Editing Kazuya (SSBU)
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Masanori Shinohara, Kazuya's voice actor since ''{{iw|wikipedia|Tekken 4}}'', reprises his role in ''Ultimate'' in all regions. | Masanori Shinohara, Kazuya's voice actor since ''{{iw|wikipedia|Tekken 4}}'', reprises his role in ''Ultimate'' in all regions. | ||
Kazuya ranks 11th out of 82 on the current [[tier list]], placing him at the top of the A+ tier. Kazuya possesses various strengths, the most significant being his | Kazuya ranks 11th out of 82 on the current [[tier list]], placing him at the very top of the A+ tier. Kazuya possesses various strengths, the most significant being his near-unrivaled combo game, which grants him the best damage rack-up game, ability to secure KOs, and fair zero-to-death potential. Kazuya possesses a fair variety of moves that serve as combo starters, most notably forward throw and [[Electric Wind God Fist]]. He also possesses the best kit of finishers of any character in the game, the strongest being Dragon Uppercut and his up-smash, which contain a frame of armor and can secure stocks at fairly low percents with the help of his combo starters. Forward throw, with almost no knockback, allows for Kazuya to instantly follow up with an Electric Wind God Fist combo string. The move's high [[Paralyze|paralysis effect]] and [[hitstun]] disable opponents from escaping via [[SDI]], allowing full reliability for Kazuya to connect his combos with various followups, including the same move itself, which allows him to rack-up damage easily. His combo game is boosted primarily with neutral aerial, which allows for a 2nd Electric Wind God Fist combo string or a KO confirm down the stage against opponents with a lackluster recovery. His [[Crouch Dash]] somewhat shifts his hurtbox, which boosts his neutral game and allows him to punish opponents more easily. Furthermore, Kazuya has near zero trouble in securing damage or stocks, as almost any move in his kit will inflict insane damage and KO opponents at the most favorable percent. His aerial attacks are among the strongest of any character, as up air, back, and forward air contain high knockback, allowing for a KO confirm at a high percent from a grounded attack. Down air serves as a fast and aggressive option to escape juggles and catch opponents off guard. In addition, his special attacks carry enormous strength as well. [[Devil Blaster]] is an angled blast attack, which allows for a lethal KO option offstage at higher percents, and to occasionally force approaches during neutral. [[Devil Fist]], a paralytic special attack, allows for a combo opportunity, or an easy KO confirm if followed up with [[Dragon Uppercut]]. Furthermore, Kazuya possesses a fair [[out of shield]] option and one of the distinct and most strongest grabs in the game in the form of [[Gates of Hell]], which KOs at higher percents at the ledge or can allow for gimps at lower percents when followed up by him edgeguarding. [[Heaven's Door]] provides for a fast and efficient KO and recovery option, with its high vertical distance and large hitbox, as well as not sending Kazuya into [[helpless|helplessness]]. Furthermore, Kazuya possesses an incredible comeback mechanic in the form of [[rage drive]], which contains armor, allowing for uninterruption, and is further enhanced depending on the damage that Kazuya has taken. When successful, it can KO opponents at lower percents. Furthermore, Kazuya boasts a phenomenal survivability, being the 8th heaviest character in the game, which allows him to survive until higher percents and sometimes instantly make up for losses in neutral with his powerful combo game, further enhanced by [[rage]]. | ||
Kazuya does suffer from several polarizing weaknesses, the most significant being his poor frame data, extremely slow mobility, and poor defense. Almost all of his attacks come out at at least frame 12 or later, and have very high ending lag, making most of his attacks extremely unsafe on shield. This makes Kazuya have to primarily rely on forward throw or Electric Wind God Fist during neutral, which come out at frame 9 and 8 respectively. He is also among the slowest characters in the game, possessing slow ground speed, air speed, and mobility. When combined with a sub-par out of shield game, it makes it very difficult for Kazuya to approach and win neutral, sometimes having to rely on Devil Blaster far-range to force situational approaches. His neutral game is further worsened by most of his attacks having poor range, which forces him to approach. His combo game is also difficult to execute consistently and combined with the high ending lag in most of his