Сообщение
Belial » 17 ноя 2005, 23:01
Вот на винте валяется выборка полезных советов по казуе, я в свое время компоновал. Возможно устарело чтото... комбы там тоже есть.
Вейки Казуи (какой то скраб писал вроде, лучше демки гляди)
Лаунчер, 1,(1), F+4, потом DEWF в d/f 4,4 если оппонент откатывается назад. Если он встает миксуйте CD4,1 или F+4, Если катается то d+4
А это советы отцов:
Kazuya Mishima the Sneaker Pimp
Advance Moves-
ws+1,2 from crouch dash(f,N,d,d/f) is done by hitting: f,N,d,d/f,f,b+1,2
Wave Dashing- performed by repeating crouch dash. Your input should be somthing like this: f,N,d,d/f,f f,N,d,d/f,f repeat. Try doing the motion as fast as you can.
Dewgf- Dash ewgf covers more ground. It is performed by doing f,f,N,d,d/f+2. Very useful when wanting to punish whiffed attacks.
Random Information-
d/f+2-
There are two versions of d/f+2 on block.
(Short)d/f+2- just out of reach of the opponent. Can be punished!
(Deep)d/f+2- closer to opponent and causes a stun on block. Both characters recover at the same time. Safe.
Here is a good way to land a (deep)d/f+2. f,f n d/f+2. It works well out of Kazuya's wavedash.
Timing d/f+2(ch)ewgf-
Remember its f,N,d/f+2 not f,N,d,d/f+2!
The best way to time your (ch)d/f+2 is to look at the opponents right knee. You want to time the f,N,d/f+2 to hit around the same time the knee hits the ground.
f+4 on crouching opponent(back to wall)
Kazuya can get an iWS+1,2 to any wall combo you prefer!
Generic WS+1+2-
This is Kazuya generic while rising punch. Kazuya recovers faster then the first part of ws+1,2. I think some other characters also have this. Bryan Fury etc....
f+1 and f+1,1,2
f+1 is a great way for Kazuya to add pressure agianst 8 frame jabbers. It gives him +3 frames to work with.
When punishing with 1,1,2 hold forward for 1 point extra damage and 2 on (ch)! YES!
Combos-
ewgf,ewgf,dewgf,dewgf(66 damage)
ewgf, 1, ewgf, 1, ewgf (56 damage)
ewgf, ewgf, 1,2, 1,2 ewgf (68 damage)
d/f+3(ch) tgf,3 (60 damage)
b,b+2(ch), ewgf, tgf,3 (95 damage)
d/f+2(ch) ewgf, U/F,N 4 b+2,4,1 (97 damage)
KasMisMas says:
I think you could also add this into your first post
cd+4:4 (Clean Hit: 26/ distance 24)
cd+4:1 (Clean Hit: 35/ distance 37)
and here my favourite combos, which might be the most advanced existing:
CH ewgf, ewgf, dewgf, dewgf, dewgf Damage 83
ewgf, ewgf, 1, 1,2, cd+4:1 Damage 73
ewgf, ewgf, 1,2, b+2,4,1 Damage 72
ewgf, ewgf, iWS+4, dewgf, dewgf Damage 72
ewgf, ewgf, dewgf, d/f+4,4 Damage 68
f+1+2, dewgf, dewgf, dewgf Damage 66
ewgf, U/F+4, dewgf, dewgf Damage 66
cd+4:4, cd+4:1 Damage 48
These are not really advanced but good for everyone having problems with the ewgf launch
CH d/f+2, ssl, ewgf, dewgf, dewgf
CH d/f+2, ssl, ewgf, b+2,4,1
And here are two extreme advanced combos:
CH cd+4:4, dewgf, dewgf, dewgf, dewgf
ewgf, ewgf, 1, 1, tgf,3
Poking
f+1, d+4
f+1, f+4
d/b+4, d+4
d/b+3, d+4
Punishing Guide and Strategy VS.-
Xiaoyu-
f,f+3 = d/f+4,4
Strategy Agianst Xiaoyu-
Keep her out of AOP by throwing out d/f+4 when you see her in it. Look for her f,f+3 most Xiaoyu players throws this out looking for a easy (ch). Near walls look out for her d/f+3 on crouch it gives her a free launcher to wall juggle.
Paul-
qcf+2 = dash ewgf or d/f+4
Strategy Agianst Paul-
Try to keep a safe range on Paul. Remember to punish qcf+2 with either a d/f+4 or dewgf. Keep an eye out for f,f+2:1 remember it's mid, high punish him with twin pistons on a sucessful duck. Keep pressure with f+1.
