Tekken Tag Tournament Kazuya Mishima FAQ
Version 7.0
May 13, 2000
FAQ written by Mark Campbell <Devil_Kazuya_28@yahoo.com>
Tekken Zaibatsu BBS Screen-Name: Devil_Jin

Unpublished Work Trademarked (TM) and copyrighted (c) Mark Campbell 
2000-2001.  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.

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 its 
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, 
myself.  This FAQ was created and is owned by myself, Mark Campbell 
<Devil_Kazuya_28@yahoo.com>.  All copyrights and trademarks that are not 
specifically mentioned are acknowledged and respected in this FAQ.

To continue, this FAQ and everything included herein is protected by 
International Copyright Law.  Failure to adhere to any of the above will 
result in violation of the aforementioned law, and consequently, may be 
the cause of legal action against perpetrators.  Remember that breach of 
copyright (not to mention plagiarism) is a CRIME.  If you disagree with 
ANY part of this disclaimer, you must promptly delete, erase, or destroy 
this FAQ.  To put it bluntly, don't make a living off of my work, since 
I have every right to take legal action against you if you decide to do 
so.  FAQ ripping, plagiarism, and misuse is sadly blatant in the 
Internet community.  However, if it happens to you, remember that 
anything you create is automatically protected by Copyright Law, and 
that gives you the right to take legal action, assert your rights, and 
punish transgressors to the fullest extent of the law.

The Tekken series, Kazuya Mishima, and all related events/characters are 
(c) of Namco Hometek.  All Rights Reserved.

=================
TABLE OF CONTENTS
=================

I. Conventions

II. FAQ Introduction

III. Credits/Sources

IV. Kazuya Mishima's Bio

V. Strengths and Weaknesses

VI. Moves List

VII. Moves Analysis

VIII. Combos
 
IX. Strategy

X. Key Versus Fights

XI. Good and Bad Partners for Kazuya

XII. Kazuya's PS2 Ending (Contains SPOILERS!!!)

XIII. Upcoming FAQs

XIV. All About Me

=======================================================================
I. Conventions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

MOVEMENT CONVENTIONS

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)
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)
(,) - 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 Starter
# - 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 3, I 
typed that move on the Moves List in CAPITAL LETTERS!

=======================================================================
II. FAQ 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 to use.  He's just a MAJOR bad-ass, with some insanely-useful 
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, and was the first character in 
Tekken to recieve a sidestep - 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 (Ben Cureton, the overall BEST Tekken player in the 
U.S.), 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 game.  It is a well-known fact that if Jin had been given 
a Mid-hitting Wind Godfist in Tekken 3, he would be the strongest 
character by far.

Well, Tekken 3 is now old news, and Tekken Tag Tournament is in.  TTT 
has EVERY single character ever to grace a Tekken game in this sucker - 
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 
severely-adjusted game engine.  Although he has been toned-down in many 
areas, with practice, Kazuya is one of the most frightening match-ups 
for almost any opponent, and STILL one of the game's best characters.  
Virtually every property from Tekken 2 has changed in some way, 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 EXCELLENT Tekken 3 
books (general game engine was mostly unchanged from Tekken 3 to TTT), 
such as Ben Cureton's Brady Games guide, and DEFINITELY the Versus Books 
Tekken 3 Ultimate Guide.  Although I am not the foremost authority on 
how to kick ass with Kazuya, I am pretty good, 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...

=======================================================================
III. 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 it on...

- Now, I used to always thank Reverend C. for his FAQs, and don't get me 
wrong, he is still decent at writing them.  However, since v6.0 I've 
actually conversed with him, and he is a bit of an asshole.  He comes 
out with a statement like "I'm not good at all with the Mishimas, or 
pretty much anyone else other than the Changs..." Wow, that just has S-
S-K-I-L-L written all over it, Rev.

Props go out to Exar Kun, whose Heihachi and Kaz FAQs are also very good 
themselves... but hey dude, Heihachi is LEAGUES ahead of Kaz in juggles, 
and his WGF is much better, what are you thinking man?!?  Hahaha j/k 
man... keep it real!

- 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.  Check it out at:

http://members.aol.com/sglkht

- My three closest and best friends, Kenny, Jon, and Anthony.  You guys 
keep it real, and kick some head in.  And Jon, c'mon, you don't have to 
make up stupid shit about your "girlfriend" to impress me (hahahahah).  
And Kenny, keep it up with your TTT game, you'll be able to pull a combo 
someday =^).  Anthony, you little smart-ass =^), keep the jokes and shit 
coming, aight?  And damn you, gimme that Johnny Lightning DeLorean!

- 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 and Amaro at Time-Out Arcade in Danbury Fair Mall, CT, for 
killing my ass with your mad skillz... especially Amaro with his insane 
Baek/Hwoarang team.  Kevin, try someone else than Paul, ok?  You got too 
much potential to waste on that trash =^)!

- Catlord, tragic, slikatel, and Castel, for supplying all the masses 
with your sick knowledge of the greatest fighting game ever made.  Keep 
it coming, guys!  AND _BIG_ PROPS GO OUT TO TEKKEN ZAIBATSU FOR THE 
COMBOS, CONVENTIONS, AND ENDINGS!!!

- The guys at Tekken Zaibatsu's Forums: Reverend C., Mecro, Renick, 
Cybermitsu, Devil Lee, RedFoot, EVIL 5150, Dark Angel, HarkenBane, and 
Stone Jackal.  You guys kick ass in Tekken and are cool to debate, 
argue, chat, and/or bitch with.  Keep it up.

- Chris MacDonald, better known as Kao Megura, for his well-put, 
comprehensive Copyright info.  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 some day.