attacks, it can lead to a sharp whiff punish if players aren't careful. Furthermore, his primary combo starters and KO options are all afflicted by poor frame data, with Devil Fist, Heaven's Door, Dragon Uppercut, forward smash, and his aerial attacks all having a considerable amount of startup and especially, ending lag. All in all, these weaknesses burden him with among the worst disadvantage states of any character in the game. His advantage state is also mediocre, as he primarily relies on connecting combos to succeed. Neutral resets if he fails to do so, and he doesn't have a lot of options to maintain the advantage. Rage Drive, while useful to break out of disadvantage and reverse a lead with, is difficult to land if opponents are careful. If Kazuya either continues to take damage in this form or fails to land Rage Drive for an extended period of time, he will lose access to the move. Furthermore, his edgeguarding abilities are sub-par, having to rely on forward aerial offstage or Devil Blaster at ledge. Lastly, Kazuya's recovery, while extensive and somewhat flexible, is exploitable, as his double jump is rather low, and [[Devil Wings]] barely providing any horizontal distance, forcing Kazuya to utilize his directional air dodge, which in turn gives the opponent a chance to punish offstage. | |||
Overall, Kazuya | Overall, Kazuya is a revolutionary character, who despite having a high learning curve, provides among the most unique strengths, combo game, abilities, and gameplay of any character in ''Ultimate''. With the popularity of the Tekken series, and the acclaim towards his design and moveset, Kazuya is known as among the most popular characters in the game. Kazuya's successful representation has remained consistent since the day he was released, albeit slightly declining in the post pandemic metagame. His current success by players such as {{Sm|Riddles}} and {{Sm|Tea}}. However, despite his popularity, Kazuya is widely known to create a highly stressful and negative fighting experience for the opponent, having a bitter punish game combined with somewhat excessive damage rackup and stock-taking potential. This has led some players in the community to call for his ban, with the efforts to ban Kazuya being widely unsuccessful. | ||
==Attributes== | ==Attributes== | ||
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Kazuya's most noteworthy attribute is arguably his comeback mechanic in the form of {{h2|Rage Drive|Rage}}. This is an ability that activates when Kazuya takes 100% (or is down to 25% of his health in Stamina mode), which grants a multitude of buffs. To start off, Kazuya's damage output on all of his attacks increases by 1.1×, which improves his already outstanding damage output and combo game. He also gains a strengthened version of Heaven's Door called [[Rage Drive]], which deals massive damage and can KO most characters before 80% near the ledge. Acting as a command grab, this makes Kazuya very threatening to shield against or even approach, as his high damage capabilities grant him the ability to net stocks starting at very early percentages. | Kazuya's most noteworthy attribute is arguably his comeback mechanic in the form of {{h2|Rage Drive|Rage}}. This is an ability that activates when Kazuya takes 100% (or is down to 25% of his health in Stamina mode), which grants a multitude of buffs. To start off, Kazuya's damage output on all of his attacks increases by 1.1×, which improves his already outstanding damage output and combo game. He also gains a strengthened version of Heaven's Door called [[Rage Drive]], which deals massive damage and can KO most characters before 80% near the ledge. Acting as a command grab, this makes Kazuya very threatening to shield against or even approach, as his high damage capabilities grant him the ability to net stocks starting at very early percentages. | ||
Much like how his fighting style reflects and based on his playstyle in his home series, one of Kazuya's biggest strengths is his punish game once he closes the gap. It is possible for him to dish out large amounts of damage due to his very large and varied moveset. His kit is filled with numerous combo starters that deal high damage and hitstun, and several of his attacks are able to be interrupted halfway through, which creates multiple combo routes to go by, with even the more simple ones being able to dish out at least 30% | Much like how his fighting style reflects and based on his playstyle in his home series, one of Kazuya's biggest strengths is his punish game once he closes the gap. It is possible for him to dish out large amounts of damage due to his very large and varied moveset. His