll eat a very damaging juggle which can 
erase 50% of your lifebar.  Also don't get CH with d+3,2.  Be careful 
with this. Anna players love to try to interrupt you with this so be 
careful.  If you can see her doing this block the first hit low and the 
next hit high.  Most Anna players are aggressive; so try to be more 
aggressive and just don't get CH by her attacks; try to fight her with 
d+1,FC+4; WGF, Hell Sweeps, etc. Well that's enough for now. I'll post 
again when Jwoarang chooses Anna against me...

-----------------
From: Reverend C.
-----------------

A few corrections on Cel's post... f+1+2 is ALWAYS guaranteed after the 
kick in u/f+1,3, CH or not - on CH, you get a free juggle (like d+4,1, 
1,2, f+1+2, etc.).  d+4,1~SS will beat 1,1, SS+1+2 will counter and 
juggle, SS+2 will duck and juggle... your best bet is to just watch and 
block.  It's actually quite easy, because both SS+2 and SS+1+2 are 
pretty slow.  As for tagging in... just cancel the Tag run-in 
(u/b~b)like you're supposed to and you wouldn't get any problems... you 
won't get any problems against ANYONE if you just cancel the run.  And 
DON'T do d+1,FC+4... that's what Anna wants.  The d+1 doesn't give you 
advantage the way standing 1 does... so Anna'll ALWAYS beat you with her 
d+1~N+4 and d+2~N+4... and on CH, it does pretty good damage on its 
own...

--------------
From: MacJ_007
--------------

This was Ricky's strat against my Anna. Because before when I used an 
elbow, I usually use d+1 then D+3,N+4 after that.  After the elbow he 
ducks it, and then does a DGP or TP.  It juggled/stunned my Anna almost 
all the time.  Since then I changed my strat after the elbow - I do 
u/f+1,3 now.  They wont duck it or they will get hit with the 3.  So I 
mix it up with u/f+1,3 or u/f+1, u/f+1+2 or u/f+1, d/f+2.  One of these 
will hit for sure so watch for it.  I usually do d/f+2 after Anna throws 
a u/f+1,3.  Be ready to break throws.  The u/f+1+2~5, f,f,N,1+2 is very 
damaging, so watch out for it.  The d+4,1~SS+2_1+2 can be stopped by a 
d+1.  Someone did a Mist Step when I threw a QCF+1 and Wavedashed my 
elbow somehow.  I've only seen it once, so I don't know if you could 
exactly do that.  Maybe I just did it too slow.  I just wish Kaz got a 
Punch Parry, that would be easier.  Just Punch Parry her QCF+1 all day, 
hehehehe...

============================
Kazuya VS. Michelle Strategy
============================

-----------------
From: Reverend C.
-----------------

Two things to watch out for: SS+2 and f,f+1.  Both are extremely safe 
and extremely fast.  When SS+2 is blocked, it has no lag, and puts 
Michelle in FC.  On hit, a WS+4 is guaranteed (sick).  The f,f+1 is 10 
frames, and unfortunately for Kazuya, f,f+1 CAN beat out everything 
Kazuya has... and on CH, Michelle gets guaranteed juggle.  As always, 
1~1,1/1~2,1 CH does MAD damage... 1~1,1 is a great tag juggle starter 
(it actually juggles higher when tag is buffered).  Other than that, 
always watch out for 1, 4, f,f+1, etc.  Michelle is a GREAT CH character 
(not as dependant on CH like Julia, but equally capable, since Michelle 
has just about EVERYTHING Julia has)... so when playing against 
Michelle, never do more than 1 or 2 moves, and watch your frame 
situation... if the frame advantage does not favor you, stop and 
regroup. Kazuya's WGF, d/f+2, and d/f+4 are great moves, but not as fast 
as Michelle's fastest moves...

