Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Thursday, July 11, 2013

Kazuya Card Analysis

I recently started playing with Kazuya. Like everyone else, I use 3x Skull Smash, 3x Twin Fang Double Kick as the core of my build. I am looking towards experimenting with a lot of Kazuya's cards as they seem pretty interesting and fun. Kazuya's cards are not as 'weird' or 'creative' as Yoshimitsu's so the remarks are not as informative. Similar to the Yoshimitsu Card Analysis, I will post the picture, damage, ability, etc...

Hope everyone finds this card analysis useful and insightful. Please don't hesitate to leave a comment!


Soul Thrust
Soul Thrust

Soul Thrust

Damage: 20 22

Type: Punch
Ability: After the attack: This card hits: Opp 3rd card -60 80 Hit
Synergies: Jaw Breaker
Remark: This card is if you think about it, is an inferior version of Lion Slayer, except that it can occur when HP is greater than 110 and it decreases the damage of the opponent's card as oppose to discarding it. You should never have this card in your deck unless you have already have Lion Slayer. The damage is average. There is not much to be said about this card. Countering: Don't let it hit you or don't have a 3rd card, or dual strike.
Rating: 1 out of 5 stars

Acute Pain
Acute Pain

Acute Pain

Damage: 9
Type: Punch
Ability: Before the attack: HP ≤ Opp HP: Card +26 Hit
Synergies: Jaw Breaker
Remark: Awesome damage if the ability procs. Unfortunately, there will be scenarios when this card is a useless 9 damage (or 11 if you took the Punching Power Card). When that happens you will sure wish you took another more reliable card. I have been in many fights where Acute Pain's ability will proc, but there are also many times where it wouldn't have. Countering: Have less HP than Kazuya, and this will be a useless 9~11 damage.
Rating: 2 out of 5 stars

Engetsusen
Engetsusen

Engetsusen

Damage: 20
Type: Kick
Ability: After the attack: Dual Focus: Both -15 HP
Synergies: Kumo Kiri, Tsunami Kick, Inferno, Glorious Demon God Fist, Devil Blaster SR
Remark: Average Damage, a way Kazuya can control his HP. Other than the self HP lowering, it does not offer a a great amount of utility. It is a Kick card so it does not receive bonuses from Wind God Fist or the Punching Power Card. Sometimes the ability can be unwanted, it may cause imminent death in certain cases. Countering: The only abilities that will really affect the outcome of the game when Kazuya has Low HP occur when Kazuya is 90 or below. When facing this card, you may want to refrain from focusing if it leaves Kazuya below 90. You can attempt to deal with this card if it is in position 1 by focus breaking.
Rating: 2.5 out of 5 stars

Slaughter High Kick
Slaughter High Kick

Slaughter High Kick

Damage: 30
Type: Kick
Ability: After the attack: This card blocked: -15 HP
Synergies: Jaw Breaker, Stature Smash
Remark: Great damage, situational ability. Sometimes the ability of this card is unwanted, sometimes it is wanted. It is up to the opponent to determine whether the ability goes off or not. A nice way to give them incentive is to focus to 5 and strike. Countering: Most of the time, you don't really want to tank 30 damage from Kazuya so it is a good idea to block this card if you have the option to. Other than the ability (which might not even go off) this card is just a 30 damage Kick card.
Rating: 2.5 out of 5 stars

Lion Slayer
Lion Slayer

Lion Slayer

Damage: 28
Type: Punch
Ability: After the attack: Strike & HP ≤ 110
Synergies: Can't think of any
Remark: Great damage, "OK" ability. Although this is (in my opinion) a superior version of Soul Thrust, the ability itself isn't that useful. I would only use this card for the damage as depending on the ability is not a reliable way of winning. To counter this card, have less than 3 cards or dual strike with the Kazuya, or strike prior to them striking. Twenty-eight damage is somewhat intimidating so be wary of a strike.
Rating: 2.5 out of 5 stars

Oni Front Kick
Oni Front Kick

Oni Front Kick

Damage: 20
Type: Kick
Ability: After the attack: Double Block & HP ≤ 90: -5 HP & Opp -1 card
Synergies: Demon God Fist, Rising Sun, Demon Slayer, Wind God Fist, Twin Fang Double Kick
Remark: A very nice card. Average Damage. The ability adds a lot of utility to Kazuya's Game. Although the HP requirement for activation is pretty high, the small -5 HP reduction can be just enough to adjust Kazuya's HP to 40 for Demon Slayer, or 35 for Rising Sun. If you use heavy damaging cards such as Demon God Fist which counteracts the HP loss, the opponent will be very intimidated and will most likely block. Countering: this is a trap card, kind of like Trout Sweep. It won't win the match like Trout Sweep but it will destroy any card advantage you may have had after Kazuya Strikes. Try your best to leave Kazuya at 91 HP or above. If that fails, don't be scared to focus 5 card strikes (lol).
Rating: 3 out of 5 stars

Hell Lancer
Hell Lancer

Hell Lancer

Damage: 20
Type: Kick
Ability: After the attack: Opp Strike & HP ≤ 100: +20 HP
Synergies: Oni Stomp, Demon Scissors, Entrails Smash, Inferno, Heaven's Door SR, Demon's Wrath, Double Back Fist, Dragon Uppercut
Remark: One of 3 Healing cards in Kazuya's aresenal. Average Damage, sometimes unwanted ability. Depending on the deck you are running, this ability can be a liability or it can be awesome. Combining protection, parrying or damage reduction makes the effects of this card very strong. Unfortunately many of Kazuya's cards require Kazuya to be below a certain HP. That is where this ability becomes unwanted. If you have a deck that does not have any HP requirements to the cards, this card will fit in well, especially since healing is quite a feat for Kazuya. Countering: Make sure your strikes are not counter productive, sometimes it is best to just let the Kazuya Strike first so that striking won't leave Kazuya with more HP than he began with. Note, the ability will activate if you played strike and Kazuya's HP is reduced to 100 or below as a result of the damage from cards that hit.
Rating: 2.5 out of 5 stars

