Kazuya Crouch Dashing Appendix This is not a beginner's FAQ. It's just a little appendix on crouch dashing. Read the other fine Kazuya faqs at www.tekkenzaibatsu.com for complete move lists. <> a~b quick motion from a to b a_b a OR b [a,b] repeat a,b,a,b,a,b... d/f press the d/f diagonal D/F hold the d/f diagonal <> Mist step: f,n Crouch dash: f,n,d~d/f Wave dash: [f,n,d~d/f,n] aim for 3/second Crouch dash cancel~WS: f,n,d~d/f~B Crouch dash to mist step: f,n,d~d/f,f,f,n Snake dash: [f,n,d~d/f~ub~u_d,n] or [f,n,d~d/f~f~u_d,n] or [CD~cancel with another direction~SS] Mist step snake dash: f,n,[d/f,n,f,f,n] Light dash: Wave dashing faster than 4/second <> Name Command Lvl. F Hit* B Adv.** Wind God Fist CD+2 sM 11 -10 Twin Pistons CD~B~1,2 M 11+ -6 Demon Gut Punch CD~B~2 M 16+ -13 Tsunami Kicks CD,n+4,4 M 11 -3,-15*** Right Axe Kick CD,f,F~4 M 19+ +11 Thunder God Fist CD+1 M 22 -14 Hell Sweeps CD+4,4 L 16 -23 Stonehead Throw CD,F+1+2 H! 12 Typical Damage: Hit CH Clean CH/Clean OpponentDucking Wind God Fist 49 61 Twin Pistons 51 56 Demon Gut Punch 25 37 86**** 104**** Tsunami Kicks 31 36 Right Axe Kick 27 40 76**** Thunder God Fist 29 42 43 63 Hell Sweeps 24 31 Stonehead Throw 33 * : # of frames for the move to come out + indicates a complex stick movement which could add 1 to 10 frames to the execution, depending on your speed. ** : The # of frames you are left open after your move is blocked *** : Tsunami kicks leave you far enough away to avoid retaliation. ****: Follow up with a Wind God Fist <> The opponent will try to interrupt: Wind God Fist SS The opponent will block high: Wind God Fist Throw (F+1+2,F+1+3,F+2+4) Hell Sweeps The opponent will block low: Wind God Fist Right Axe Kick (guaranteed Wind God Fist followup) Twin Pistons Any other M level attack <> Use the Wave Dash as Okizeme. A Wind God Fist will hit backrolling opponents as well as other states of getting up. Hell sweeps and Tsunami kicks also work fairly well. If your opponent gets up crouching to block typical low kick okizeme, go for the right axe kick. Juggling with Kazuya gets to be pointless once you see that a normal 4 does more damage than most easy juggles. If you want to get fancy do WGF,WGF,d/f+4,4 or WGF,d/f+1,d/f+4,4. The 4 knocks the opponent down fairly close to you, so you can keep the pressure of the wave dash on him as he tries to get up. The right axe kick is a powerful move. Its disadvantage is its slow execution time, so learn to disguise this in a wave dash. CD,f,F~4 is the correct notation, learn it. It leaves you very safe on block (safe enough to CD and do another attack), and if the opponent tries to duck, 50% of his life is gone. It's the king of M level attacks. Hell sweeps is the only real low move from a CD. Sadly, they do low damage and have poor recovery. This isn't to say that your opponent will block them very often. There are just too many good M attacks from a CD for a good opponent to duck. I prefer to throw more often than using the Hell Sweeps, though. You can do all 3 throws from a CD. The first kick from the Tsunami Kicks is a good long-range poke. It has the best recovery of any quick move from CD (-3). [f,n,d_u,n] continuous sidestep is a good lure. However, it won't sidestep attacks very well, so WGF when the opponent runs up to you. Notice the recovery on the WGF and Twin Pistons. Twin Pistons leave you safe, whereas the WGF can make you take an 8 frame jab on block. This is reason enough to use twin pistons as much as you can, especially when just entering range. The execution time is the same as a WGF, it's just the CD cancel you have to worry about.