--------------
From: MacJ_007
--------------

Now about Michelle strats, they're a bit similar to Julia.  Just watch 
out for 4,4,d+4_4,4,1.  Low Parry the second if you can.  Her elbows are 
a killer as well.  Sometimes they do f,f+1, 1, f,f+1, 1, SS+3,4, pokes 
like that.  Her d/f+3+4 is slow.  If you block it, then you could juggle 
her, and d/f+2 will surely hit for a nice chunk of damage.  Watch out 
for FC+1, D/F+4,3_FC+1, D/F+2_WS+4_WS+2,2_WS+2,1,1 mixups. People like 
Ricky and Redfoot do a SS+2, which is an automatic crouch, then D/F+4,3. 
And also watch out for CH 4. Usually they Sidestep then 4. Ricky does 
SS~f,SS~f - a front dash, which is harder than backdash, and front dash 
tracks backdashers.

--------------
From: ILuvMomo
--------------

Well, the thing about Michelle is that she has a severe lack of throws, 
so at least you don't like have to worry about Mad "Asses" (D_J: LOL)...

---------
From: jjt
---------

After you block Michelle's f,f+1, remember that the _only_ move that a 
Mishima has that has priority over her is the d+1 (8 frames).  If you 
try anything else, you'll probably eat a CH 1~1,1.  Also, f,f+1 doesn't 
track at all, so even a little baby SS cancelled will make f,f+1 whiff. 
As a result, Kazuya's Mist Step works really well versus Michelle. Don't 
bother ducking when up close vs. Michelle.  She has only single button-
escape throws, so you at least have a 50/50 chance there, and that's 
much better than ducking and eating an u/f+4 juggle.

---------
From: Cel
---------

Michelle is a very difficult opponent to beat (like Julia).  If you 
block a f,f+1, you do d+1.  That would give you the initiative and make 
a Michelle player think twice in making a WS guessing game.  When A 
Chang player whiffs a string like FC,D/F+4,3 or a d+4,1, you should 
1,1,2 or WGF (this WGF has got to be a fast one).  Be careful when you 
poke, because you might get CHed by a d/f+3+4 or a 1~1,1.  Low Parry if 
you can - Parry the second hit on strings like 4,4,d+4_4_1 or d+4,D+4. 
Blocking a f,f+2 will give Michelle a 19-frame disadvantage, so take 
advantage of the situation (only problem is, who does a f,f+2?).  Watch 
out for his SS games - SS+2 makes her recover crouching, so after 
blocking it, do a d+1 to gain initiative and make her think again of her 
WS games (I'm not sure of this, though).  Blocking the SS+3~4 will give 
you a 10-frame advantage.  Don't tag recklessly or you may eat a d/f+3+4 
on CH.

---------
From: Cel
---------

Oh yeah, a Michelle player might try to keep on Sidestepping while you 
are grounded.  Michelle will wait you to make a mistake in getting up so 
she can unleash a SS+3,4.  So be cautious while standing up, and don't 
try to kick her out of her Sidesteps or you'll get it.

=========================
Kazuya VS. Julia Strategy
=========================

----------------------------
From: new_blood (a.k.a. Cel)
----------------------------

I myslf have a hard time figthing Julia when I use Kaz. I hope this 
helps:

After a blocked 1~1,1, try using Mist Step Cancel WGF as fast as you 
can. I'm not sure about this one if this is guaranteed, but I've done it 
for a couple of times.

A Kaz player should know the difference between 1~1,1 and 1~1,4. Good 
Julia players will alternate 1~1,1 (or even just use the first two hits 
of this string) and 1~1,4. Low Parry the 4 in 1~1,4, followed by a 
d/f+4,4. If she thinks he can get aways with 1~1,4 and finishes it with 
the 3, you have a lot of advantage and punish her with a WGF, a Hell 
Sweep or a throw. Also know the difference between: 1~1,1; d/f+1,1; 
1~1,4; d/f+1,4.  After a WS+2 it is for sure that it will be followed by 
a 4, which makes 1 guaranteed. I've seen Julia players set this up when 
they jump towards you, making them recover from crouching position, thus 
a WS+2 can be done. Parry the 4, or even block the whole string when 
they become hesitant. Punish them if you block the whole string.