Abolishing Fist
Abolishing Fist

Abolishing Fist

Damage: 20
Type: Punch
Ability: Before the attack: Head-on card -20 Hit
Synergies: Can't think of any.
Remark: Average damage, "OK" ability. There is not much to be said about this card. The reason why I say "OK" ability is because Head-on card abilities are tough to trigger. For instance, if this card is in position 3, 4 or 5, it is only really OK when the the opponent has card advantage, or equal cards. If Kazuya has the card advantage, he will most likely strike first, else the opponent must "catch up" for this card's ability to be "potentially" useful because even after triggering, it only really becomes useful when the opponent strikes. I prefer Sokushitsu Goda, which will always proc, and just seems more reliable in general. Countering: don't strike if this ability is procing. The damage is not that intimidating compared to what Kazuya's other cards are.
Rating: 1 out of 5 stars

Sokushitsu Goda
Sokushitsu Goda

Sokushitsu Goda

Damage: 20
Type: Punch
Ability: After the attack: This card appears: Opp 1st card -30 Hit & Opp 2nd card -30 Hit
Synergies: Demon God Fist, Twin Fang Double Kick
Remark: Average Damage. Decent Ability. When the ability goes off, focusing can be very safe. This card also plays a strong role when the opponent and yourself each at a sliver of health, Sokushitsu Goda will give you that uncontested strike or safe focus. Countering: Striking when this ability goes off isn't very efficient but you can almost guarantee that the Kazuya won't block, kind of like Oni Kick Combo for Yoshimitsu.
Rating: 2 out of 5 stars

Demon's Wrath
Demon's Wrath

Demon's Wrath

Damage: 23
Type: Punch
Ability: Before the attack: Dual Strike: +35 Protection
Synergies: Hell Lancer, Entrails Smash, Dragon Uppercut
Remark: Above average damage. Decent ability. Unfortunately this is literally outclassed by Double Back Fist in every way except that Double Back Fist is Unique and this isn't. You should only be carrying this card if you already have Double Back Fist in it. If Double Back Fist didn't exist, I would say this card is pretty good, but I really dislike carbon copies. Countering: Don't be so predictable with your strikes. Alternatively, you can focus till 5 cards and hope that the Kazuya has played strike before you reach 5, if they haven't you can 3x block 5 card discard. This card isn't the greatest card but the damage is still quite strong, 23~25
Rating: 1.5 out of 5 stars

Demon Scissors
Demon Scissors

Demon Scissors

Damage: 16
Type: Kick
Ability: Before the attack: Block: +1 Punch Parry & Opp 4th card -10 Hit
Synergies: Hell Lancer, Steel Pedal Drop
Remark: One of the best defensive cards in the game. On top of an extra parry, it reduces the opponent's 4th card (if they have one) by 10. It isn't a full 5 card parry, but for 1 card, this is truly amongst the best defense in the game. The damage is below average but for such a strong ability, it is worth it. The only thing this card is missing is 1 more damage, and being a Punch card. Countering: if the opponent has this card, you should try a 1-2 card strike, and refrain from striking till they have play strike. Don't be afraid to consider a 3x Block into 5 card discard if you have 5 cards and the opponent Kazuya has 2 or more cards, one being Demon Scissors. This is because striking leads to 1 and a half cards hitting and the opponent will have 2 card advantage.
Rating: 4.5 out of 5 stars

Reign of Terror
Reign of Terror

Reign of Terror

Damage: 21
Type: Kick
Ability: Before the attack: Opp cards = 0: Card +20 Hit
Synergies: Gates of Hell SR
Remark: Average Damage. Not so useful ability. The reason I say "not so useful" is because a lot of players these days will have cards that will leave them with at least 1 card after striking, in other words, they will rarely be at 0 cards. Xiaoyu, Lili, Kazuya, and Nina will rarely be at 0 cards after the first turn. Countering: If the opponent has this card and you have no means of striking and ending up with 1+ cards, you can consider blocking to give them card advantage and an incentive to strike first. If you can avoid 41 damage, you should.
Rating: 2.5 out of 5 stars
Can you see the Santa Clause in the artwork?

Kumo Kiri
Kumo Kiri

Kumo Kiri

Damage: 20
Type: Punch
Ability: After the attack: Dual Focus & HP ≤ 120: Opp -10 HP
Synergies: Engetsusen, Tsunami Kick, Inferno, Devil Blaster SR
Remark: Average Damage. Decent Ability. Similar to Engetsusen except 10 damage, occus when HP Less than 120 and the damage is only for the opponent. Against other Kazuya's, Kumo Kiri can be your bane. Characters that can gain cards without actually focusing are unaffected by this. These include: Kazuya, Yoshimitsu, Law, Xiaoyu, Lili, and Nina. Countering: If it is in position 1, you can attempt a focus break, otherwise, you have to suck it up and just tank the damage. Alternatively, you can strike Kazuya till he is 121 HP, and from there lower him to 81, and then to 0. The 20~22 Damage is not that threatening.
Rating: 2.5 out of 5 stars

Searing Edge
Searing Edge

Searing Edge

Damage: 10
Type: Kick
Ability: Before the attack: HP ≤ 140 & This card in 1st pos: Card +80 Hit
Synergies: Jaw Breaker, Skull Smash
Remark: Horrible damage. Nice ability. It seems like a very difficult ability to proc. The HP requirement can be met easily. "This card in X pos" abilities are quite difficult to get off. Even then, getting the damage to go through isn't guaranteed either. Cards like Jaw Breaker and Skull Smash aid in triggering the ability as well as ensuring the damage goes through. Overall, the ability is too difficult to pull off (in my opinion) and I would rather have something more reliable. Still, a pretty fun card. Countering: The ability will rarely go off, but when it does, you have to "guess right". You can imagine that people who run 3 of these cards will run 3 Skull Smashes as well. That being said, the last 3 cards have a chance to be quite low, so you may consider blocking 4 times in a row. Most of the time, this will be a crappy 10 damage card.
Rating: 1 out of 5 stars

Rising Sun
Rising Sun

Rising Sun

Damage: 20
Type: Kick
Ability: After the attack: Strike & HP ≤ 35: +2 cards
Synergies: Oni Front Kick, Oni Stomp
Remark: This has got to be one of the best abilities in Kazuya's deck. Unfortunately, the ability has the second hardest health requirement (Law's Dragon Cannon SR being the hardest). Damage is average. The ability can be quite devastating, but having 35 HP is quite risky as a mere gust of wind can KO you. If you do get to 35 HP somehow and have 3 cards of these as well as Twin Fang Double Kick and Skull Smash, you will make Xiaoyu look like Panda in terms of speed. Countering: When fighting Kazuya, drop him from 36+ to 0. Throughout the match, you should have seen one or two of these so you should be prepared to not let the Rising Sun proc. If you do, and you have 0 cards, you are most likely going to die blocking.
Rating: 2 out of 5 stars

