the ss3 at 9:50 has to be a ssr3. otherwise u the most consistent combo would be ff3 ssl3 b2,4 Heat Burst! into whatever for ch df2 ewgf salvage combo u can do ch df2 ewgf b2,4 dash df1,df2 T! Averyx said to do 2,2,1+2 as an ender and I think they meant b2,2,1+2
PSA to newer players; Uploader has counterhit on (as seen in botton left when starting combos) so the first few hits have more damage than they would normally have from neutral. When performing these combos yourself the damage may be 4-6 less than shown. Edit: also not shown in the notation is that the combo at 7:18 is on counterhit only. Edit 2: also a df2 ch combo thats quite nice: df2, > 3,1,4, (hold f for a moment) > 3, 1, df, 1+2 > ender/wall travel into ender. Holding f for a moment during the last hit of 3,1,4 makes the followup 3,1 more consistent.
If you’re fast and clean as possible, Ff4 is guaranteed after f4 spike. Only quick stand beats it. No other option does. Works well even in gold ranks, in my experience. But not recommended to go for much past kishin rank because people are well aware of this tech now.
people def become aware of it, but sometimes you can get a sneaky hellsweep if you condition them to quickstand, after using it like that a few times though its not really too useful, but its nice to have the option to get extra damage for a few combos!
a tip for wall breaks and wall explosions - Use cd3 if the opponent is far up enough on the wall, if not then use wr3. Wr3 is the go to for characters that don't have a higher damaging wall break option.
hey! someone else commented this a bit ago and id like to point out that it DOES do more damage, however because of the time between the two hits, if you dont high splat your opponent, or have already used your tornado effect, you cant effectively get CD 4,4 out in time, so my rule of thumb is IF you high splat your opponent, or you still have your wall bound, go for it for some extra damage!
Good video with information I havent thought to train on yet. I will for sure be using uf+3 to end combos after heat dash. Cool that uf+4 works as well.
Im glad you found something useful with this video!! UF+4 seems like a semi niche situation, but I could see it being a decent option as a floor break ender on azucenas stage!
Im glad you are hyped for this video! I am considering making more tutorial style content on the side with occasional ranked content for a bit until I can grow my audience more, keep on the lookout for more things and never be afraid to suggest anything!
When I was watching I had thought of something I do that could be used as a combo extender or make some ground by using the Tombstone Crusher move(while crouching df 3+4) during the middle of an EWGF combo where the move u just did might have put ur opponent just out of range for a follow up attack
@@CRTx10 Ill have to give that a try! I know after heat bursts UF+3 leaves them in a great position for follow up attacks, but now I am also quite curious if full crouch DF+3+4 would work better, ill test it out!
@@barteksan3 I would Look into practicing KBD, or Korean Backdash, its a tool that is extremely useful in neutral to get your opponent to whiff so you can launch their ass with EWGF. another tip I have that is so important is that you cant buffer any of the inputs for electric, so doing an electric after blocking a move is actually extremely hard, its much easier and faster to use something like DF+4 and just hit confirming the second 4 as a way to get damage and frames back. electric is GREAT when your opponent is against the wall, and the biggest utility outside of whiff punishing and snagging someone if they sidestep you right (since it tracks slightly if they sidestep you right believe it or not) but its also great as a keepout tool, because electric recovers INSANELY fast, 9/10 times your opponent either will not even attempt to punish it, or will try and fail so you can get another punish. Because you have to do a crouch dash to input it, it has pretty decent range, so if your opponent blocks it, it pushes them back so they still have to approach, and if they are dumb enough to just throw things out at you, you can very easily catch them pressing on approach and get a big combo. Most people at your rank im assuming wont be too worried about ducking electric, but again even if they do duck it, because it recovers so quickly its actually decently hard to punish it with anything more than like WR4 for most characters. sorry for the long message haha, I hope this helps out some! im considering making a neutral guide to kazuya here soon so stick around and always feel free to ask any questions, im always happy to help out!
CD 4,4 does do more damage if I remember correctly, but unless you still have your wall bound the character will slide off the wall too quickly for you to break it, so its a very specific time you can use it
are you doing FF3 into SS3, then B2,2? if you are the only thing I can think to say is to try spamming df1,df2 so you can buffer the move. Also make sure you are doing SSR3 instead of SSL3, for some reason you HAVE to sidestep it right for the rest of the combo to work, hope this helps!