Be careful after a Julia player sidesteps; she can buffer the QCB (for 
the QCB,f+2 mad axe), and as she sidesteps, finish with the f+2. This 
throw is arguably the fastest and best throw in the game, so you should 
have quick reflexes to escape with 1+2 or duck it and try Kaz's TP. 
Julia can also buffer it after her bread and butter more, d~D/F+1. 
This move is advantageous for her, and AFAIK even if you block this she 
still has the advantage (I'm not so sure with this, that's because of 
the -8 block disadvantage to her, yet if I make a mistake interrupting 
this I fly high to the sky). After the d~D/F+1 portion she can buffer 
the Mad Axes, so duck and TP her. Or after blocking it, try a d+1 to 
interrupt the 2 (I'm sorry I'm not also so sure with this). She can 
delay the 2, and YOU REALLY HAVE TO BE CAREFUL NOT TO GET HIT IN ANY WAY 
BY THE 2 because it will cause a double-over stun, making her u/f+4 sure 
and her d/f+2,1 guaranteed. If you get hit in any way by the 2, then say 
goodbye to your lifebar (pray she makes a mistake!). One 
weakness I've seen is this can easily be SS, so if you are quick enough 
you can SS this. About the d~D/F+1, she can trick you by whiffing it, 
and if you attack her while she whiffs it, she will follow it up with 
the 2.  Don't get to backdash happy against her or you will get knocked 
down with her f,f+1. After blocking this move I believe she can also 
buffer the Mad Axes. Also she can follow this move up with a d+1 (the 
follow the d+1 with her FC and WS guessing games). Also she can follow 
this up with the fearsome 1~1,1. The best way to interrupt her after 
blocking the f,f+1 is to d+1 her to stop her momentum. I forgot, she can 
also follow this up with a f+1, if you attack with a high move after 
blocking it, so really be careful.

Her 4,4 strings is one of the most irritating part while fighting 
against her. After the second 4 she can follow this up with a d+4 (l), a 
4 (high), a 1 (mid). But most of the time Julia will just stop 
at the second for, giving her access to her FC and WS games. But the 
real problem is the 4,4 string, so LEARN TO LOW PARRY the second 4. 
AFAIK even though you've been hit by the first 4 you can still Parry the 
second. I've done it a few times, yet I'm having a hard time parrying it 
because she sometimes goes off axis with a SS and 4,4 me. This is when I 
really hate Julia when she sidesteps and do 4,4. 

Mediocre Julia players will use b+3 a lot. Her b+3 can be easily 
detected, so block it and finish up with a Hell Sweep or maybe a WGF (I 
think TP has less range to make it guaranteed after you've blocked b+3, 
unless you've blocked it at a very close range). The b+3 makes her 
access her WS and FC moves. I've experienced that when I become to 
hesitant to CD I get interrupted with a 1~1,1, so plan out your CD/WD 
games very carefully. Tag cancel while tagging in because she can wait 
you for an u/f+4 or a d/f+2 or even a d~D/F+1. Don't try to outpoke her 
because Kaz will lose to her in poke wars. Be on the defensive side when 
fighting against her. Oh yeah, I forgot you got to watch out for her 
3xSS, which will make her face your back, thus guaranteeing a 4,4,1. 
Watch out for this and be careful while being on the offensive. My 
suggestion is to try to stop whatever you are doing/trying to do when 
you notice her triple Sidestep and jump forward before she unleashes the 
4,4,1.

-----------
From: Night
-----------

A few notes - 

b+3... there's a big-ass debate about how good this move is, both on 
standing and as Okizeme... TZ Frame Data says it gives +2, but this 
could be wrong. f,f+1 - d+1 might work on SOME Julia players after 
this, but a good technique that expert Julias use after f,f+1 is blocked 
is to tap d/f, this Low Parries an enemy d+1 and ducks a high jab.

Anyway, what I can suggest vs her 3xSS is to abuse the d/f+2... this 
tracks SS like a bitch, and can be of great use against Michelle (as I 
find out to my misery) even though Julia won't rely as much on a SS game 
as michelle, d/f+2 is still useful..

--------------
From: ILuvMomo
--------------

Duh, what's so hard? WD WD WD WD WD. Its Julia which has a hard time 
beating Kaz... not the other way round. LOL.

------------
From: DayFul
------------

LOL, Wavedash in to an elbow, Wavedash in to d/f+4 (as we know Mishimas 
need distance to get in to their WD game... d/f+4 has the range to piss 
all over it). If I'm feeling really lucky, I'll throw you out of your 
WGF with Mad Axes. And Julia has a major speed advantage I think your 
overating WD a bit (you made Hei sound god-like in the VS. strats). Hey 
do any of you guys WD in to d/f+2, as i've started using that quite a 
bit... pretty handy IMO.

