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[[File:Kazuya_jab_grab_dsmash_50-50_part_2.webm]] |
[[File:Kazuya_jab_grab_dsmash_50-50_part_2.webm]] |
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=== Wind God Fist Combos === |
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==== At 0% ==== |
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WGF > UAir |
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WGF > USmash |
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WGF > UFTilt |
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WGF > BTilt |
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WGF > LSK |
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WGF > Grab |
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WGF > FTilt |
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WGF > DFTilt1 |
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WGF > UTilt1 |
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WGF > EWGF |
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No combos if WGF hits air opponent |
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====At 40% ==== |
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WGF > UAir |
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WGF > USmash |
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WGF > BTilt |
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WGF > LSK |
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WGF > FTilt |
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WGF > DFTilt1 |
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WGF > UTilt1 |
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WGF > EWGF |
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No combos if WGF hits air opponent |
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==== At 80% ==== |
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WGF > UAir |
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WGF > USmash |
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WGF > BTilt |
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WGF > DFTilt1 |
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WGF > UTilt1 |
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WGF > EWGF |
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No combos if WGF hits air opponent |
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==== At 120% ==== |
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WGF > UAir |
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WGF > UTilt1 |
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WGF > EWGF |
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No combos if WGF hits air opponent |
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[[File: Kazuya_WGF_Combos_1.webm]] |
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[[File: Kazuya_WGF_Combos_2.webm]] |
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[[File: Kazuya_WGF_Combos_3.webm]] |
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Done with no DI and mash toggle set to air dodge. |
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== Navigation == |
== Navigation == |
Revision as of 00:06, 18 October 2022
Intro
Kazuya’s base combo game is very simple and will include very few reads. Adding gaps into his combos can add more damage that can be used to avoid certain routes or just for style.
Combo Starters
- DBTilt
- DFTilt1
- DBTilt > DFTilt1
- UTilt1
- DTilt
- CJab
- DGF
- DSmash
- DThrow
- NAir
- FAir > DThrow
Combo Fillers
- CJab
- > any Filler except DGF
- DBTilt
- DFTilt1
- DBTilt
- > DFTilt1
- UTilt1
- DGF
- > any Filler
Combo Enders
- EWGF >
- FSmash
- USmash
- Up B
- BAir
- NAir (spike off ledge)
- > NAir > NAir (if needed)
- DSmash (spike off ledge)
- Dragon Uppercut
- UFTilt
- Hellsweep
- Heaven’s door
- Gates of Hell
- Rage Drive
The Touch of Death
Standard Combo
(starter) > EWGF > NAir > (filler) > EWGF > NAir > (filler) > (ender)
Filler is not needed.
Done with mash toggle set to air dodge with random DI in, away, or none.
Done with mash toggle set to air dodge with random DI in, away, or none.
An example of a ToD that uses a lot of filler.
Done with mash toggle set to air dodge with random DI in, away, or none.
Loops
Done with mash toggle set to air dodge with random DI in, away, or none.
Can only be started when EWGF hits the opponent when they are on the ground. The dash forward is to cover DI.
On some characters, doing the ToD is a lot harder than normal. Mizushi loops will help with that. https://twitter.com/mizushiryuken/status/1441277377074450440?s=19
https://twitter.com/mizushiryuken/status/1443818945492914180?s=20
Other Combos, Frame Traps, and 50/50s
DFTilt1/EWGF > Jab
Kazuya can combo DFTilt into Jab. Kazuya can also combo EWGF into Jab by hitting jab before the stun effect ends. Jab 2 is +5 on hit (at 0%), leaving 3 frames for the opponent to act if Kazuya goes for EWGF afterwards. This means that the opponent can only go for shield or spotdodge to not get hit by EWGF. This makes doing DFTilt/EWGF > Jab 1 2 > grab a 50/50. Either spotdodge the grab or risk waiting to get out of Kazuya’s spotdodge read. A way to beat the opponent spotdodging is to either wait or do DSmash. Of course, if the opponent is not ready to escape, doing EWGF > Jab 1 2 > EWGF > Jab 1 2 > repeat will make a funny clip.
Pikachu set to shield:
Pikachu set to spotdodge on first two, last one, set to roll:
Wind God Fist Combos
At 0%
WGF > UAir WGF > USmash WGF > UFTilt WGF > BTilt WGF > LSK WGF > Grab WGF > FTilt WGF > DFTilt1 WGF > UTilt1 WGF > EWGF No combos if WGF hits air opponent
At 40%
WGF > UAir WGF > USmash WGF > BTilt WGF > LSK WGF > FTilt WGF > DFTilt1 WGF > UTilt1 WGF > EWGF No combos if WGF hits air opponent
At 80%
WGF > UAir WGF > USmash WGF > BTilt WGF > DFTilt1 WGF > UTilt1 WGF > EWGF No combos if WGF hits air opponent
At 120%
WGF > UAir WGF > UTilt1 WGF > EWGF No combos if WGF hits air opponent
Done with no DI and mash toggle set to air dodge.
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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