Skull Smash
Skull Smash

Skull Smash

Damage: 13
Type: Punch
Ability: After the attack: Strike: +1 card
Synergies: Searing Edge, Twin Fang Double Kick
Remark: Below average damage. Awesome ability. Considering they just nerfed Nina's Spin Low Kick to Right Upper (10 Damage, Punch, After the attack: Strike: +1 card & +4 HP), this card has got to be one of the best cards for Kazuya. The only thing it is lacking is some damage, but since it is a Punch card, it will receive the 2 damage from the power card, and the boost from Wind God Fist. Countering: Focus Break if this card is in 1st position. If not, there is not much you can do to stop the ability. As a tip, most Kazuya's won't strike unless they have this card in hand or have 5 cards.
Rating: 3.5 out of 5 stars

Demon Slayer
Demon Slayer

Demon Slayer

Damage: 20
Type: Punch
Ability: Before the attack: HP ≤ 40: Card +25 Damage
Synergies: Oni Front Kick, Jaw Breaker, Oni Stomp
Remark: One of Kazuya's muscle cards. Average damage. Good ability. Just like Rising Sun, this ability is quite difficult to pull off due to the low HP requirement. For an extra 25 Damage, I wouldn't say it is worth it. There are other muscle cards with less risk such as Demon God Fist, and Wind God Fist or even Agony Spear. After the ability procs, the damage is not secured as well. Countering: Burst Kazuya down from 41 to 0 so the ability will never proc.
Rating: 2 out of 5 stars

Stature Smash
Stature Smash

Stature Smash

Damage: 21
Type: Kick
Ability: After the attack: Opp Block Won & HP ≤ 110: +70 Protection
Synergies: Slaughter High Kick, Devastator, Slaughter Hook
Remark: One of 2 cards in Kazuya's collection that give Protection after the attack, the other card being Heaven's Door SR. The damage is average. The ability allows Kazuya to get a safe focus the next turn. The desire of Protection after the attack is because of self damage inflicting cards such as Engetsusen, Tsunami Kick, Devastator, Slaughter High Kick, Devil Blaster SR. Unfortunately, due to the conditions of Stature Smash's ability, only Devastator and Slaughter High Kick can take advantage of the protection this card has to offer. Countering: 21 Damage isn't that intimidating and neither is the ability. The best way to approach this card is to throw in some focus breaks here and there. Most Kazuya players will focus to 5 and strike with this card so that the ability will proc.
Rating: 1.5 out of 5 stars

Double Back Fist
Double Back Fist

Double Back Fist

Damage: 25
Type: Punch
Ability: Before the attack: Strike: +50 Protection
Synergies: Hell Lancer, Entrails Smash, Dragon Uppercut
Remark: Great damage. Good ability. A lot of Kazuya's find themselves in predicaments where dual striking means a draw. Double Back Fist is the answer to all those draws. The card provides a strong 50 Protection and only requires a strike. At the moment, there are no "before the attack" self damage inflicting cards that will synergize with Double Back Fist, and there are no cards that reduce damage before the attack, so this card only plays when Dual Strikes occur. Considering it does 2 more damage and provides 15 more protection, it is much better than Demon's Wrath. If you plan on using Demon's Wrath, get Double Back Fist first. Countering: Double Back Fist can be quite intimidating as it boasts a solid 25~27 damage, and can absorb 50 Damage if the Kazuya strikes. The ability is not very intimidating but be weary when finishing a Kazuya. This card may be the difference between a Loss and a Draw.
Rating: 3 out of 5 stars

Shattered Spine
Shattered Spine

Shattered Spine

Damage: 20
Type: Kick
Ability: After the attack: Strike: Opp -10 HP
Synergies: Can't think of any
Remark: Average damage. OK ability. The ability combined with the damage makes Shattered Spine look like a 30 damage card or a 20 damage card and 10 unavoidable damage. This card seems like an ordinary muscle card and does not really do much other than provide damage. Still, one of the more safe and reliable damage cards compared to Demon God Fist or Stonehead. Countering: Remember to take into account the ability when doing your addition. Twenty damage is no laughing matter and blocking won't save you from the ability. If this card can be focus broken, you may consider doing so. The 30 damage you will be avoiding is 17% of your health. If the ability is going to kill you, always remember if you have healing cards that occur after the attack, you will reap their benefits and won't die that turn.
Rating: 2.5 out of 5 stars

Jaw Breaker
Jaw Breaker

Jaw Breaker

Damage: 15
Type: Punch
Ability: Before the attack: Strike & HP ≤ 110: Opp -1 Parry
Synergies: Soul Thrust, Acute Pain, Slaughter High Kick, Searing Edge, Demon Slayer, Devastator, Skull Smash, Twin Fang Double Kick, Wind God Fist, Agony Spear, Demon God Fist
Remark: Below average damage. Amazing ability. Allowing 1 more card to go through is awesome. Depending on your deck and what cards you have in hand, an extra card hitting can be an enormous asset. This card works extremely well with other cards that require hitting for the ability to activate (Devastator, Slaughter High Kick, Soul Thrust), as well as buffing cards (Searing Edge, Demon Slayer, Wind God Fist, Agony Spear). On top of that, Jaw Breaker works well with Twin Fang Double Kick and Skull Smash Combo, as a lot of the time you will be at 2-3 cards, if Jaw Breaker is amongst those, damage will most definitely be inflicted on blocks. I wouldn't use more than 2 Jaw breakers in a deck as 3 in a hand has no effect. Countering: Extra parries will counter this. Sometimes when there are 2 on the field, remember to focus if you have 0 cards. This card is not very threatening on its own, but with others, it can be a big difference in damage. Focus breaking to discard the enemy Kazuya's Jaw Breaker does not seem very attractive unless they have several cards.
Rating: 3.5 out of 5 stars