=======================================================================
IV. 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, since TTT is considered separate from the Tekken series in terms of 
storylines, it is unknown how Kazuya, along with Devil, have surfaced 
for the latest Iron Fist.  If I had to put a storyline on it, I'd say 
that Devil survived Jun's battle, re-created Kazuya (since Heihachi 
killed him), and hid out for a while (it explains Eddy's ending in 
Tekken 3...)

=======================================================================V
. Strengths and Weaknesses ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

While Kazuya had VERY few weaknesses in Tekken 2, in TTT he has been 
toned down a bit.  However, do not let this deter you, as he is still a 
very powerful character to use in match play when mastered, and in an 
experts hands, he can pretty much kick anyone's ass.

STRENGTHS

- Kazuya has the most effective arsenal of stun attacks, as well as the 
most powerful stun combos in the game.  He has the insanely-powerful 
Demon Gut Punch, Abolishing Fist, Glorious Demon Fist, and with which to 
stun them and combo.  Your best stun move is by far the Demon Gut Punch, 
as it is rather fast, easy to do, hits Mid, Double-Over Stuns on Clean 
or Counter-Hit, does insane damage, and Kazuya can follow-up with almost 
any of his moves for a powerful combo.  However, it has been toned-down 
slightly in TTT, as a stun on Clean Hit can be Tagged out of.  You must 
stun on Counter-Hit for them to be stunned helpless.  The others are 
also effective in situations, but they are best suited for times when 
you want to vary your attacks, and many of them are also very effective 
juggle enders, like the Abolishing Fist and Glorious Demon Fist.

- While not having as much finesse and damage as Jin or Heihachi, 
Kazuya's juggles are very powerful and simple.  He is gifted with 
possessing the best jugglestarter 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, it is still Kazuya's 
best launcher (and one of his only) by far, and a low-blocked WGF will 
stagger them slightly.  It is also immensly helpful that the WGF and 
EWGF 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.  It is also better 
to hit them with the WGF on a normal hit, as a Counter-Hit WGF will make 
them flip over in mid-air to land on their faces, and juggling them is 
much harder in that case.  Kazuya's Twin Pistons have also been severely 
weakened - they will now only combo on Clean Hit, and must be done from 
a While Standing position (the d/f+1 is now replaced with the Entrails 
Smash).  But then again, Kazuya's insane attack power stems primarily 
from his stuns, and secondarily in his juggles, so keep that in mind.

- Kazuya has higher hit points than all the other Mishima characters 
except Devil/Angel, so he can take quite a bit of damage before going 
down - very useful against those persistant Paul players with their 
phatty-damage Phoenix Smasher =^).

- 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.  These three attacks come out faster from 
the Mist Step Crouch Dash than in a normal one, so it is best to go into 
the Mist Step as often as possible.  As a bonus, it is also has a much 
easier joystick motion than the normal version, and comes out even 
faster than the normal versions.  The Thunder Godfist is the single most 
powerful attack (outside of his Unblockables) Kazuya possesses, but it 
has a lot or recovery time and will not combo off of anything except for 
a Counter-Hit Demon Gut Punch on normal-size characters.  Ironically, 
this is very powerful, and probably Kazuya's most useful combo, so it 
isn't too much of a weakness.  However, when fighting large characters 
(the Jacks and Kuma/Panda), you can connect a TGF after a Wind Godfist.  
Remember, the TGF has two different follow-up kicks that you can use - 
the Spinning Mid Kick and Spinning Low Kick.  The Spinning Mid Kick is 
by far the more useful of the two, as it will connect in the above two 
combos easily and do good damage.  The Low Kick is useless, as it does 
PATHETIC damage and will not connect in most of those combo situations.  
You're better off doing the Mid Kick.  The TGF also dips low before it 
executes, so it will go under almost all High attacks, and many Mids. 
And the Wind Godfist, as stated before, is the best jugglestarter in 
Tekken, and quite possibly the best move in the game (not as good, 
though, as Devil Jin's WGF).  While it no longer juggles crouch-blocking 
opponents, it does induce a small block stun, is totally irreversable, 
and it sure as hell is better than Jin's High-hitting WGF.  This should 
be your main offensive and defensive weapon when playing Kazuya, and it 
will intimidate anyone unfortunate enough to be hit with it (escpecially 
if they're playing Kuma/Panda or the Jacks, as Kazuya will be able to 
tack on a Thunder Godfist or Lightning Godfist).  While it has been 
weakened by the altered blocking, you should generally be using it more 
on attacking opponents, as they'll be flailing away, get smacked by the 
uppercut, and take a nice 25% juggle.  Since it has high speed and 
insane priority, Kazuya will come out on top almost all the time.  
Kazuya's Hell Sweep is now as good as the other Mishima's, but only 
because theirs were severely weakened.  Now, Heihachi and Jin's Hell 
Sweep will only sweep them on Clean or Counter-Hit, while Kazuya's and 
Devil/Angel's will sweep regardless of either of those properties.  
However, Kazuya's Hell Sweep does the weakest damage of all the Hell 
Sweep versions, and it only goes low twice, so opponents need not worry 
about Low/Mid changeups like they had to with Heihachi and Jin in Tekken 
3.  Added to that, almost every Low attack in Tekken 3 will stagger if 
the opponent blocks low.  So, unfortunately, Kazuya's Hell Sweep is now 
more of a surprise attack than a main strategy as it was in all the 
other Tekkens.  It is still a useful juggle finisher, though.

- Kazuya's Strings are very fast and hard to block at times.  You should 
use his Ninestring the most, as it has many varying heights of FAST 
attacks that can be difficult to block - only strengthened in that the 
Ninestring ends with an unblockable Lightning Uppercut.  This should be 
used often, as it is one of Kazuya's best poking attacks.

WEAKNESSES

- Kazuya has a very short amount of moves - aside from Devil and 
possibly Wang or Kunimitsu, he has the fewest of them all in TTT.  
However, to balance it out, most of Kazuya's moves are very useful in 
combat.

