TEKKEN8 Kazuya Mishima Main Techniques
TEKKEN8 Kazuya Mishima Main Techniques Season1
・TEKKEN8 TOP
Main Techniques video
Main Techniques Moves
1.Heat activation / Heat Dash can be activated / Can approach from a distance
| Explanation | Note |
|---|---|
| ff+2 |

2.Heat activation / Heat Dash can be activated / Quick attack
| Explanation | Note |
|---|---|
| db+1,2 |

3.Heat activation / Heat Dash can be activated / Effective on opponents using sidestep
| Explanation | Note |
|---|---|
| b+4 |

4.Combo starter / Can move first on block
| Explanation | Note |
|---|---|
| During Heat ff+2,~f | Increased chip damage on block as effect of Heat Dash |

5.Recommended combo
| Explanation | Note |
|---|---|
| During Heat ff+2,~f(HD)→df+1,df+2 T!→b+2,2,1+2 | Combos that use Heat Dash |

6.Effective on opponents using Standing Block / Heavy damage
| Explanation | Note |
|---|---|
| During Heat 2+3 | Heat Smash |

7.Effective on opponents using Standing Block / Long reach
| Explanation | Note |
|---|---|
| During Devil Form db+3+4,~df〔Hit〕→during Wind God Step df+4,1,1 | Effects during Heat 〔unique〕 / Attack sequence using Wind God Step |

8.Effective on crouching opponents after a hit
| Explanation | Note |
|---|---|
| During Devil Form db+3+4,~df〔Hit〕→during Wind God Step 1+2 | Effects during Heat 〔unique〕 / Attack sequence using Wind God Step |

9.Combo starter / Effective on crouching opponents
| Explanation | Note |
|---|---|
| ff+3 |

10.Recommended combo
| Explanation | Note |
|---|---|
| ff+3→df+1,df+2 T!→ff+2 |

11.Combo starter / Few openings
| Explanation | Note |
|---|---|
| f,n,d,df+2 |

12.Recommended combo
| Explanation | Note |
|---|---|
| f,n,d,df+2→f+2 T!→b+2,2,1+2 |

13.Effective on opponents using Standing Block / Few openings / Can move first on hit
| Explanation | Note |
|---|---|
| db+4 |

14.Long reach
| Explanation | Note |
|---|---|
| f+3 |

15.Effective on opponents using a high or mid attack
| Explanation | Note |
|---|---|
| f+2 |

16.Effective on opponents using a low attack / Good for getting wall combos
| Explanation | Note |
|---|---|
| uf+3 | Jump Status |

17.Good for getting a counter hit on block
| Explanation | Note |
|---|---|
| f+4〔Block〕→df+2 | f+4 can move first on block |