Oni Stomp
Oni Stomp

Oni Stomp

Damage: 10
Type: Kick
Ability: Before the attack: Opp Strike & HP ≤ 110: +25 Protection
Synergies: Hell Lancer, Rising Sun, Demon Slayer, Entrails Smash, Glorious Demon God Fist
Remark: Horrible damage. Good protective ability. Works really well in position 1 and allows focusing without any fear. Near the end of the match, this card could be the difference between a Loss and a Draw providing a cushion for focus breaks and soaking damage when turtle-ing. Do not use this card if your deck is lacking damage, Oni Stomp is purely for defense. Countering: Cards such as Wave Crest, or Wolf Fang destroy this card. Do not bother focus breaking to discard this card as it is somewhat counter productive. Focus with the opponent if they have card advantage. Remember to take into account the 25 protection when striking to lower Kazuya's HP to 81~90.
Rating: 2.5 out of 5 stars

Devastator
Devastator

Devastator

Damage: 20
Type: Punch
Ability: After the attack: This card hits: -15 HP & +2 cards
Synergies: Stature Smash, Jaw Breaker
Remark: Average Damage. Great ability. The main feature of this card is its ability to generate 2 cards for a low low price of 15 HP (Tsunami Kick charges 15 HP for 1 card). On top of that, it is the only card that offers self inflicted damage and cannot be negated due to the actions of the opponent (if it appears in position 3 or higher). This is one of the best Unique cards for Kazuya and in my opinion is compulsory to any strong Kazuya Deck. In positions 1 or 2 the ability may not trigger. If you run Jaw Breakers and in position 2, consider fishing for the Jaw Breaker before striking, otherwise take a guess. Countering: Knock the card into position 2, or focus break to discard it. In positions 3 or higher, there is not much you can do. Remember to take into account the 15 damage when striking the Kazuya, you will want to leave him at 96 HP and not 81.
Rating: 4 out of 5 stars

Stonehead
Stonehead

Stonehead

Damage: 50
Type: Punch
Ability: After the attack: This card appears: Opp +20 HP
Synergies: Jaw Breaker
Remark: Highest damage for Kazuya. Unwanted ability. Due to the ability, this card actually is more like 30 damage. I don't know where healing the opponent can be a good thing (except maybe in a Kazuya vs Kazuya). Also this card in combination with Twin Fang Double Kick, Skull Smash may end up healing the opponent more than the damage dished out. Furthermore, if the opponent is brought to 0 HP from the effects of Gates of Hell SR or Shattered Spine, this card appearing will bring them back to 20 HP. Although the base damage is very intimidating, you only get the full effect if the opponent is already at full HP. I really like the 50~52 number on the card though, it really puts the fear of God into the opponent. Countering: Don't let it hit you if you have the chance as it gives a nice 20 HP. In position 3, you might want to consider focus breaking to potentially avoid the damage.
Rating: 2 out of 5 stars

Glorious Demon God Fist
Glorious Demon God Fist

Glorious Demon God Fist

Damage: 20
Type: Punch
Ability: After the attack: Opp Focus Break:  -10 HP & +1 card
Synergies: Oni Stomp, Engetsusen, Kumo Kiri, Entrails Smash, Tsunami Kick, Inferno, Devil Blaster SR
Remark: Average damage. Decent Ability. Not exactly Nina's Assault Bomb (25 Damage, Punch, After the attack: Opp Strike: +1 card & +5 HP) but still pretty good. Synergizes well with the Oni Stomp to soak in the focus break damage, and many Dual Focus cards. Inferno with Glorious Demon God Fist enables an always win situation when playing focus. Countering: Focus along with Kazuya to avoid the ability from procing. He will most likely focus to 5 cards. Remember to take into account the -10 HP if you do decide to focus break Kazuya.
Rating: 3 out of 5 stars
Awesome artwork. I enjoy the detail on the gloves.

Entrails Smash
Entrails Smash

Entrails Smash

Damage: 20
Type: Punch
Ability: Before the attack: Opp Strike & Opp cards ≥ 3: +1 Punch Parry
Synergies: Hell Lancer, Demon's Wrath, Double Back Fist, Oni Stomp, Glorious Demon God Fist
Remark: A solid defense card with an average damage. Not as good as Demon Scissors for turtle-ing but the ability persists when playing Focus or Strike. The fact that Entrails Smash is also a Punch card is a nice bonus for those who use the Punching power card as well as Demon God Fist. Remember to take into account the parry when deciding to allow the opponent to strike to get 80 HP or below. Interesting Fact: If an opponent's card subtracts X "parry" (Paul's God Hammer Punch and Kongo Blast SR; Kazuya's Jaw Breaker; Yoshimitsu's Doushi Kiri; Xiaoyu's Wave Crest) it does not remove a "Punch Parry" so Entrails Smash still persists. Countering: Strike with 1-2 cards or allow the enemy to strike first.
Rating: 3 out of 5 stars

Wind God Fist
Wind God Fist

Wind God Fist

Damage: 25 22

Type: Punch
Ability: Before the attack: HP ≤ 60: P cards +15 Hit
Synergies: All Punch cards, Oni Front Kick, Jaw Breaker
Remark: Good Damage. Amazing Ability. This card is amongst the biggest damage buffers in Tekken Card Tournament and the best damage buffer for Kazuya. The HP requirement is not difficult to achieve, especially with the help of Oni Front Kick, or other self inflicting damage cards. Jaw Breaker (I think) works very well with Wind God Fist as it receives the bonus and allows another card (that hopefully also received the bonus) hit. This card has saved many many times and is the bane for those who are too lazy to do proper addition. Countering: Burst Kazuya from 61 to 0 HP to prevent the effects of this card. If this card is in 1st positions AND it is activated, you may want to focus break Kazuya as you could potentially eat a 100+ damage strike if they accumulate 5 cards.
Rating: 4.5 out of 5 stars
Dooryah!

Dragon Uppercut
Dragon Uppercut

Dragon Uppercut

Damage: 20
Type: Punch
Ability: Before the attack: Strike & HP ≤ 100: Opp cards -10 Hit
Synergies: Demon's Wrath, Double Back Fist, Hell Lancer
Remark: Average Damage. The ability is another Dual Striking ability. Where Demon's Wrath and Double Back Fist fail (against Xiaoyu), Dragon Uppercut will conquer. After drawing many games against Xiaoyu's who use Wave Crest, it seems Dragon Uppercut is the answer when seeking victory. Demon's Wrath and Double Back Fist are great, but cards which subtract protection (currently only Xiaoyu, Law's Wolf Fang nullifies cards making everything useless) will make them obsolete. Dragon Uppercut significantly lowers Xiaoyu's damage (in many cases, it makes her damage 0). At this moment, I feel this card only beats out Double Back Fist and Demon's Wrath in fights against Xiaoyu's that use Wave Crest. In all other scenarios, I would prefer Double Back Fist and Demon's Wrath.
Rating: 2 out of 5 stars
SHORYUKEN!