- Kazuya lacks in low-hitting attacks.  While he has more effective low 
attacks when compared to Jin, Kazuya's Hell Sweep is no longer a nigh-
invincible attack, and the other low attacks he possesses are relatively 
weak.

- 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 FREQUENTLY in this case.

- Kazuya's power attacks, like the Thunder Godfist, Glorious Demon Fist, 
Soul Thrust, and Demon Gut Punch, all have a lengthly recovery or lag 
time.  Do not recklessly throw out these attacks, or you will get 
crushed with a high-damage attack, or be reversed.

- Kazuya's Wind Godfist now hits Special Mid, meaning that it can be 
blocked in any position.  This, along with the toning-down of the Hell 
Sweep, has basically eliminated the dangerously-confusing Low/Mid Crouch 
Dash mixups that Kazuya once used to destroy many opponents.  While the 
block stun on a low-blocked WGF is decent, this weakness overall hampers 
Kazuya's offensive game quite a bit in that it can be blocked at any 
time.  You must now use it to counter attacks, or you'll never hit with 
it.  As a big plus, the WGF can no longer be reversed by any Attack 
Reversals or parried by any Mid Parries.

- Kazuya has very few jugglestarters.  He only has the Wind Godfist and 
the Twin Pistons with which to start juggles.  While those 
jugglestarters are all excellent moves, Kazuya's opponents will know 
exactly what's coming, because he cannot mix-up between a myriad of 
options like Heihachi, Law, or Jin.  Your best bet is to buffer a 
Chicken into all of your jugglestarters just in case they decide to 
reverse.  Then again, Kazuya's destruction comes from stuns, so you 
should not have too much of a problem coping with Kazuya's limited 
juggling abilities.

- When Kazuya and Devil are teamed together, they do not normally Tag in 
and out like most teams.  Instead, Kazuya/Devil gathers energy, 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 arguably a big weakness 
for both members.

- Kazuya generally is poor in the area of Netsu Power-Ups if you are a 
player that relies on them to do damage.  Kazuya is emotionally 
unnaffected by his partner's plight, so it will usually take more hits 
on you 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.

- 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.

=======================================================================
VI. Moves List ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

THROWS


Throw Name                 Command                        Properties

Double High Sweep          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_FC+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.

MOVES

Move Name                      Command              Properties

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/#1
 = TAG                          = ~5
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/KS
Demon Scissors                 4~3                  M
Roundhouse                     u_u/f+4              h
 = Triple Spin Kick             = 4,4,4             L/FL/BS,L/FL/BS,m
ABOLISHING FIST                d/f+2                m/CFSc
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
Thunder Godfist                f,N,d,d/f+1          m/#2
 = Spinning Mid Kick            = 3                 m
 = Spinning Low Kick            = 4                 L
Wind Godfist                   f,N,d,d/f+2          sm/JG/#1
 = TAG                          = ~5
Hell Sweeps                    f,N,d,D/F+4,4        L/FL/BS,L/FL/BS
Mist Step                      f,N                  #5
 = Thunder Godfist              = d/f+1             m/#2
  = Spinning Mid Kick            = 3                m
  = Spinning Low Kick            = 4                L
 = Wind Godfist                 = d/f+2             sm/JG/#1
  = TAG                          = ~5
 = Hell Sweeps                  = D/F+4,4           L/FL/BS,L/FL/BS
High Pounce                    U/B_U_U/F+2+4        g

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 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.

=======================================================================
VII. Moves Analysis ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================================

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.  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 lot 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, outside of that it should generally not be used to 
win Kazuya's matches.  Kazuya has better options and/or substitutes for 
this.  Try to limit your use of this to about two or three times per 
match play.

*** - 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
-----------------------------------------------------------------------
Double High Sweep       1+3               1                 ***

The old favorite of Kazuya from past Tekkens (a.k.a. the Bitch Kicks), 
the Double High Sweep is definitely a crowd-pleaser when you connect 
with more than one in a row =^).  Not only that, but one reason that it 
is better than most throws is that Kazuya can tack on a d/f+4 Front Kick 
for more damage.  The only real problem is the ease of escape, but hey, 
it's damn cool-looking, it's worth the risk once in a while.

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

This is rather plain-looking, and not only is it easy to escape, it has 
no guaranteed follow-up options like a Front Kick to connect afterwards, 
so generally, you should stick with the Double High Sweep and Stonehead.

-----------------------------------------------------------------------
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 Front Kick for even more damage.  It is best used in the 
middle of Kazuya's Custom Strings, like so: dash-in, d+1, WS+4, d/b+4, 
1,2,4, dash-in, d/b+4, d/f+4, f,F+1+2.  This is a decent String, and the 
opponent will almost always be caught unawares and tossed to the ground 
after blocking such a series of changing attack heights.

 = 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, 
then Jun is Tagged-in and does an Armbar on the opponent on the ground.  
Although it (inexplainably) does less damage than a normal Stonehead 
without the Armbar extention, 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.

-----------------------------------------------------------------------
Throw Name              Command           Escape            Rating
-----------------------------------------------------------------------
Ultimate Tackle         D_FC+1+2          1+2_2             **

Although the Ultimate Tackle gets weaker and weaker due to the new ways 
of reversing them added in each Tekken installment, it is still a good 
move, but to be honest, Kazuya's Tackle 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 can even 
reverse this, so try not to employ this much in match play.  If you do 
decide to use it, vary up when you go for it, as they WILL be expecting 
it.

-----------------------------------------------------------------------
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 arm, and basically 
whips them over his head and slams them into the ground HARD.  It does 
good damage, and of course is effective when you've wrapped around an 
opponent's side with your Sidestep (more commonly, your Mist Step).  
While it is easy to escape, it seldom is escaped due to the surprise 
factor.

