TEKKEN 8 – Easy Staple Kazuya Combos

Some reliable combos with stable and fairly doable routes for my fellow Kazuya players, even beginners!

Guide to Kazuya Combos

On Normal Hit

  1. (E)WGF, (E)WGF(, f1), df1df2, dash, 31 df3
  2. ff3, ss3, b22, df1df2, dash, 31 df3
  3. Twin pistons, (12)43, b221+2
  4. ws2, ws1+2, b22, df1df2, dash, 31 df3
  5. (as D Kaz) ss2, u1+2, dash, b22, df1df2, dash, 31 df3

On Counter Hit

  1. ss3, cd1, b31, db2, ff4
  2. cd1+2, dash, 314, df321, dash, b221+2
  3. ff4, df321, ff, df14
  4. df2, 314, df1df2, dash, hellsweep to left hook
  5. d1+2, ws1+2, b22, df1df2, dash, 31 df3

Quick Remark

Most combo fillers and enders are obviously interchangeable, depending on what one wants. For example, we end combos with:

  • 31 df3 (if we’re looking for damage)
  • df14 (if we’re close to the wall and want a sweet wall splat) or even b24
  • 221+2 (for something in between since this ender does 13 damage instead of 15 and 9 and wall splats decently sometimes and especially if we screw/bound our opponents afar from us).

Main Wall Combos

  • df3+412 (most damaging)
  • b24, df2 (best if dashing in from afar)
  • df14, 1+2 (at point blank)
  • (E)WGF, 1+2 (for the swag)
  • df321 (best for wall or balcony break).

Alternatively, One Can Do

  • b241 (for wall or balcony break)
  • b31, df2 (if you feel stylish).

Lastly, don’t forget that after (on normal hit):

  1. While crouching df3+4
  2. ss1+2
  3. ff1+2

And

  1. f4 (on counter hit)
  2. db2 (on ch),
  3. ws1+2 (on ch),

ff4 is always guaranteed if one is fast enough!

Egor Opleuha
About Egor Opleuha 6891 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

3 Comments

  1. no big boy? Ewgf x 3, B2,1 -> B2,1 or d/f1,4 or even fdF,3 (might connect if fast enough.

    My personal staple for ppl that are new, 2x EWGF, B2,1 *Follow/dash* 3,1,4 (If u carry to wall, u can optimize and can do either 1+2, or df1,4 -> WS4, 1+2)

    • Man those are indeed very good combos, but even one EWGF, let alone 3, I consider very hard for a beginner , for whom (mainly) this guide is made for.
      Lastly, regarding your personal staple, which is also a very solid one, I think that the timing that is required for the very last hit to connect properly might trouble the majority of new Kazuya players, i think that’s why op don’t mention combos including a forward movement more, some microdash, precise timing etc.

      • I just started this game 3 days ago, I definitely feel like my 2 strings i put in are alot more simple than the list above, as you have things like Heaven’s door which I personally find pretty hard to fit into combos (and my other friends / people i face online dont even use their RA unless they’re guide / shortcut players), Just thought as a beginner / intermediate kazuya player that just started 1-3 days ago with 0 knowledge on this game, That’s why I went and commented mine. Alot of people making guides make characters sound so complex with these combo routes, EWGF is kazuya’s big staple, that should be the very first thing a player does on kazuya, learn the EWGF.. (notice im not putting PEWGFS.. which I would agree with you if I said PEWGFs, but this combo uses EWGF which is a basic input with little timing required, u can even delay them pretty widely)

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