Tsunami Kick
Tsunami Kick

Tsunami Kick

Damage: 20
Type: Kick
Ability: After the attack: Dual Focus: -15 HP & +1 card
Synergies: Engetsusen, Kumo Kiri, Glorious Demon God Fist, Inferno, 160 HP Power Card
Remark: Average Damage. Great ability. A nice accelerator for Kazuya, as well as a self damage inflicting card. Receiving 2 cards a turn can make Kazuya extremely dangerous. This card goes very well with the 160 HP Power Card as it throws him off to a flying start. The only downside of this card is it isn't a punch. Countering: One way is to just not focus. Depending on the Kazuya's deck and their current HP, focusing to trigger the ability could be your downfall.
Rating: 3.5 out of 5 stars

Twin Fang Double Kick
Twin Fang Double Kick

Twin Fang Double Kick

Damage: 13 11
Type: Kick
Ability: After the attack: HP ≤ 80: Card discard & +2 card
Synergies: Oni Front Kick, Skull Smash, Jaw Breaker
Remark: Amazing ability. The bread and butter of many Kazuya Decks. Despite it's poor damage, this card is the driving force behind a lot of Kazuya decks. This is why high level players will burst a Kazuya down from 81 HP. Twin Fang Double Kick with Skull Smash boosts Kazuya's drawing power to Xiaoyu-like speed. Consider using the silver version for 20 Damage but a lower HP requirement (60). Countering: Burst Kazuya down from full HP to 81 to 0. If miscalculate and Kazuya is at 80 HP or below with this card in hand and yourself with 0, you can bet you will be taking a lot of damage in the next 3-4 turns.
Rating: 4 out of 5 stars

Inferno
Inferno

Inferno

Damage: 15 18
Type: Punch
Ability: After the attack: Opp Focus: Card discard & Opp -2 cards
Synergies: Engetsusen, Kumo Kiri, Glorious Demon God Fist, Tsunami Kick, Agony Spear
Remark: Below Average Damage. OK ability. Aside from Lion Slayer and Oni Front Kick, this is the only other card that forces the opponent to discard cards. Although the ability seems rather straight forward, it seems rather difficult to fully utilize. I would suggest blocking when the opponent has 3 or more cards. Goes rather well with the other Dual Focus cards. I currently own 2 Inferno cards but I have never been able to make them work with my other Kazuya cards. I am looking forward to trying a second deck consisting of the Dual Focus cards and Inferno. Countering: Guess correctly, as I suggested to block when the opponent has 3 or more cards, I recommend focusing when you have 3 or more cards. It really is all just about guessing correclty, not much can be said.
Rating: 2.5 out of 5 stars

Demon God Fist
Demon God Fist

Demon God Fist

Damage: 46 43
Type: Punch
Ability: Before the attack: Block: -1 Parry & +5 HP
Synergies: Oni Front Kick, Sokushitsu Goda, Jaw Breaker, Oni Stomp
Remark: Awesome damage. Situational ability. Sometimes +5~ HP can be useful and it also baits out the opponent. The -1 parry can be quite burdensome when behind in cards in which case, I would recommend striking to get rid of it and possibly sink 48 damage into your opponent. That being said, it is not always a good idea to focus when the opponent has 4 cards if you run 3 of these in your deck. If this card appears in position 3, 4, or 5 you can expect your opponent to take massive damage. Try healing a bit when holding 5 cards. Countering: Try not to get hit by this card when it is in position 1 or 2. In position 3, I recommend focus breaking. Don't be fooled when Kazuya attempts to heal 10 HP by blocking with 5 cards.
Rating: 3 out of 5 star

Agony Spear
Agony Spear

Agony Spear

Damage: 20
Type: Kick
Ability: Before the attack: Opp Only Punch: Card +30 Hit
Synergies: Jaw Breaker, Inferno, Gates of Hell SR
Remark: Average Damage. Situational Ability. Depending on the meta, this card could be great. When the ability is not active, this card is just another 20 damage kick card. To get a better chance at procing the ability, use Inferno to force the opponent to discard cards or strike. Gates of Hell also forces the opponent to take action. If the opponent is using a punch deck this card will be your greatest asset. Countering: If you play a Punch Deck, there is not much you can do other than strike and block all day. If you have a deck consisting of punch and kicks, but currently only have a punch, you must guess correctly and even than the nightmare may not end.
Rating: 3 out of 5 star

Steel Pedal Drop
Steel Pedal Drop

Steel Pedal Drop

Damage: 20
Type: Punch
Ability: Before the attack: HP ≤ 100: Opp 5th Card discard
Synergies: Demon Scissors
Remark: Average damage. Inferior ability. The reason why I say inferior ability is because Entrails Smash does not have an HP requirement to trigger, and triggers when the opponent has 3 or more cards. Steel Pedal Drop will only be useful when the Opponent has 5 cards. When the opponent sees this card, they will obviously attack with 4 cards or less. This is really an inferior version of Entrails Smash. If you need more than Entrails Smash, use Demon Scissors, you may lose out on 6~ damage (15 more from Wind God Fist) but at least the ability is infinitely better. Do not use this card if you already haven't purchased Entrails Smash. Something tells me this will get a buff. Countering: Strike with 4 cards or less.
Rating: 0.5 out of 5 star


Slaughter Hook
Slaughter Hook

Slaughter Hook

Damage: 25
Type: Punch
Ability: After the attack: This card blocked & HP ≤ 90: +30 HP
Synergies: Stature Smash
Remark: Good damage. Situational ability. Sometimes the 30 HP can be a liability more than an asset and vice versa. I have yet to try Slaughter Hook in a deck that does not require certain HP levels but I feel it could fair well as an unreliable healing card. If you want the ability to go off, focus to 5 cards. If it is in position 3, focus to 5 cards and pray your opponent focus breaks you. If you do not want the heal, strike pre-5 cards. Countering: Depending on how the Kazuya plays it, you may not have a choice on whether the ability goes off or not, unless you want to tank a 5 card strike from Kazuya. If you push it into the 2nd position from the 3rd, you kind of have a choice but ultimately it is up to the Kazuya.
Rating: 2.5 out of 5 star

Wednesday, July 3, 2013

Lili Deck - 02

This is my second deck for Lili. It is 3rd card buffing punch deck. This deck isn't as popular in the 1100's as it is in the 1200's (I imagine because it is so good that those who use this deck rise past the 1200, lol). It is very strong (damage wise), fast, and Monte Carlo Snap (imo the best healing card since the Heihachi Update) is all the healing you need.