-----------------------------------------------------------------------
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 Bites), except Kazuya punches them right in the 
forehead (OWWW!!!).  Like his other throws, it does very good damage, 
looks quite cool, and of course fits right into Kazuya's side game 
(moreso with his commonly-used Mist Step).  Just like the Steel Pedal 
Drop, use this when you've whipped around an opponent, like when they 
use a Flying Cross-Arm and miss.

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

While it looks pretty basic and boring, it does insane damage - 40% of 
their energy is gone if this hits!  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, 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
-----------------------------------------------------------------------
Quick Demon Slayer            2,2                           *

Do NOT do this move.  While it inflicts OK damage if it hits, both hits 
go High, leave Kazuya open if ducked, 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 useful links.  However, never just throw 
this out - ALWAYS go into one of the two links.

-----------------------------------------------------------------------
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 safe from retaliation, as the recovery is 
pretty good.  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...

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

A new link for Kazuya in TTT, and a very effective one.  Kazuya throws 
out the one-two punch, then flows straight into the deceptive Stature 
Smash.  The last hit is almost NEVER blocked (the Stature Smash feints a 
high kick, and instead goes Low), and while it won't exactly kill them 
in terms of damage, the ticks will add up after a while.  Throw this 
into your gameplan frequently, as they will be surprised on a consistant 
basis.  It is best thrown in during Kazuya's Custom Strings, due to its 
fast speed and unpredictability.

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

This is the Mishima standby combo, and it is by far one of Kazuya's main 
offensive 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.

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

Unfortunately, Kazuya's Twin Pistons have been weakened quite a bit in 
TTT.  Not only must Kazuya do them from a While Standing position, the 
opponent will be able to block the final uppercut even if the first 
hits, unless you connect on a Clean or Counter-Hit.  While it isn't too 
much of a hassle to get a Clean Hit, why would you do Twin Pistons from 
a WS position when you could have done the Demon Gut Punch or WGF and 
comboed half their life away?  To be put bluntly, you should only use 
this if you're not 100% effective in landing the DGP with stun combos, 
or if your Crouch Dash game isn't to par, as the damage off a Twin 
Pistons is considerably less than what you'd get from one of Kazuya's 
stuns or WGF juggles.  But as a jugglestarter, this isn't too bad, you 
just have to know when to use it.  Do not set up Tag combos with this, 
as it will not knock them high up enough for your partner to continue 
the combo.  Overall, this isn't a bad move, but you must know when and 
where to throw it out, because the recovery is significant.  Don't get 
me wrong, the Twin Pistons is a good move, but if you have the 
opportunity to pull a WGF and combo half their life away, then, "Why?"

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

This attack is the main reason why EVERYONE fears a good Kazuya.  If you 
catch them with a CH Demon Gut Punch, then it's GAME OVER for them, no 
question about it!  This attack comes out reasonably fast, does INSANE 
damage on Clean/Counter-Hit (around 20% itself), hits Mid, recovers 
well, and will catch the opponent in an evil Double-Over Stun with a 
Counter-Hit, and a Fall Back Stun on CL!  This one move has been known 
to turn the tide of many, many battles (just ask anyone in the Tekken 
Zaibatsu forums, my s/nm is Devil_Jin).  While it can be reversed if 
they see it coming, all you need to do is buffer a Chicken (with f+2+4), 
and they'll get smacked in return.  Now, what are the options Kazuya has 
off of a CH/CL Demon Gut Punch?  Well, the most damaging and obvious 
option would be a Thunder Godfist to Spinning Mid Kick - this combo 
destroys 50% of their life in three hits!  You could also do an WGF to 
launch them into a 40-50% juggle combo, or you can even throw out a 
Lightning Godfist after a CH stun!  However, you must always try to get 
a Counter-Hit, as the stun from a Clean Hit can be escaped by Tagging 
out, and even if it isn't escaped, the Fall Back Stun lasts a shorter 
time, and there are less options afterwards.  A CH stun CANNOT be Tagged 
out of, and the Double-Over Stun lasts longer than the CL Fall Back 
Stun, which allows Kazuya to tack on a TGF, Lightning Godfist, WGF, a 
throw, or pretty much anything you desire with Kazuya.  It's easy as pie 
- duck any attack, and they've given you a free 50% of their life.  Make 
sure you know when and where to pull this move off, as doing it at the 
wrong time will get you fucked up.

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

By far Kazuya's best kick attack, the Tsunami Kick is the perfect weapon 
for aggressive players, Custom Strings, Kazuya's Wake-Up Game, and for 
turtlers, simply because it has INSANE priority, good damage, very fast 
speed, two guaranteed hits, and instant recovery.  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 Wake-Up Game trick to employ.  Put this attack 
in all of Kazuya's Custom Strings, as it is his main attack during them, 
and it's mad speed will keep them pinned-down for as long as Kazuya 
wishes.  It is also an easy, quick, stylish juggle finisher to employ if 
you don't yet have those TGFs and WGFs down...

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Left Splits Kick              f,f+3                         **
					
While this kick would be excellent for starting float combos, Kazuya 
practically has nothing in terms of floats, and this attack also has a 
significant lag-time and is easily reversed, 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.

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

This has been relatively unchanged since Tekken 2, except now, the Right 
Splits Kick will stun on Counter-Hit, although it is not significant 
enough for him to follow up with any good combos.  It comes out rather 
slow and is bait for an Attack Reversal, but it has quite a bit of 
priority and recovers decently.  However, overall you should use 
Kazuya's other stuns for combo purposes, although the damage is nice...