kit is filled with numerous combo starters that deal high damage and hitstun, and several of his attacks are able to be interrupted halfway through, which creates multiple combo routes to go by, with even the more simple ones being able to dish out at least 30%. He also has options that counter shields, such as shield-breaking options with down smash and Tsunami Kick, as well as some attacks that outright beat shields, such as the last hit of the 10-hit Combo, and Electric Wind God Fist, which uniquely forces opponents out of their shield. Additionally, many of his ground moves have high [[shieldstun]] multipliers, making them surprisingly safe on shield if properly [[spacing|spaced]] in spite of their high lag. This gives Kazuya a very strong close-range game once he does close the gap, as his kit is filled with mixups and routes which leaves the opponent on their toes, having to keep guessing what he's going to do next. | ||
While his aerial movement is very lackluster, Kazuya's aerials in their own right have varied uses. Neutral aerial is unique in that it [[meteor smash]]es both grounded and aerial opponents, while also being very quick to interrupt, granting it the ability to combo into other attacks almost flawlessly, rising or landing with the move. Forward aerial has a similar attribute of being very quick to interrupt, but also has decent horizontal range in front of Kazuya while having respectable knockback, making it useful as a poking option and combo starter overall. Back aerial is the hardest aerial for Kazuya to use consistently due to his auto-turnaround mechanic in 1v1 fights, although it is also his strongest aerial. It deals high damage, has good range and KOs rather early when sweetspotted, making it a viable mixup in his kit. His up aerial has a very wide vertical range, hitting grounded opponents even when rising with the move. Like neutral and forward aerials, it is a fast aerial overall, having numerous combo routes out of the move. It also boasts good KO power when it hits clean. Lastly, down aerial is a stall-and-fall aerial that is risky when used offstage, but it deals high knockback, creating a large area of denial for the opponent attempting to get back to the stage. It also has low enough ending lag for Kazuya to be able to recover back to the stage afterwards, provided he has his double jump. | While his aerial movement is very lackluster, Kazuya's aerials in their own right have varied uses. Neutral aerial is unique in that it [[meteor smash]]es both grounded and aerial opponents, while also being very quick to interrupt, granting it the ability to combo into other attacks almost flawlessly, rising or landing with the move. Forward aerial has a similar attribute of being very quick to interrupt, but also has decent horizontal range in front of Kazuya while having respectable knockback, making it useful as a poking option and combo starter overall. Back aerial is the hardest aerial for Kazuya to use consistently due to his auto-turnaround mechanic in 1v1 fights, although it is also his strongest aerial. It deals high damage, has good range and KOs rather early when sweetspotted, making it a viable mixup in his kit. His up aerial has a very wide vertical range, hitting grounded opponents even when rising with the move. Like neutral and forward aerials, it is a fast aerial overall, having numerous combo routes out of the move. It also boasts good KO power when it hits clean. Lastly, down aerial is a stall-and-fall aerial that is risky when used offstage, but it deals high knockback, creating a large area of denial for the opponent attempting to get back to the stage. It also has low enough ending lag for Kazuya to be able to recover back to the stage afterwards, provided he has his double jump. | ||
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All in all, like other characters of his weight class, Kazuya functions as a bait-and-punish type of character akin to how he plays in ''Tekken'', though uniquely with plenty of combo routes and punishment options that differentiate him from other heavyweights. His ability to dish out extreme amounts of damage, sometimes more than characters heavier than him, combined with his ability to close the gap with some of his moves, such as his Crouch Dash, forces the opponent to stay on their toes against Kazuya. Once he is able to close the gap, it is often hard for the opponent to keep up in damage. However, Kazuya himself is very prone to combos and his rather sluggish startup on his attacks means that he must pick his spots well; coupled with his mediocre aerial abilities and ''Ultimate''{{'}}s heavy focus on aerial combat, he can