I didnt feel the importance of noting it since the only new move in the combo I showed is DB+4 and the rest is just the staple ender, The pinned comment also has the DF2 combo, but for some reason it was accidentally removed because it was edited, but its back up now!
@@kumgang2024 It could be because of the patch, or if one of the electrics are a wind god fist the damage will drop a bit. if you are hitting electrics, then it most likely is a change in the most recent patch
@@AveryxFGC yeah looks like it's the patch. I can do 2 electrics. But comparing to Reina. 89 damage combo for Kazuya is really strong. Thank you for the reply.
@@kumgang2024 heyo, just checked the combo again, the damage will actually be less if you opt to pop heat in the middle of the combo, if you dont pop heat and just make it to the wall, you should still be able to get 90 damage!
the ss3 at 9:50 has to be a ssr3. otherwise u the most consistent combo would be ff3 ssl3 b2,4 Heat Burst! into whatever
for ch df2 ewgf salvage combo u can do ch df2 ewgf b2,4 dash df1,df2 T!
Averyx said to do 2,2,1+2 as an ender and I think they meant b2,2,1+2
Thank you for the clarification, ive pinned your message so people can see this, appreciate it!
@@AveryxFGC npnp
@@AveryxFGCpin was removed due to them editing the comment I think
@@kronksstronkstonks6360 Re-pinned, thank you!
I'm a complete tekken noob and have never played a tekken game or kazuya. I really appreciate how simple you made this video for a noob like me :).
Im glad to hear! stick around for more guides!
Nice video man! It’s high time that my Kazuya combos evolve to a new level! In my Raven voice! Lol
Thank you! hopefully some of these combos help ya in the ranked climb!:)
PSA to newer players; Uploader has counterhit on (as seen in botton left when starting combos) so the first few hits have more damage than they would normally have from neutral. When performing these combos yourself the damage may be 4-6 less than shown.
Edit: also not shown in the notation is that the combo at 7:18 is on counterhit only.
Edit 2: also a df2 ch combo thats quite nice: df2, > 3,1,4, (hold f for a moment) > 3, 1, df, 1+2 > ender/wall travel into ender. Holding f for a moment during the last hit of 3,1,4 makes the followup 3,1 more consistent.
If you’re fast and clean as possible, Ff4 is guaranteed after f4 spike. Only quick stand beats it. No other option does. Works well even in gold ranks, in my experience. But not recommended to go for much past kishin rank because people are well aware of this tech now.
people def become aware of it, but sometimes you can get a sneaky hellsweep if you condition them to quickstand, after using it like that a few times though its not really too useful, but its nice to have the option to get extra damage for a few combos!
a tip for wall breaks and wall explosions - Use cd3 if the opponent is far up enough on the wall, if not then use wr3. Wr3 is the go to for characters that don't have a higher damaging wall break option.
great suggestions! I forgot to consider using those, I appreciate it!
So much effort into this video! Really appreciate the chapters, deep dives and your findings. Liked and subbed, good luck with your channel!
Im glad that you think so! Appreciate the support and kind words
very well paced, edited and explained❤❤I really like the new editing style❤❤
Thanks a ton! im glad youre a fan:)
Ss left into electric from df2 CH. Then b22, df1 df2 is consistent. You have to ss left tho right after you counter hit
Or you could just learn perfect electric but he already explains the cons
15:32 the hellsweep kick (cd 4, 3+4) also breaks wall and is more consistent, damage probs more than hellsweep due to the base move doing more damage
hey! someone else commented this a bit ago and id like to point out that it DOES do more damage, however because of the time between the two hits, if you dont high splat your opponent, or have already used your tornado effect, you cant effectively get CD 4,4 out in time, so my rule of thumb is IF you high splat your opponent, or you still have your wall bound, go for it for some extra damage!
Good video with information I havent thought to train on yet. I will for sure be using uf+3 to end combos after heat dash. Cool that uf+4 works as well.
Im glad you found something useful with this video!! UF+4 seems like a semi niche situation, but I could see it being a decent option as a floor break ender on azucenas stage!
Great video Averyx! I am loving the new content!!
Thanks for the support!!