The Deck

  • 3x Broken Heart: 14 Damage, Punch, After the attack: HP ≤ Opp HP: +2 cards & Opp +1 card
  • 3x Peacock Waltz: 18 Damage, Punch, Before the attack: Only Punch: 3rd card +16 Hit
  • 2x Rompez Fleuret: 20 Damage, Punch, After the attack: Opp cards ≥ 3: Card +25 Hit
  • 2x Direct Persuasion: 22 Damage, Punch, After the attack: Cards ≤ Opp cards & Opp cards ≥ 3: +1 card
  • 3x Monte Carlo Snap: 16 Damage, Punch, After the attack: Block missed: Card discarded & +27 HP
  • 1x Slashing Vine: 14 Damage, Punch, Before the attack: Opp cards ≥ 3: Cards +8 Hit
  • 1x Elysee Le Bras Allonge: 20 Damage, Punch, After the attack: Strike: Both -5 cards & Both +4 cards
  • Power Card: Lili - I: 175 HP First turn: Both +3 Card
I like the SR Power card more but the 175 HP Power card sends the opponent's cards instantly to 3 where this deck is strongest. Also, it's cheaper =]. If you cannot afford the SR Card, feel free to opt for a 3rd Direct Persuasion. Alternatively, 1x Broken Heart and 1x Monte Carlo Snap can be substituted for Allonger Le Bras (40 Damage, Punch, After the attack: Opp cards = 0: Opp +1 card) for a more aggressive play style.

Strategy

This deck is very versatile. It can generate cards extremely fast whether focusing or blocking. Broken Heart and Direct Persuasion provide safe ways to obtain cards while blocking (Broken Heart will not proc if your HP is greater than the opponents but if it is, then you can afford taking risks by focusing). The idea is to allow the opponent to have 3 cards in-order to trigger the effects of Rompez Fleuret, and Slashing Vine. When the effects of these cards are active, your strike
will be very powerful. Peacock Waltz's ability should always be active and provides a very strong buff that cannot be blocked without the assistance of a parry card. Don't be afraid to use Monte Carlo Snap to strike, many players assume that Lili players will use Monte Carlo Snap as a source of healing but remember that over healing will stop the effects of Broken Heart which is key to pushing an smart opponent's cards past 2. I would love to make a flowchart for this, except that I think it would be a lot more complicated than previous ones. All I can say is, know when to play aggressively and when to play defensively. Although this statement may seem very simple, many players cannot differentiate when those times are, I will try to make a post regarding that in the near future.

Very important: don't fire off Elysee Le Bras Allonge as soon as you get it. This card can be used to get more damage, or heal up using Monte Carlo Snaps. Consider playing focus or even block, I am sure the opponent will either play Block or Strike anyway.

Conclusion

I am not a Lili player and I don't intend to ever play Lili however, I do think this type of deck is very strong and not many decks can keep up with it in terms of Healing and Damage. With the change in the 5 card discard rule and HP per turn card nerfs, this deck only becomes stronger. I am thinking of subbing in a 2x Heliotrope (20 Damage, Punch, After the attack: Block won: 3rd card +30 Hit) but am not sure where to put it. With Heliotrope a general strategy can be seen, lower the enemy's HP to 90~100, focus to 5 cards (hopefully your HP is lower than theirs) allow them to build 3 cards OR win a block (the only way to avoid having 3+ cards is to strike) and strike for the rest of their HP.

Small changes can be made here and there depending on the players you fight (I don't think 1100 players think so deeply about not triggering certain card effects) but the general idea of the deck is the same, 3rd card buff punching deck.

Please leave comments, suggestions or anything. I would love to hear the opinion of Lili players.

Heihachi Update

About 24 Hours ago, an app update was released in the App store and the Google Play Store (soon the update will be available for Kindle as well). This update included the following:

This is taken directly from the Google Play Store 

What's New
  • Heihachi added
  • Augmented Reality and QR Code scan for physical cards
  • New avatars
  • Card discard rule modification change: HP changes are not taken into account anymore
  • VS Screen modification
  • Yoshimitsu's mask effect persists over turns
  • Bug fixes on various effects that didn't apply correctly such as Kazuya's Entrails Smash and Demon Scissors, Law's Backflipper and Yoshimitsu's Thunderblade
  • Fixed a bug that would enable you to draw a card already present on-screen
  • Reading messages is faster

I want to briefly make a couple comments on each of the points.


Heihachi is a great addition to the game, unfortunately he will be available exclusively through the purchase of physical cards. On the bright side, the "NEWS" section of the game has this to say "Initially Heihachi cards will only be available as physical cards and you'll have to scan them to build your digital deck." That line can be interpreted in many ways. I would like to think that individuals who purchase the physical cards and sell Heihachi cards will make those cards available in the market place. Perhaps Heihachi cards will be available in digital boosters in the near future. On the Tekken Facebook page, a fan goes to say "heihachi is only playable if we buy real cards? wtf?!" and is then replied by Community Manage at C4M Productions, Panda Lex "Yes, it is the idea.". That being said, I am not sure what the deal is with Heihachi (lol), we will just have to wait and see.

Augmented Reailty and QR Code scan for physical cards. This isn't very interesting to comment on, so I will just go on to the next points

New Avatars. This is pretty neat. Now I can choose a better looking avatar. I will try to go for something Unique so when people see my avatar they will associate it with my in-game-name.

Card discard rule modification change. This is one of the main things I wanted to talk about. Not sure who is affected the most from this (I would imagine Yoshimitsu) but I think it will make for more fast pace matches. I really dislike blocking all day till my HP bar is full (or the enemies), so I think this update was a good idea. After looking at the Tekken Card Tournament Twitter page, it seems there are a lot of other bugs that came with the update. This included discards occurring despite changes in cards and HP (the total number of cards in play remained the same). Quite a blunder. I hope no one intends to sell their entire decks for another character. The balance update is within 24 hours, hopefully this will even the playing field for characters that lost a lot from the rule modification.