easily get overwhelmed on certain stages or against opponents with strong air games. Regardless, his high skill ceiling and formidable grounded abilities supplements this a lot, making him a very rewarding character when played in the right hands. | All in all, like other characters of his weight class, Kazuya functions as a bait-and-punish type of character akin to how he plays in ''Tekken'', though uniquely with plenty of combo routes and punishment options that differentiate him from other heavyweights. His ability to dish out extreme amounts of damage, sometimes more than characters heavier than him, combined with his ability to close the gap with some of his moves, such as his Crouch Dash, forces the opponent to stay on their toes against Kazuya. Once he is able to close the gap, it is often hard for the opponent to keep up in damage. However, Kazuya himself is very prone to combos and his rather sluggish startup on his attacks means that he must pick his spots well; coupled with his mediocre aerial abilities and ''Ultimate''{{'}}s heavy focus on aerial combat, he can easily get overwhelmed on certain stages or against opponents with strong air games. Regardless, his high skill ceiling and formidable grounded abilities supplements this a lot, making him a very rewarding character when played in the right hands. | ||
Despite his overall high learning curve and complexity, Kazuya has seen tournament success thanks to the efforts of players such as {{Sm|Riddles}} and {{Sm|Tea}}, both of whom have won majors using the character. The general consensus is that Kazuya is a high-effort, high reward character who can stuff out approaches and even cause zero to deaths over one mistake, but has a poor disadvantage state that makes it possible for himself to be killed off of one mistake. As it stands, the general consensus considers Kazuya to be top tier, with many also arguing for his ban due to the character's polarizing strengths. | |||
==Update History== | ==Update History== | ||
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''10-Hit Combo (button tapped or held)'': A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right [[electric]] punch that [[crumple]]s, and a bursting uppercut. The last hit is [[unblockable]]. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging [[natural combo]] neutral attack in the game, and the final hit can KO at around 160%. However, its has multiple inconsistencies to offset this: the full combo cannot be completed near a ledge as the opponent will fall off it, the move is very easily DI'd out of due to its low hitstun and various [[SDI]] multipliers during hits 3-8 (with the third hit having a 5× multiplier), and its multiple pauses allow quick attacks to interrupt the move between hits. As a result, 10-Hit Combo is very situational as the full move cannot usually be completed, and DI'ng forward usually causes it to fail; it is often more effective to cancel the move partway to mixup with other moves, and can also be used to forcibly make an opponent fall off a ledge, where they may accidentally perform a panic option like an airdodge. Based on the traditional 10-hit combo route all ''Tekken'' characters can perform, with this string taking inspiration from the ones used by the Mishima clan. | ''10-Hit Combo (button tapped or held)'': A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right [[electric]] punch that [[crumple]]s, and a bursting uppercut. The last hit is [[unblockable]]. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging [[natural combo]] neutral attack in the game, and the final hit can KO at around 160%. However, its has multiple inconsistencies to offset this: the full combo cannot be completed near a ledge as the opponent will fall off it, the move is very easily DI'd out of due to its low hitstun and various [[SDI]] multipliers during hits 3-8 (with the third hit having a 5× multiplier), and its multiple pauses allow quick attacks to interrupt the move between hits. As a result, 10-Hit Combo is very situational as the full move cannot usually be completed, and DI'ng forward usually causes it to fail; it is often more effective to cancel the move partway to mixup with other moves, and can also be used to forcibly make an opponent fall off a ledge, where they may accidentally perform a panic option like an airdodge. Based on the traditional 10-hit combo route all ''Tekken'' characters can perform, with this string taking inspiration from the ones used by the Mishima clan. | ||
The first hit comes out at frame 6, making it slower than average | The first hit comes out at frame 6, making it slower than average. | ||