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Demon Scissors                4~3                           ***

The once-penultimate ground attack of the Mishimas is not quite as good 
as it used to be, due to the fact that guaranteed ground hits are pretty 
much non-existant 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.  However, this is still actually an effective move in 
situations.  First, it will cut through almost all of Eddy's sweeps and 
spins and send him to the ground.  Second, lots of scrubs when knocked 
down have little clue on how to Tech Roll, and will eat this attack.  
Finally, Kazuya and the other Mishimas can actually execute the Demon 
Scissors one frame faster by tapping u/f before the 4~3.  Normally, 
Kazuya pauses, then does the attack, but tapping u/f before the 4~3 
makes it come out without the delay.  So, if they foolishly try to wake-
up with an out-of-range Low Kick, do the Demon Scissor to slam them.

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

This attack starts off the Triple Spin Kick, an attack that almost all 
Mishima scrubs love to use.  However, the Roundhouse is pretty slow, 
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, buffer a Chicken into 
it.

 = Triple Spin Kick           4,4,4                         **

The penultimate 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.  As a plus, Kazuya's version of the Triple Spin 
Kick is better than Jin's, because if the second hit connects, the third 
and fourth are guaranteed, unlike Jin's, where if the second hit, the 
third would floor the opponent immediately, preventing the Mid kick from 
hitting.  However, it is still not that great.  Not only is it easy to 
block, it also falls prey to the new low block stagger, any of the two 
low sweeps can be easily Low Parried, and the final Mid kick is easily 
reversed, so it is best to just leave this alone.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
Abolishing Fist               d/f+2                         *****

A semi-new move for Kazuya in Tekken - it is basically a standing 
version of his Demon Gut Punch, except it only stuns on Counter-Hit, and 
it inflicts Crumple Fall Stun, not Double-Over Stun.  So, while it is 
not nearly as powerful in terms of stun combos, it comes out faster, 
hits Mid, recovers better, and is a pretty good finisher for a juggle 
combo.  Put this attack into a lot of Kazuya's Custom Strings, as it is 
a nearly perfect attack with its decent damage, solid stun capability, 
and quick speed and recovery.

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

A new move for Kazuya, and overall not that great.  Kazuya punches the 
opponent in the kidney area with an Mid-hitting underhand body blow.  It 
stuns slightly, although no follow-ups are guaranteed.  However, it 
comes out with a little lag, has short rang, and the recovery isn't too 
hot, either, so you're better of using the Abolishing Fist instead of 
this.  I'm pretty sure you can use this for a juggle finisher, though, 
and it does decent damage...

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

This is basically Kazuya's version of a Demon's Paw.  Kazuya takes a 
stride forward and throws a slightly slow chest punch.  It has much less 
range than the Demon's Paw, but it hits harder, and it will put them in 
a Knockdown Stun 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.  
However, it does a lot of damage and looks deceptively like a High 
attack, so anyone who tries to duck it will get a nasty surprise.  
However, the recovery isn't the best, but it is good in situations (like 
when you block/avoid a slow-recovery move), and it is also a good juggle 
finisher (provided it's at least a Class 2), so like a lot of Kazuya's 
moves, it isn't great, but it is very useful.

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

This is another new Kazuya move, and boy does it hurt.  Kazuya steps 
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 Counter/Clean Hit.  Not only does this look cool and 
have a sweet name, it is POWERFUL - a Counter-Hit Glorious Demon Fist 
will take off over 1/4 of their life!  However, the move's power is 
offset by the disgusting lag and recovery time, so a blocked Glorious 
Demon Fist will get you punished severely by Phoenix Smashers, Wind 
Godfists, Disgraceful Kicks, etc.  You can also throw this into a juggle 
(against a big guy) for a powerful finisher, and it works even better 
after a stun from a Demon Gut Punch =^).  After an opponent is stunned 
by the Glorious Demon Fist, Kazuya can follow up with more than a few 
options - your best bet is to do the Tsunami Kick, Hell Sweeps, or even 
a Thunder Godfist (on big characters) for unreal damage.

Here's an incredibly cheap and powerful trick - if you hit with a 
Glorious Demon Fist on a big character, Kazuya gets a free Lighting 
Screw Godfist!  HUZZAH!

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

One of Kazuya's new moves, and possibly his most useful, the Stature 
Smash is one of Kazuya's fastest attacks, and it thankfully hits Low - 
exactly what Kazuya needed (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, and you, as a 
good Kazuya, owe yourself to put this attack in almost every Custom 
String you have.  If it is blocked, Kazuya is safe from retaliation, and 
when you throw this out during your Custom Strings, mix it up with d+1, 
Tsunami Kicks, d+3, and the Stonehead when you KNOW they will block 
high.  This attack is also vital to Kazuya's Wake-Up Games, 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 damn good piece of the fight.  Now, as Exar Kun said in his 
FAQ, there must be _something_ wrong with this move due to how it 
connects so often - well, not really.  The only real drawback is the low 
damage.  Just don't over-abuse it.  As another cool trick I've learned, 
Kazuya can throw after this (I prefer the Stonehead) and they will most 
likely not expect it... thanks a lot guys!

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

The classic, ultra-damaging Mishima uppercut is back to menace scrubs 
once again.  A Clean Hit or Counter-Hit with a TGF will guarantee a loss 
of at least 25% of their energy on the tougher opponents, and up to 40% 
on guys with weak stamina like Paul and Lee!  Of course, power comes at 
a price, as anyone with half a brain will see the Crouch Dash, 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.  So, why use this?  Well, that's because it 
is the coolest, deadliest, most stylish juggle finisher ever in Tekken!  
A TGF to Spinning Mid Kick after a Counter-Hit Demon Gut Punch alone 
does around 50% damage, and if you connect a TGF after a Tagged-out 
Class 1 launcher like Hwoarang's Sky Rocket or Kuma's Demon Godfist, 
you're gonna have your opponent growling for a while!  Other than that, 
NEVER EVER use this out in the open unless you are going under a slow-
recovering High or Mid attack - 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.