----------
From: bluu
----------

Quick tip:

When you succesfully Low Parry her annoying low string (bow, arrow)don't 
do d/f+4,4, go for Mist Step WGF. Do it FAST!!!

There will be a best scenario, and a not too bad scenario. The best 
scenario is that you get a guaranteed WGF juggle! Any Mishima has a 
guaranteed (E)WGF after a succesfull Low Parry (D_J: on kick, that is). 
But due to the Mist Step Kazuya should be easier.

The not so bad scenario happened when you push it too fast. What will 
happen is that you won't get a WGF but a d/f+2 instead. This is actually 
better then d/f4+4 because the d/f+2 WILL CLEAN HIT and does higher 
damage than d/f4+4. Not to mention that you have more frame adv. after 
connecting d/f+2 then d/f+4,4.

So general rule after Low Parry with Kaz is too do a FAST Mist Step WGF. 
You do it fast enough you'll get WGF, you do it too fast you'll get 
d/f+2. Either way is better than d/f+4,4.

Oh yeah, watch spacing. Make yourself out of 1 and elbow range. Her 
movement is slow, you got WD. I dunno what Cel (New_Blood) meant with 
don't backdash but IMO backdashing away from the elbow is a good strat.

Oh yeah I have saved "Tactic to beat Mishima Julia Bruce SVGL worker" 
threads. I'll search for it and copy some Julia stuff by the elites. I 
dunno if you already saved it.

--------------
From: ILuvMomo
--------------

For the most part, Julia has a hard time keeping her opponent away. 
Maybe Wavedash is an understatement... how about Lightdash. Trying 
d/f+4, 4, or even d+1 when the opponent Wavedash (also Lightdash) 
towards you is very dangerous. The d/f+4 hits you gain d/f+4,2 and thats 
all. Its not worth the pay off versus WGF on CH and juggle. WGF CH 
juggle is WAYYYYYYYYYY more damaging for Kazuya, remember? Also WD to TP 
is much much safer than WD to Gut Punch. Gut Punch gives -14 when 
blocked, but does guard stun a bit if it is in close, but TP is 
completely safe. Besides both of them have about the same range (though 
d/f+2 edges TP here). And I'm not overrating WD. If you thought I made 
Hei sound like God, you should just read the vs. Jin section. Trust me, 
a good Wavedasher is almost impossible to beat, let alone beat 
consistently.

And waddya mean fake Low Parry (D_J: d+1+3_2+4) can't be used in your 
opponents face? LOL. Just look at Hameko's Bryan. He fake Low Parries 
right in front of his opponent 2-3 times in a row. Well here is a tip 
from Shafi, try using 1 or d+1 to buffer the Low Parry. Hence 1,d+1+3, 
and D+1, FC+1+3. Most of the time when your opponent will be too afraid 
to counter you after seeing the first Low Parry. Heck, I just throw out 
fake Low Parries at times for the heck of it. Actually I'm seriosuly 
considering but then after finishing the whole load of crap of VS 
strats, I guess I wil just stick it in. Not that they are very good 
anyways since the last few are quite half assed.

------------
From: DayFul
------------

Night, d/f+2 to punish SS sucks... Julia can cancel her SS with 1~2~1 so 
it's a no go. Also she can cancel the recovery of her spin too it's 
3+4~F then whatever you want to put in there, great Mad Axes buffer too. 
I'll stop there or else i'm just going to write out my move description 
of Julia's spin (Both descriptions have a lot of different stuff in 
suprisingly).

----------
From: bluu
----------

Although 1~2,1/1~1,1 is 8 frames, and d/f+2 is 14, you're SSing before 
the 1~2,1/1~1,1. Your 1~2,1/1~1,1 won't be 8 frames if you include the 
SS animation.