Steve-
d/f+1+2 = d/f+4,4
f,f,N+2 = ws+4,4
Tech Catching-
f,f+1+2 U/F,N 3
After any tech roll left or right a well timed U/F,N 4 will cross the opponent up.
After a tech roll right you ssr d/f+1,4, after a tech roll left ssl d/f+1,4.
Wall Strategy-
High Wall Splat(HWS)
Mid Wall Splat(MWS)
Low Wall Splat(LWS)
HWS- 1,2 b+3,1,4,1 this is his strongest combo off a HWS. But keep in mind Kazuya also has good oki off of his f+4 and 1,2 d/f+4,4 on walls. But I think on a HWS you wanna take the damage over the oki. Best way for Kazuya to high wall splat is ewgf with opponents back towards wall must be close in order to get the highest splat.
MWS- These splats are usally when your opponent is already mid juggle about to hit the wall. You can end these wall splats with d/f+4,4 oki setups or b+3,1,4,1. In this case I suggest d/f+4,4 or if you need to ws+4,4 out of crouch dash. I find that sometimes it's harder to land b+3,1,4,1.
LWS- These splats usally come from opponent back towards wall hit by f+2, 1,1,2, standing 4, d/f+1, f+2. Lucky for Kazuya he can take a good amount from any wall splat he is given. f+4 d/f+4,4 and b+3,1,4,1 are all good choices but I must insist on f+4 or d/f+4,4 for oki. After f+2 instead of doing d/f+4,4 or f+4 throw out a single jab then back dash just once the jab should re wall stun and give you enough time to throw a f+4 to ground them for oki.
Ground Strategy-
While grounded or in a KND position getting up with a 3 will trip the opponent and gives a free f,N,d,D/F+4,1_f,N,d,D/F+4,4. I'll post damage later.
If you have anything to contribute please do I'll add it to this post. Please be easy on my move notations I rarely ever post anything with combos and starts. Thanks.
Grab Breaking Study-
The length of the opponents arms on a grab determines the break. For example:
1+3- Left arm out.
2+4- Right arm out.
1+2- Both arms out.
This should be known by most already.
But with recent practice i've noticed the window of the break is a bit larger on standard grabs. This means during the begining animation you can break the grab by what the character does.
For example:
Agianst Craig 1+3 grab he puts his arm over your head. As soon as he does that press 1 it should break the grab.
During his 2+4 grab he grabs your leg, as soon as he puts his arms on the leg 2 break.
Hopefully someone understands what i'm getting at. I find this method of Breaks alot easier then looking for arm length
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I'll post my thoughts and since I don't play Kaz as my main anymore I'll post some stuff that I've been keeping to my self but may be known anyways.
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Enders
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Almost any juggle ended with d/f+1,4 or EWGF gives you the option of d/f+1,4 tech catch. (as a side note his f,f+1+2 also gives a d/f+1,4 tech catch option)
Juggles ending with f+2 or d/f+1,f+2 or b+2,4,1 give you the option of unblockable shoulder rush on back rollers.
Juggles ending with d/f+1,2 or f+4 give you a mix-up between a ground hit if they lay there such as d+4(oki stomp) or cd+4 and a small pick-up if they move with d/f+1,4 or b+2,4,1 or EWGF.
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Juggles
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Keep in mind that most juggles involving jabs can have more jab filler than I list here. In general this increases damage and lowers consistency.
f,f+2, TGF, 3
or easier
f,f+2, 1, b+2,4,1
d/f+1,4, 1, (ender)
or easier
d/f+1,4, d/f+4,4
EWGF, EWGF, 1, (ender)
or easier
EWGF, U/F,4, b+2,4,1
ws+1,2, f+3,1, (ender)
or easier
ws+1,2, 1,2, 1, (ender)
u/f,n,4, EWGF, b+2,4,1
or easier
u/f,n,4, 1, (ender)
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Wall Combos
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b+3,4,1 gives easy big guaranteed damage
d/f+4,4 gives d+4, f+2_{f+1+2,f+2} mix up
f+4 is similar to d/f+4,4 although gives kaz more advantage
On wall stuns off of f+2 or f+1+2,f+2 or 1,1,2 you can get restuns to some of these wall combos. Not all work in all situations but in general to restun backdash and f+3 or 2 or d+1.
You can do b+1+4, (wall) d/f+4,4 which is actually pretty easy to connect against most people on wake-up. Try a small side-step before doing it makes people get hit by it more in my experience for some reason
If you were to face an ancient Sith lord in combat, you would learn that we are as children playing with toys compared to the prowess of the old masters