 = 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.  It's main use is for an added hit during a juggle or stun combo - 
in that case, it is excellent, ALWAYS go for it!

 = Spinning Low Kick           = 4                          *

Do not use this move.  While it will connect in the combos described 
above, the damage it does is laughably poor, 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 - it is one of 
the fastest moves in the game (it executes in 11 frames!), 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, and those 
were an important strategy for any good Mishima player.  It is also not 
as good as Heihachi's due to the much broader juggling options available 
to him.  However, fear not, for all is not lost!  First, a low-blocked 
WGF induces a nice little bit of guard stun, so Kazuya will almost 
always recover before they can attack, and second, the recovery on this 
move isn't bad, either, so many times, only the fastest moves will be 
able to hit Kaz after a blocked WGF.

And finally, Namco has done it - in TTT, the Special Mid-hitting Wind 
Godfists/Electric Wind Godfists are now TOTALLY IRREVERSABLE!  This 
includes: Kazuya, Devil/Angel, Heihachi, and under special 
circumstances, Jin (you must input f,N,d,d/f+2~5 or f,N,d~D/F~2~5 to 
make it an irreversable Special Mid WGF).  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!  Now, 
you can pretty much totally abuse this attack (hee hee hee =^), as they 
will have little they can do about it!  If they block, you both gain 
nothing and lose nothing, and if it connects, well, you know what to 
do...

However, do not let the blocking setback fool you into thinking that the 
WGF is now weak - it has simply been altered in 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 as good as Heihachi's 
due to his huge array of follow-ups and juggles, it is just as fast (I 
think it's actually faster), and Kazuya still has some power juggles up 
his sleeves that can do some damage.  If you are fighting a big opponent 
like the Jacks, True Ogre, Ganryu, and Kuma/Panda, you can, with 
excellent timing, connect a Thunder Godfist after a WGF.  However, you 
should generally try not to get Counter-Hits with the WGF, as a CH Wind 
Godfist has them flip backwards in mid-air to land on their stomachs, 
and juggling options are much more limited in that property.  If you do 
happen to get a Counter-Hit WGF, simply follow up with a 4 or another 
WGF for sick, easy damage, and since they land on their faces and cannot 
Tech Roll, Kaz can theoretically get a guaranteed Demon Scissors!

And while Kazuya does not have an actual EWGF like Jin and Heihachi, he 
does have special properties in his WGF that are similar to Jin and 
Heihachi's Electric Wind Godfist when input EWGF-style.  While no 
electricity or extra Guard Stun comes from it, it comes out just as fast 
as a conventional EWGF, launches higher than a normal WGF (about the 
same height and closeness as an EWGF), and is vital to several of 
Kazuya's combos, such as the fabled triple WGF.  Inputting the WGF EWGF-
style has several advantages over the regular WGF - it has a much faster 
(almost instant) execution, even farther horizontal hitting-range, and 
launches higher and closer to Kazuya. The only problem is the HARD 
joystick motion.  You must tap f,N, then, AS FAST AS POSSIBLE, move the 
joystick from d to d/f and tap 2 in one smooth, VERY fast motion, so 
that the 2 and the D/F come out within ONE frame of input.  If done 
correctly, the animation for Kazuya's Crouch Dash will be replaced by an 
insanely-fast Wind Godfist.  I personally can't wait for the PS2 
release, because I kick massive ass with PS controllers and can pull 
Wave Steps and EWGFs easy...

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

Unfortunately, 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 to put the 
final nail in the coffin, the Mid/Low mixup Crouch Dash games that were 
so important every Mishima, especially Kazuya, have been killed by the 
Wind Godfist's new Special Mid blocking position.  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 difference of Kazuya's 
Hell Sweeps from Heihachi's and Jin's.  Unlike theirs, Kazuya's Hell 
Sweeps sweep them off of their feet regardless of Clean or Counter-Hit, 
and it also comes out the fastest of all the Hell Sweeps (it is 
identical to Devil's).  However, this is balanced by the weaker damage 
of Kaz's, and the ease of blocking it - Kazuya's Hell Sweeps hit twice 
Low, and that's it.  No Mid kick, Tsunami Kick, Demon Godfist, 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.  And while a Hell Sweep is naturally a good float starter, 
Kazuya's float combos are nonexistant, so that particular use is not 
very practical.  So, you're 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, and BAM, you pull out the Hell 
Sweep and put them on the ground.  So, basically, Kazuya should use this 
in the middle of his Custom Strings, as they will not be expecting it at 
all after blocking all those Tsunami Kicks, Abolishing Fists, and Flash 
Punch Combos... remember, you should mostly use this from the Mist Step, 
as it comes out more deceptively and automatically comes out of a 
sidestep, adding some surprise to it.

-----------------------------------------------------------------------
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/Wave 
Step-type move, and no Sidestep).  It is basically an extra Sidestep for 
Kazuya that he had back in Tekken 2 (when noone had a Sidestep-type move 
except for Kazuya, Heihachi, and Michelle).  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 power hits 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 Demon Gut Punch and 
Twin Pistons come to mind.  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.  While a 
Wavestepper may pull faster CD moves, we aren't all Korean, are we? =^  
Seriously, how do they come up wit that shit?!?

By the way, I've actually gleaned something useful from Reverend C.  
Apparently when you go into the Mist Step and IMMEDIATELY tap D/F~2, you 
can pull a WGF at 10 frames, which would make it the fastest WGF in the 
game.

-----------------------------------------------------------------------
Attack Name                   Command                       Rating
-----------------------------------------------------------------------
High Pounce                   U/B_U_U/F+2+4                 *

This attack is rather useless.  It used to be effective in Tekken 2 
because it was a guaranteed hit after a Thunder Godfist or both 
Lightning Godfists, for INSANE damage.  Now, knockdowns don't last as 
long, and anyone can Tech Roll to avoid this.  Stay away from it, or 
you'll get beat badly.