12:30 you make a deep dash like far enough for you to get really close to your opponent you can actually late fd+1 to fd+2 if you do it right
Oh Here We Go Baby! Here We Go!
Im glad you are hyped for this video! I am considering making more tutorial style content on the side with occasional ranked content for a bit until I can grow my audience more, keep on the lookout for more things and never be afraid to suggest anything!
When I was watching I had thought of something I do that could be used as a combo extender or make some ground by using the Tombstone Crusher move(while crouching df 3+4) during the middle of an EWGF combo where the move u just did might have put ur opponent just out of range for a follow up attack
@@CRTx10 Ill have to give that a try! I know after heat bursts UF+3 leaves them in a great position for follow up attacks, but now I am also quite curious if full crouch DF+3+4 would work better, ill test it out!
@@AveryxFGC alright sweet let me know what ya find🤘🏻
Let’s gooooooooo
Thank you!
Of course! good luck in ranked!
@@AveryxFGC thanks, i am still struggling a Bit with the movement and when to use my Electric, do you have any tips?
@@barteksan3 I would Look into practicing KBD, or Korean Backdash, its a tool that is extremely useful in neutral to get your opponent to whiff so you can launch their ass with EWGF. another tip I have that is so important is that you cant buffer any of the inputs for electric, so doing an electric after blocking a move is actually extremely hard, its much easier and faster to use something like DF+4 and just hit confirming the second 4 as a way to get damage and frames back. electric is GREAT when your opponent is against the wall, and the biggest utility outside of whiff punishing and snagging someone if they sidestep you right (since it tracks slightly if they sidestep you right believe it or not) but its also great as a keepout tool, because electric recovers INSANELY fast, 9/10 times your opponent either will not even attempt to punish it, or will try and fail so you can get another punish. Because you have to do a crouch dash to input it, it has pretty decent range, so if your opponent blocks it, it pushes them back so they still have to approach, and if they are dumb enough to just throw things out at you, you can very easily catch them pressing on approach and get a big combo. Most people at your rank im assuming wont be too worried about ducking electric, but again even if they do duck it, because it recovers so quickly its actually decently hard to punish it with anything more than like WR4 for most characters. sorry for the long message haha, I hope this helps out some! im considering making a neutral guide to kazuya here soon so stick around and always feel free to ask any questions, im always happy to help out!
@@AveryxFGC thank you!
cd44 does more dmg at wall and is more consistent, or am I trippin
CD 4,4 does do more damage if I remember correctly, but unless you still have your wall bound the character will slide off the wall too quickly for you to break it, so its a very specific time you can use it
10:00 look at this guy lol
The hot dog stand guy is having a mild panic attack in the background while im explaining the video LMAO
@@AveryxFGC it looks like he's been added to the scene like a meme
my ff3 combo df1,df2 part keep whiffing what am I doing wrong?
are you doing FF3 into SS3, then B2,2? if you are the only thing I can think to say is to try spamming df1,df2 so you can buffer the move. Also make sure you are doing SSR3 instead of SSL3, for some reason you HAVE to sidestep it right for the rest of the combo to work, hope this helps!
@@AveryxFGC Thank you for your reply, yes I just realised I have been doing ssl3...well that solved my problem. Thank you again
@@dpdex Of course!
you didn't actually give a combo for df2, just to not try to perfect electric.
I didnt feel the importance of noting it since the only new move in the combo I showed is DB+4 and the rest is just the staple ender, The pinned comment also has the DF2 combo, but for some reason it was accidentally removed because it was edited, but its back up now!
Am I doing it wrong. I only get 88 damage. Hahahaha
For evil arena with 2 electrics, I get 88 damage, that is because of the patch right?
@@kumgang2024 It could be because of the patch, or if one of the electrics are a wind god fist the damage will drop a bit. if you are hitting electrics, then it most likely is a change in the most recent patch
@@AveryxFGC yeah looks like it's the patch. I can do 2 electrics. But comparing to Reina. 89 damage combo for Kazuya is really strong. Thank you for the reply.
@@kumgang2024 heyo, just checked the combo again, the damage will actually be less if you opt to pop heat in the middle of the combo, if you dont pop heat and just make it to the wall, you should still be able to get 90 damage!
@@AveryxFGC oh kk thank you