VS Screen modification. Wooo no more dodging matches. This is great. This will also help the developers discover which character is truly over powered. Since dodging is eliminated, I would imagine players who dodged and consistently ranked high will rank a lot lower. This update will bring out everybody's true rating. I would be kind of embarrassed if I was consistently ranking high and when the dodging fix comes up, my rank is terrible.

Yoshimitsu's mask effect persists over turns. Well, this is truly one of the most disappointing updates. I was hoping for at least Oni Kick Combo working in conjunction with the SR Power card, but actually, it still reveals itself to any competent opponent. I have not confirmed this but, I had Oni Kick Combo as my one of my starting concealed cards for at least 9 games. Eight out of 9 players blocked with the 9th player possibly being AFK (the counter dropped to 0 and he focused). On top of that, I thought cards like "Prison Gate" would draw the resulting focus card concealed, but instead the card comes in plain visible sight for all to see. This update was extremely disappointing. I seriously had my hopes up, especially when the Yoshimitsu new cards were pretty mediocre.

Bug fixes for various cards. Not much to comment here.

Fixed a bug that would enable you to draw a card already present on-screen. Not actually fixed, and not quite sure what they are trying to do. I would imagine that they are attempting to make it so that 2x SR cards do not occur in a 5 card hand. This sounds great and all but I am not sure what kind of card drawing formula they will have if they intend to make that change. Possibly when drawing the 16th card, you are not allowed to have a card in your current hand, which means your draw will be from the other 14 cards (or maybe the other 11 cards). I am not quite sure what to expect, either way, I have to some of my posts on card counting.

Reading messages is faster. Good update.

Conclusion

Don't sell your decks till the Balance Update 04 is released! You may regret it. I know a lot of people feel Kazuya's Gates of Hell card is ruined, but maybe the Balance Update will address it and bring it back to it's former glory (I mean even before Balance Update 02). Overall, it seems the only big changes were the HP rule modification. I think it only negatively affects Yoshimitsu and Kazuya. Panda has enough damage to ensure that 3 cards kill the opponent after they absorb 30 damage from Trout Sweep. Lili's SR card that subtracts damage wasn't very game changing anyway. Paul players rejoice (sort of), the update allows 5 card discards so that the negative effects of Paul's cards don't bury him. I think when they fix the bug, Law's Flash Fist can get it's full effect when in position 5.

That conceal update was seriously, such a let down. I hope the upcoming Balance Update modifies Yoshimitsu's cards so that conceal can at least be used to conceal effects such as the combination of Prison Gate and Oni Kick Combo.

Wednesday, June 26, 2013

Tactics 06 - Fighting Xiaoyu

I decided to create a post about fighting Xiaoyu. I find fighting Xiaoyu extremely frustrating because I have played games where my all my blocks meet their strikes, all my strikes meet their focuses and all my focuses meet their focus/blocks (in other words, win absolutely all rock-paper-scissors) and still end up losing. Maybe I was unlucky and just didn't get the right cards. Maybe the Xiaoyu was lucky and got all the right cards. I have played enough Xiaoyu's to know that when it comes down to it, beating a solid Xiaoyu deck comes down to a little dice roll. Of course you would have to win all your rock-paper-scissors before you can even stand that chance.

The Xiaoyu Code

First, when we think about Xiaoyu, what comes to mind? For me, it is 10 damage cards and constantly having cards all the time. An important aspect to any game is to be able to see and  perceive things as the opponent would. If you were Xiaoyu, when would you strike, when would you focus and when would you block. From my experience fighting with Xiaoyu's, I have this created the following theory:


Xiaoyu will only strike, if there is a guarantee that at the beginning of the next turn, she will have at least 1 card. Otherwise Focus.


Here is a flowchart that summarizes the theory:
Xiaoyu flowchart
Xiaoyu flowchart

Of course, this is all theory and more of a guide that I use which has proven it's worth time and time again in my matches against Xiaoyu. There are other factors which complicate the actual decision making process for Xiaoyu's such as: if I focus, will I activate the opponent's ability, if I don't block, am I 100% going to die, if I strike will I knock the opposing Kazuya to 80 HP and he is holding just 2 Twin Fang Double Kick cards...etc

Here are some scenarios that I have come across to help people understand how to fight Xiaoyu.

Xiaoyu to Strike Yoshimitsu
Imminent strike incoming
Here is a pretty obvious scenario. Xiaoyu will receive 3 cards next turn from her third card, Step Kick. Not Not wanting to waste a single card, she will strike, and take the potential 26 Damage. If Yoshimitsu strikes, he will deal 10 damage, if he focuses, he will lose Oni Kick Combo and Xiaoyu will have 4 cards. So in this case, it is best to block.

Xiaoyu versus Yoshimitsu
Don't block, focus
This scenario a little trickier. Here the Xiaoyu will not receive a card if they strike unless the Yoshimitsu Blocks. In this case I (as the Xiaoyu) would Focus, at least with a 5 card strike it gives most people the incentive to block, thus activating the first card, Peg Leg. As the Yoshimitsu, I would focus. Even if Peg Leg wasn't there, blocking will mitigate 8 damage due to Xiaoyu's 2nd card Wave Crest. Eight damage is worth a card (IMO).

Xiauyo with a strong start
I would block
The beginning of a match against a Xiaoyu player. My SR Power card has given her an extra card and left me with none. I have not seen any of my cards yet and I am not particularly keen on risking 40 damage for a card so I block. The Xiaoyu actually focused to redraw 4 cards. shown in the next scene.

Xiaoyu 5 cards vs 0 card Yoshimitsu
11 Damage, no problem. Focus
From this scenario, Xiaoyu's first 2 cards add up to 11 damage. If I block, she will end up with 2 cards and I will have none. If I focus, I will take an additional 11 damage, and we will both have 1 card at the end of the turn. I take the option to focus because I am using 3x Shisetsu Genman and when Cards = Opp cards, I win.

Tobi Ushikawa allows me to block safely.
Looking at Xiaoyu's cards, Nutcracker gives all her kick cards +6 hit, and Wave Crest allows an extra card to hit. If I were the Xiaoyu, I would block twice and strike. Tobi Ushikawa  puts an end to any striking shenanigans so it is very safe for Yoshimitsu to block. It is important to note that 1 card of Xiaoyu's is worth less than 1 card of any other character.