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

While it is still slow, the Lightning Godfist is by far a very useful 
Unblockable.  It comes out pretty fast for an Unblockable, and it will 
evade almost every High attack, and even some Mids like Paul's Phoenix 
Smasher (a.k.a. Cheapfist), and it deals some pretty good damage, too.  
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 a few select Tag Launchers, like Hwoarang's 
f,N,d,d/f+4, Devil/Angel's SS+2, and P.Jack's SS+1.

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

While this attack does tremendous damage, it is so damn slow that anyone 
seeing it will sidestep, counterattack, Attack Reverse, or Parry it 
easily.  However, it isn't TOTALLY useless, as just like the Lightning 
Godfist, it will evade lots of High attacks and a few Mids as well, so 
if they are stupid enough to throw out a jab or a high power hit like a 
Mach Breaker, this will rip off about 70% of their life.

=======================================================================
VIII. 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.  
While he lacks the finesse and damage of Jin and Heihachi, he still 
possesses some very powerful combos that can decimate any opponent's 
energy by half.  However, unlike Heihachi, and to a lesser extent, Jin, 
Kazuya is primarily a Mishima that relies on stun combos to win.  Kazuya 
lacks a varying amount of jugglestarters, unlike Jin and Heihachi.  He 
relys on starting combos with his Wind Godfist and Demon Gut Punch, and 
his juggle combos are moderately powerful and simple.  His stun combos 
are also arguably the most powerful in the game when performed 
correctly.

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), and irreversibility make it the perfect 
tool for a pitbull Kazuya that lives on getting out his juggles.  While 
it can be blocked Low now, the guard stun it incurs is usually enough to 
offset any retaliation attempts.  The WGF 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 a standing 
4 or WGF.  Quick, easy damage.

Of course, inputting it EWGF-style is even better.  It comes out 
blindingly fast, launches higher than a normal WGF and has slightly more 
horizontal hitting-range.  Try to go for this all the time if possible.

2.) Twin Piston
Command: WS+1,2
Damage: 12,15
Height: m,m
Class 3
Rating: ***

This is a decent 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.  However, it still pales in comparison to the WGF  
in terms of speed, effectiveness, priority... pretty much everything.  
However, if you by any chance don't have Kazuya's Crouch Dash down to a 
science (which should NOT be the case... if so, then you need to 
practice first before trying to 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.

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: *****

The most feared move of Kazuya.  As said before, if the opponent gets 
hit with a Counter-Hit DGP, they will most likely lose at least 50% due 
to the huge combo that will inevitable follow.  The options Kazuya has 
after a DGP are almost limitless... for style and originality, you can 
go into the Glorious Demon Fist when fighting large characters.  If 
you're one of those krazy Kazuya jugglers, you can do an EWGF 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.  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, 
or you can use the Lightning Godfist to get almost equal damage but less 
style points.  Remember to try to get Counter-Hits or they'll be able to 
Tag out of the Fall Over Stun. 

2.) Abolishing Fist
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.  While this comes out faster, 
recovers better, does nearly identical damage, looks identical, and is 
slightly easier to do, it is not nearly as effective in terms of stun 
combos, because there are less options than if you hit with the DGP.

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 supa 
stank combos he can pull afterwards!  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 Phoenix Smasher, Mach Breaker, Konvict Kick, and 
countless others.  Don't overabuse 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

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

Starters

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

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
   
Abolishing Fist: 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
wgf                         b+1+4
d/f+2
  
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                   wgf, 1, 1, 1, 1, wgf
  
Glorious Demon Fist: f+1+2

d+1, WS+2 big               4~3
f+1+2 big                   f,N,d,d/f,N+4, 1, 1, d/f+2
wgf                         f,N,d,d/f,N+4, 1, 1, wgf
tgf,3 big                   f,N,d,d/f,N+4, 1, 1, d/f+4,4
tgf,4 big                   f,N,d,d/f,N+4, 1, 1, d/b+4
u+(4),4,4,4                 f,N,d,d/f,N+4, 1, 1, f+2
f,N,d,D/F+4,4               b+1+4 big
d/f+4,4

**********************  
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
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

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, 4
Wind Godfist, Standing RK

The WGF can be a regular or Counter-Hit.  Pretty high damage for two 
hits, but lacks skill and is really just a quick juggle to use if you're 
losing badly and need a comeback.  Don't abuse this combo, though, or 
you'll get some trash talk.

3.) 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 just as good 
as before.  This is easy to do, works 100% when done fast, and destroys 
about half of their energy in three hits.  Overall, it should be a combo 
used OFTEN by Kazuya, whenever possible.  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...

4.) CH WS+2, f,N,d~D/F~2, 1,2, f,N,d,d/f+2
CH Demon Gut Punch, Wind Godfist, Left Right Combo, Wind Godfist

You have to be FAST (EWGF-speed) after the Demon Gut Punch, or they'll 
just get knocked down by the WGF.  If you can pull this, though, you 
will most likely win, as it does INSANE damage.  It also looks very cool 
to boot.

5.) 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.  Does quite a lot of damage, too.  You must pull 
the TGF quickly though or they will Tech Roll.  As you know, it does a 
LOT of damage.

6.) f,N,d~D/F~2, f,N,d~D/F~2, f,N,d~D/F~2
Wind Godfist, Wind Godfist, Wind Godfist

Probably the hardest combo in the entire game.  Heihachi and Jin can do 
it too, and easier since they have easily-recognized, conventional 
EWGFs.  You MUST get three EWGF-speed WGFs, not regular WGFs, in order 
for you to successfully pull this off.  It is of course easier to do 
this on the big guys.  If you can do this at will or at least once per 
match, your Kazuya is most likely never going to lose, to be bluntly 
honest =^).

