Editing Gates of Hell

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Within [[grab]] range, the player must perform  ↘ ↓ ↘ + grab input. If done correctly, Kazuya's arms will glow red prior to the [[grab]] as a sign that the input was successful. Despite requiring a grab input to be used, because the input is tied to the [[A]] part of [[R]]+A — the macro a grab button input uses — Gates of Hell cannot be used [[out of shield]]. If Gates of Hell connects, like Kazuya's other [[throw]]s, a special camera angle activates in 1-on-1 battles.  
Within [[grab]] range, the player must perform  ↘ ↓ ↘ + grab input. If done correctly, Kazuya's arms will glow red prior to the [[grab]] as a sign that the input was successful. Despite requiring a grab input to be used, because the input is tied to the [[A]] part of [[R]]+A — the macro a grab button input uses — Gates of Hell cannot be used [[out of shield]]. If Gates of Hell connects, like Kazuya's other [[throw]]s, a special camera angle activates in 1-on-1 battles.  


During the throw, Kazuya will force the opponent to the other side of him, bend them back, and kick them away, making it a useful tool when cornered to reverse the situation. It's the most damaging throw in the game, beating out {{SSBU|King K. Rool}}'s [[up throw]], making it a powerful tool for bringing opponents into [[KO]] range. However, its follow-up potential on its own is negligible, and an opponent teching it on-stage makes it negative on hit at lower [[percentage]]s. Thus, in the time after the throw is used, the Kazuya player should primarily aim to gain stage control. The [[knockback]] angle is extremely steep, [[gimp]]ing characters with poor [[recovery|recoveries]] — such as {{SSBU|Chrom}} or {{SSBU|Dr. Mario}} — at high percentages on its own. Outside of this, it remains a strong kill throw in its own right, though the requirement to be cornered makes situations where it does so rarer than it initially seems.
During the throw, Kazuya then force the opponent to the other side of him, bend them back, and kick them away, making it a useful tool when cornered to reverse the situation. It's the most damaging throw in the game, beating out {{SSBU|King K. Rool}}'s [[up throw]], making it a powerful tool for bringing opponents into [[KO]] range. However, its follow-up potential on its own is negligible, and an opponent teching it on-stage makes it negative on hit at lower [[percentage]]s. Thus, in the time after the throw is used, the Kazuya player should primarily aim to gain stage control. The [[knockback]] angle is extremely steep, [[gimp]]ing characters with poor [[recovery|recoveries]] — such as {{SSBU|Chrom}} or {{SSBU|Dr. Mario}} — at high percentages on its own. Outside of this, it remains a strong kill throw in its own right, though the requirement to be cornered makes situations where it does so rarer than it initially seems.  


==Origin==
==Origin==

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