--------------
From: ILuvMomo
--------------

You can't just stand there and have them LD at you all day - if you do 
that, you're screaming "You own me!". You should check out the thread on 
avoiding EWGF... some good stuff in there (shame about Analquin's 
posts). If EWGF was that avoidable, and LD can be defeated that easily, 
you'd figure everyone wouldn't be rating Mishima's Top Tier anymore. 
Fact of the matter is, that LD OWNS you. The minute you let your 
opponent LD, you are always on the defensive, no matter what. The d/f+4 
is 14 frames and EWGF will eat it. The 4 is 10 frames, but it is high... 
LD will go under it. I suppose I just suck at WD... cancel in to WS 
moves is an alternative. Use WD cancel to d/f+4,4. Safer. Ok, not 
overrated, but not invincible.  Not invincible but very close to it. 
Once you get into LD its almost impossible to beat him out of it. Best 
is again to stay in defensive mode and guess.

------------
From: DayFul
------------

Well, I've lost count of the amount of times Rev has said a turtling 
Chang is the most difficult to beat. You can beat out EWGF with a 4, 
bitch timing, but it can be done. BTW should be able to get the FAQ to 
you tonight it's best to look through my stuff first before sorting out 
the format.

bluu, Julia can cancel her SS at any time with 1~2,1, 1~1,1 etc. That's 
one MAJOR advantage she has over Michelle she is far less vunerable when 
she SS, Michelle has to cancel her SS then use 1.

----------
From: bluu
----------

I've found out that with Kaz the clean hit d/f+2 does 31 pts damage, 
better than d/f+4,4 which does 28 pts damage.

----------------------------
From: new_blood (a.k.a. Cel)
----------------------------

Night:

As for the b+3, when used while Julia is standing, I see it as too slow 
and a good opponent will be able to Low Parry/block it immediately. IMO 
can be good for Okizeme purposes, as it also brings you to FC position 
(just makes sure your opponent won't Tech Roll and block the b+3). Yeah, 
that is the problem using d+1 after a blocked f,f+1. Julia could Parry 
your d+1, leaving you open. I guess this is where the real mind 
games begin; I think when you expect her to input a d/f or d+1+3_d+2+4, 
do a fast mid attack like a d/f+1 to stop any intitiative.

bluu:

Yeah, backdashing is good to make those elbows whiff, as long as you got 
the proper distance (I think you should be one jump away as you backdash 
in order to make f,f+1 whiff. The problem is just me (I have a bad habit 
of backdashing too often, so when this habit starts I eat a lot of f,f+1 
and WGFs) so I said in my previous post not to be backdash happy. Thanks 
for the tip about mist step WGF after a manual Low Parry. I thought that 
would never work.

--------------
From: Analquin
--------------

Note from author (orignally):

Devil_Jin here.  I decided to post Analquin's "strat" because put 
bluntly, he's a fucking idiot and has little clue as to what he's 
talking about, and I just wanted you to see his laughable excuse for 
"strategy".  I'm sure anyone who knows him wholeheartdely agrees with my 
decision.

So for your amusement, here's his "strategy", in its unedited, unaltered 
format.  His dialect is totally baffling.  Now, I am telling you now:

DO NOT TAKE HIS ADVICE.  He really is an idiot.

8/3/01 - D_J here again.  I can't stop laughing at how badly Annaquin 
had us fooled with his "strategy".  Goddamn, what a masterpiece

*****

Dayfull: you think that you can beat a WDer just like a turling mode. 
Let me explain you why Kazuya is 1000 more dangerous than Jin when he 
WD. First a way to wd is really safe with Kaz is jsut f,f,N ( which is 
finnaly not a WD but a dash forward cancel into standing guard ). After 
that smatarss motion the N will be counted as neutral so the guard is 
active BUT Kazuya is a Killer too way powerfull because If everybody 
attack on this neutral guard d/f+2 will generate a WGF in pure 12 frame. 
Guess what happen, Kaz can just turle in front of you with ff,N all the 
day and Julia can't even side step without to fly. That why Michelle is 
better than Julia in compet I think. Second thing: If the guy WD with a 
correct motion f,qcf,b,f... Kaz will include a fucking Sidestep randomly 
and when double it with a normal side step you are fucked. And now the 
WGF and hell come out from any WD motion as TP.