7.) CH f,N,d,d/f+2, 4, u/f+4~3
CH Wind Godfist, Standing RK, Demon Scissors

The old-school Tekken 2 combo for the Mishimas is back, in an altered 
nature.  You must pull off the Demon Scissors AS FAST AS POSSIBLE for 
them not to be able to roll away.  Very cool looking.

8.) 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 extremely hard.  You must have mad dashing skillz 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 >=^)

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

1.) (Class 1 Launcher) ~5, f,N,d,d/f+1, d+1, WS+4~4
Class 1 Launcher to Tag, (Kazuya) Thunder Godfist, Crouching Jab, 
Tsunami Kicks

Just insane.  In the immortal words of Martin Lawrence in Blue Streak, 
"Belie' dat!"  Hit with the TGF as early as possible to recover for the 
d+1.

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

The hated, dreaded, Kazuya/Bruce Tag Juggle of Destruction.  This combo 
does so much damage it is plain scary.  I'm pretty sure that this combo 
will kill the weak guys like Paul, Wang, and Lee if you hit with it.  On 
everyone else, it will take off about 60-85% of their energy.  You have 
to be FAST with the WGF.  If you happen to have Bruce on your team, you 
damn well better use this or I'll come down and slap you myself for your 
stupidity, Grasshopper. =^

3.) (Lee) CH d,D/B+4~5, (Kazuya) 1, 1,2, f,N,d,d/f+2
(Lee) CH Blazing Kick to Tag, (Kazuya) Standing Jab, Left Right Combo, 
Wind Godfist

Another VERY cool combo.  LEE ROCKS!!!  Even better when Lee and Kaz are 
both decked out in their pimp suits (Start for Lee, Kick for Kazuya).  
Off the subject... don't you wish Namco kept the old Kick T2 Kazuya 
outfit in here?  You know, the one with the white jacket, flyscreen 
shirt, jeans, and combat boots?  That outfit kicked ASS... erm, ha, 
let's go on...

4.) (P.Jack) SS+1~5, (Kazuya) b+1+4
(P.Jack) Spinning Uppercut to Tag, (Kazuya) Lightning Godfist

Pretty cool to see and does quite a bit of damage.  And I just LOVE 
P.Jack's new "Homie-P" Kick outfit!  P.JACK ROCKS!!!

5.) (Kazuya) f,N,d,d/f+2~5, (Heihachi) 1, f,N,d,D/F+4,4,1
(Kazuya) Wind Godfist to Tag, (Heihachi) Standing Jab, Hell Sweep x 2 to 
Spinning Thunder Godfist

Very cool combo... 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+1, FC,d/f+4,3, d/f+4,2,b<f+1
(Kazuya) Wind Godfist to Tag, (Julia) Standing Jab, Mountain Crusher

Although they don't get Netsu Power-Up, this combo alone strikes fear 
into the hearts of many players due to the disgusting damage it 
inflicts.  This will turn a few heads... although IMO you shouldn't even 
use Julia... that cheap 'ho is so goddamn overpowered!

=======================================================================
IX. Strategy **********************************************************
=======================================================================

This is the meat and potatoes of your Tekken Tag game with Kazuya.  If 
you go in there and mash buttons or do random, unplanned attacks, you'll 
get your ass handed to you and embarrassed.  Here's a sterling example.

*****

I was at Time-Out and playing as Heihachi and Devil.  As you know, that 
duo is very powerful, especially if you get off that nasty Devil 
SS+2~5, (Heihachi) d+1+4 combo (although I've only used it once).  This 
little kid, I swear he was about 7 to 8 years old (shouldn't he be 
playing DopeMon or something?), pops in his two tokens and proceeds to 
pick Devil and True Ogre.  Well, ok little man, I pick Kazuya and Lee 
for my team.  He then "assumes the position" - palm over the buttons, 
fingers twitching.  "FIGHT!"  And WHAM, that little bastard starts 
slamming those kick buttons with Devil to pull his cheeseball laser 
attacks.  Ok, I rush in, SS his 3+4 laser, and pop him up with WGF, and 
do 1, 1,2,4, BAM he's on the ground.  I switch in Lee, and when he gets 
up, I duck under his 1+2 laser, and use the FC to go into... SILVER 
DEMON!  Mwahahahaha (I love that move).  All the while, the kid was 
cursing me off!  Where do they get that goddamn, stupid-ass, bottom-
feeding, 'ho-bag, motherf***ing language anyways?  (HAHAHAHAHA)

Now, although you can't tell by reading this, I am a good sport, and I 
realize the kid is trying his best to win, so I actually try to tell 
this kid that doing the same move over and over will not have him win, 
and I told him a few moves that even he would understand, like Devil's 
1,1,2.  But no, he's too good for that, so he calmly tells me "Devil's 
laser is the best move in the whole game!  I'll kill you, just watch!"  
Ok, I watch as he throws out laser after laser, all of which I SS and 
WGF to combo.  He then Tagged in True Ogre, ok fine, he throws out the 
air fire.  Double sidestep, WGF, TGF,3, he's down by almost half energy.  
So he, realizing his losing situation... did the same friggin' move!  
See the pattern?  I thought you did.

*****

The moral, kids, is DO NOT DO THIS!  If you fight with strategy and 
cunning, you will be respected, rewarded with bragging rights (and maybe 
a Coke from your g/f next to you =^), and actually put up a decent fight 
to your opponent.  And above all else, have fun.  Tekken is a game and 
nothing more, so treat it as such.

...but if the sumbitch is mouthing off, by all means, school his ass.

***************************************************************
I'll finish this section in roughly two weeks, for Version 8.0.
***************************************************************