Xiauyo with Shooting Star
Xiaoyu about to strike
If you read the underlined comment from above, you'll understand why this Xiaoyu should block twice and strike. Dragonfly Fist in position 1 or 2 plays like Tobi Ushikawa so, I have already selected the option to block.

Xiaoyu should definitely NOT strike
So this is the last scene in our fight, the Xiaoyu ended up striking and then boosting my cards by 8 damage due to the effects of Flapping Wings (5th card) and I was able to KO her the next turn. What she should have done was force a 5 card discard (I would have struck after the 2 blocks) or attempt to cycle through cards using the effects of my Shisetsu Genman. Even then, it is really difficult for the Xiaoyu to take the match from this point.

Xiaoyu Weaknesses

If you have a quick scroll through Xiaoyu's cards, you'll notice the following:
  • there is only 1 card that does more than 10 damage
  • Xiaoyu does not possess a reliable source of healing and it is very weak
If you think about it, Xiaoyu is kind of like a weaker (in terms of damage), faster (card drawing) version of Nina with an inferior Heal. Xiaoyu does possess one thing that Nina does not: cards to discard the opponent's cards to disrupt any "Lock" setups. When playing with Xiaoyu, you probably have seen her
entire deck 1-2 times before you've seen yours. Make sure to take note on whether they have the following cards:
  • Street Sweeper: 10 Damage, Kick, After the attack: Opp cards ≥ 4: Opp -2 cards
  • Phoenix Talon: 10 Damage, Kick, After the attack: Block: Both -5 cards & +5 HP
  • Step Kick: 8 Damage, Kick, After the attack: Opp Only Kick: +3 cards
Keeping a lookout on these cards will aide you in your decisions on whether you want to hold on to heal per turn cards, or how many cards you want to focus up to if you decide to do a lock.

When approaching a Xiaoyu, it is important to understand how your own deck works as well. For Example, let's take Yoshimitsu Deck 01. This deck contains 2 heal per turns, 2 block parries and the rest of the cards are damage. When fighting a Xiaoyu with this deck, I of course do my best to block as much incoming damage as possible, (when justified) I also know what HP level I want Xiaoyu to be at (75 HP) and when I should be focusing (to cycle through cards) as oppose to striking, this includes perhaps 5 card discards to so the Xiaoyu forgoes their card advantage unless they want to focus on a potential 5 card strike.

For Kazuya's running 3x Twin Fang Double Kick and 3x Skull Smash, it is a good idea to have at least 2-3 cards when you reach the dangerzone (59-80 HP). A good way of doing this is focus till 3 cards, and 'trick' the Xiaoyu into 5 card striking you by blocking at 2-3 cards till Xiaoyu reaches 5 cards. If the Xiaoyu isn't that bright, they will strike.

Nina can go shot for shot, or tank with Assault Bomb. I would imagine this is a rather favored matchup for Nina players (someone correct me if I am wrong, lol) since Nina can heal consistently and draw fast as well.

Conclusion

Remember these are only guidelines, always take into consideration cards on the field, your/opponent's HP, opponent's play style, the cards in your deck, etc.
  • Xiaoyu will only strike, if there is a guarantee that at the beginning of the next turn, she will have at least 1 card. Otherwise Focus.
  • Remember to keep a lookout for cards such as Street Sweeper, Phoenix Talon, and Step Kick, and use that knowledge to dictate how you play certain cads in your deck.
  • If you gain 1 card from a focus, and a Xiaoyu also gains 1 card (only) from a focus, that was a good exchange on your part.
  • Sometimes you're just unlucky and lose before seeing your 4th card, don't let it bring you down.

Hope this posts helps a lot of people having troubles with Xiaoyu. I can really relate to the last point in the conclusion. Sometimes you are just unlucky, like facing a Panda with Ultra Kuma and Trout Sweep in a 5 card hand or a Kazuya with double Gates of Hell in their 5 card hand.

Double Gates of Hell
How unlucky of me

Don't be afraid to comment or offer more tips.

Thursday, June 13, 2013

Lili Deck - 01

Edit: Due to the drastic changes in Lili's Piercing Thorn card, and the addition of Rafflesia, I have edited the build of the deck hoping to salvage what is left of a Parry Deck for Lili.

This post is regarding a common Lili deck that I see quite often. I find it extremely difficult to overcome without a bit of luck. I will also post a flow chart to aid in the strategy of this deck. This deck is not the "be all and end all" Lili decks, it is just a deck. Without further adieu, here is the deck!

Lili
Parry Queen Lili

The Deck

  • 3x Direct Persuasion: 22 Damage, Punch, After the attack: Cards ≤ Opp cards & Opp cards ≥ 3: +1 card
  • 2x Matterhorn Ascension: 20 Damage, Kick, After the attack: This card appears & Opp cards ≥ 2: +25 HP
  • 1x Rafflesia: 12 Damage, Punch, Before the attack: Opp cards ≥ 3: +1 Parry
  • 2x Alstroemeria: 14 Damage, Kick, After the attack: Dual Block & Opp cards ≥ 2: Opp -1 card
  • 2x Freesia Thrust: 20 Damage, Kick, Before the attack: Opp Strike & Opp cards ≥ 3: +1 Kick Parry
  • 2x Autumn Wind: 15 Damage, Kick, After the attack: Opp Focus: Both +1 card
  • 2x Monte Carlo Snap: 16 Damage, Punch, After the attack: Block missed: Card discarded & + 35 HP
  • Power Card: 130 HP, Every turn: Opp -1 card max
Pick 1 of the following
  • 1x Monte Carlo Snap: 16 Damage, Punch, After the attack: Block missed: Card discarded & + 35 HP
  • 1x Elysee Le Bras Allonge: 20 Damage, Punch, After the attack: Strike: Both -5 cards & Both +4 cards

Strategy

Here is the flow chart I have created for this deck. Obviously it won't beat everyone but it is a general guide to playing with this deck. As you can see it is quite defensive and patient. You may not like the play-style so feel free to not go along with the flow chart.

Conclusion

I have never tried this deck before, but I can tell you fighting against is very tough. If you were wondering how to counter this deck (and maybe all Lili deck's that have a similarity to this one), Consider striking with 1-2 cards when the Lili doesn't have any means to gain a card the next turn for blocking (Sunset Sunrise).

Feel free to comment, ask any questions, subscribe, or "like" the post =].