Third thing: The fucking side step is something to focus on, if Kazu do 
f,n,f,n,f the smartass will turnaroud out on your right and receive any 
moves from you by WGF+juggle. If he does f,N,f,N,f,N he will turn around 
on your left and now WGF,WGF,u/f+4,(4),4,4 become a joke to do.
So the best advise I can give you is side step right block as fast as 
you can and abuse 2+3 and d,d/f+1,DB+1,u/b,b. But may be dayfull you can 
use the Kick game of Julia to piss of Kazuya :-). MGAHAHAHAHAHAHA

*****

------------
From: DayFul
------------

Analquin, you can SS a WGF, also did you know that a 10 frame standing 4 
can interupt a WGF or EWGF when timed correctly even a 1 can as well 
(the timing is MUCH harder though becuase of the hit area). BTW, 
Analquin you are crap LOL shame I can't go to Euro 3, SS+3... LOL 
considering the Laser Cannon crap you fell for (D_J: I CAN'T FUCKING 
BELIEVE WE FELL FOR THIS SHIT!  HAHAHAHAA!). I think you need to 
realize you have been humiliated. And as we have established Julia can 
use d/f+4 with the correct distance. O I LOVE abusing d/f+4 against 
Michelle players who try to abuse elbows they go fucking nuts.

-------------------------------------------
From: bluu (in response to Analquin's post)
-------------------------------------------

OH MY FUCKING GOD!!!!! JUST KILL ME!!!! KILL MEEEE!!! JUST K.I.L.L 
ME!!!!  (D_J: OMFG... HAHAHHAHAHAAHAHAAHAAAAHAH)

------------
From: DayFul
------------

Jesus, I know bluu. WTF is f,f,n? Does Julia have a D/B+1 move? Julia 
has a backflip... damn I've got so much to learn about Julia I suck. Sod 
it he's gayed up another thread with his twisted logic. I can't take him 
seriously anymore I thought he would at least be decent i'd piss all 
over him and his Michelle/Anna team, d/f+3+4,d+4,1 isn't that the 
pinacle of skill?

=======================================================================1
7. Upcoming FAQs ##################################################### 
=======================================================================

Tekken Tag Tournament Baek Doo San FAQ - To Be Announced
Tekken Tag Tournament Lee Chaolan FAQ - To Be Announced

That's all for now...

=======================================================================
17. Review Of Versus Book's TTT Perfect Guide #########################
=======================================================================

Being a big fan of the Tekken 3 Ultimate Guide (and Versus Books 
products in general), as well as being one of the more rabid fans that's 
been waiting for this for like months, I went over to my local 
Electronics Boutique and picked up the TTT Perfect Guide for a bargain 
of 12.72$ (they were on sale I assume).  I was already well-aware of the 
cut text that was in the original version, but I picked it up anyways.  
There were about four of 'em there, all stacked up next to the Prima TTT 
book, which I read as well (and laughed pretty hard doing so).  Giving 
my opinion, I'll tell you about some of it...

Presentation - 8/10

Very nice job on the front cover.  The poster is also kick ass, and just 
happens to be of my favorite part in the intro ^_^.  I was a little 
dismayed at the back cover... no text to describe the guide, just a few 
pics and their two-word description.  But overall, very good.

Strategy - 5/10

What the fuck happened?  True to tragic's words, this thing was the 
incarnation of "rush job".  TWO, yes, two, pages of strategy per 
character, when the original promise was a whopping 14.  Due to time 
constraints and lackluster work ethic, 90% of the strat was cut.  The 
guide runs at 140 pages, out of what was supposed to be 400.  But as it 
is, the strategy that is there is very good, and focuses on the 
character's best moves and such.  A few omissions simply baffled me... 
there was NO strat for several of the character's key moves (i.e., 
Yoshi's f,f+4, Kazuya's WS+1,2, Hei's EWGF, Lee's Infinity Kick links, 
etc.) and there were several mentions of the Wavedash... yet NO 
explanation as to what it was or how to do it.  I hate publishers.  Yes 
I do.  I am most certainly mailing ttt@vsbooks.com and bitching my fool 
head off.  They even had a disclaimer on the inside cover explaining how 
Empire 21 (the publisher) was IN NO WAY RESPONSIBLE for the cut text!  
Well, that was noble of them (fucking pricks).

Combos - 3/10

My God.  I am telling you now, you will find about 20 combos in this 
entire guide, compared to the 20+ PER CHARACTER in the Tekken 3 guide.  
Most per character is three to four, least per char... NONE (Kuni, I 
feel for ya).  Ouchies.  That Bob/Jin Tag combo is sick, though.  How 
did this happen?  Even with Castel as Combo Editor too... Jesus H!

Screenshots - 9/10

Excellent quality guys, good job.

Basics Section - 10/10

IMHO the best part about the guide.  The basics are explained so in-
depth, it makes you wonder what the hell happened to the rest of the 
book...

Secrets Section - 0/10

WHAT IN THE FUCK IS _THIS_?  It tells you on the back "EVERY SECRET" in 
big-ass, bold lettering.  Yet, you will not find a secret mentioned 
ANYWHERE in here.  What in the hell?  I mean, I do know them all 
anyways, but how about throwing those non-Internet players a fucking 
bone, right?

OVERALL - 6.5/10

Ok, ok, it wasn't THAT bad.  It definitely reads like a more 
sophisticated book with REAL strategy as opposed to the VS Book Tekken 3 
guide's whack strat ("Hwoarang's Sky Rocket is a no-risk attack."... 
HAHHAHAHAHA), but at the same time, you can FEEL the rush-job vibes 
pouring off of the damn thing.  It truly is tragic (no pun intended) 
about the outcome of what was touted as the biggest, baddest, best 
strategy guide for a game in existence.  But it is at least a good book 
for those just starting or are at the intermediate/beginner stage of 
learning.  But for us experienced players, this is a big letdown.  
Please though... PLEASE do not slack off next time guys... PLEASE!!!

=======================================================================
19. All About Me ######################################################
=======================================================================

Well, you've read through these 100+ pages of my FAQ, so it's only fair 
I tell you about myself, of course.

My real name is Mark Campbell.  I'm 17 and a senior in High School.  I 
live in Brewster, NY, about an hour north from New York City.  My 
favorite music is mostly punk rock, and my favorite bands are blink-182, 
NOFX (the greatest punk band ever!), Nirvana, Green Day, The Ataris, 
Lagwagon, and Sum 41 (notice most of them are California bands... jeez, 
they got everthing there!), although I like anything that's got a sick 
beat.  I'm in a punk rock band called Alien-8 with three of my friends.  
I play guitar (with a sweet Fender Stratocaster, and a Seymour Duncan 
pickup).  I think I'm not too bad so far (I can play all of my favorite 
songs and a few others) for only playing a year or so.  I have like 
three younger brothers (Chris, Connor, Steve) and a little sister too 
(Sarah).  Every now and then I have a girlfriend... but at the moment, 
I'm blissfully single, which means I can stare at any sexy beeyatch I 
want, thank God (lol).  I started playing video games when I was 6 
(Super Mario Bros., of course), and first played Tekken 1 when it came 
out for Sony PlayStation in 1994 (I'm pretty sure it was 1994...) and 
was hooked.  I bought Tekken 2 and 3 the day they came out, and just 
recently picked up Tekken 1 for the nostalgia factor.  I didn't get 
really serious about Tekken play until about 5-6 months ago, when I 
became one of the earlier members of the Tekken Zaibatsu (started 
January 17, only about two weeks after the forum was set up).  On 
November 10, 2000, I recieved my PS2 and TTT, which has become my 
favorite game for a while.  Ever since then, I've been sharing my info 
and strategy to other Tekken players (and flaming the scrubs that 
populate 80% of the Tekken Zaibatsu Forums these days...), and here you 
are, at the pinnacle of my Kazuya skills.  For the time being, at least.

=======================================================================
20. In Conclusion... ##################################################
=======================================================================

Well, it's been a while, hasn't it?  The first version of my FAQ came 
out in about February 2000, where I was a smart-ass little scrub that 
got flamed like a hundred times a day from my mentor, Reverend C., with 
his 30-inch male organ and general bad attitude that everyone knows and 
loves these days.  Thank God I've seen the light.  And here it is, the 
end of August 2001, and it's fucking finally FINISHED!  Totally, no more 
updates.  I don't give a shit anymore, I want my fuckin' life back!  
Woo-hoo.  I hope this FAQ helped you out and guided you into becoming a 
good Kazuya player.  Keep on the look out for more FAQs from me 
sometime.  Until then, pEaCe OuT.

~fini~