|ftiltname=Oni Front Kick ({{ja|鬼蹴り|Onigeri}}, ''Ogre Kick'') | |ftiltname=Oni Front Kick ({{ja|鬼蹴り|Onigeri}}, ''Ogre Kick'') | ||
|ftiltdmg=14.5% | |ftiltdmg=14.5% | ||
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|utiltdmg=6% | |utiltdmg=6% | ||
|utilt2dmg=10% | |utilt2dmg=10% | ||
|utiltdesc=Two small uppercuts, with his left hand followed by his right hand. As with other natural combos, each hit is used with another button press. Each hit grants upper body intangibility. The first hit can be canceled to lead into other moves. The second hit can act as a combo finisher from attacks such as down tilt and down throw, although it is very unrewarding and poor for followups due to Kazuya's slow jumpsquat. Based on the string of the same name (wr1, 2 - while rising left punch, right punch); unlike the rest of Kazuya's tilts, it is not performed with the same directional inputs used by Kazuya in ''Tekken'' | |utiltdesc=Two small uppercuts, with his left hand followed by his right hand. As with other natural combos, each hit is used with another button press. Each hit grants upper body intangibility. The first hit can be canceled to lead into other moves. The second hit can act as a combo finisher from attacks such as down tilt and down throw, although it is very unrewarding and poor for followups due to Kazuya's slow jumpsquat. Based on the string of the same name (wr1, 2 - while rising left punch, right punch); unlike the rest of Kazuya's tilts, it is not performed with the same directional inputs used by Kazuya in ''Tekken''. | ||
|dtiltname=Nejiri Uraken{{ref|a}} ({{ja|捻り裏拳|Nejiri Uraken}}, ''Twisting Backfist'') | |dtiltname=Nejiri Uraken{{ref|a}} ({{ja|捻り裏拳|Nejiri Uraken}}, ''Twisting Backfist'') | ||
|dtiltdmg=15% | |dtiltdmg=15% | ||
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|uftilt3dmg=3% | |uftilt3dmg=3% | ||
|uftilt4dmg=10.5% | |uftilt4dmg=10.5% | ||
|uftiltdesc=Does a high roundhouse kick, followed by three spinning kicks, with the last kick striking at a high angle. The first kick grants his legs intangibility. As with other natural combos, each hit is used with another button press. The full combo deals 22%, and the final hit is very powerful, KOing at the ledge near 105%, making it a useful combo finisher. Due to the height of the first hit, it can miss very small characters like {{SSBU|Pichu}}, and the opponent may be sent too far to be hit by the final kick if the first few hits connect near a ledge. Based on his uf+4, 4, 4, 4 string (up forwards + right kick, right kick, right kick, right kick) | |uftiltdesc=Does a high roundhouse kick, followed by three spinning kicks, with the last kick striking at a high angle. The first kick grants his legs intangibility. As with other natural combos, each hit is used with another button press. The full combo deals 22%, and the final hit is very powerful, KOing at the ledge near 105%, making it a useful combo finisher. Due to the height of the first hit, it can miss very small characters like {{SSBU|Pichu}}, and the opponent may be sent too far to be hit by the final kick if the first few hits connect near a ledge. Based on his uf+4, 4, 4, 4 string (up forwards + right kick, right kick, right kick, right kick.) | ||
|dftiltcount=2 | |dftiltcount=2 | ||
|dftiltname=Tsunami Kick ({{ja|踵切り|Kakato Kiri}}, ''Heel Slash'') | |dftiltname=Tsunami Kick ({{ja|踵切り|Kakato Kiri}}, ''Heel Slash'') | ||
|dftiltdmg=7% | |dftiltdmg=7% | ||
|dftilt2dmg=10.5% | |dftilt2dmg=10.5% | ||
|dftiltdesc=A high kick followed by an axe kick, similar to Ken's Inazuma Kick. Grants leg intangibility and moves Kazuya forwards, and acts like a natural combo. Acts somewhat like a high kick in traditional fighting games, as it can catch jumping opponents. The second hit deals high shield damage. Despite its looks, the first kick reaches down to the ground, allowing it to lock. Surprisingly, the first hit can hit ledge-hanging opponents, but it cannot connect into the second hit in this way. Based on his df+4, 4 string (down forwards + right kick, right kick) | |dftiltdesc=A high kick followed by an axe kick, similar to Ken's Inazuma Kick. Grants leg intangibility and moves Kazuya forwards, and acts like a natural combo. Acts somewhat like a high kick in traditional fighting games, as it can catch jumping opponents. The second hit deals high shield damage. Despite its looks, the first kick reaches down to the ground, allowing it to lock. Surprisingly, the first hit can hit ledge-hanging opponents, but it cannot connect into the second hit in this way. Based on his df+4, 4 string (down forwards + right kick, right kick). | ||
|dbtiltname=Stature Smash ({{ja|腿砕き|Tai Kudaki}}, ''Thigh Smasher'') | |dbtiltname=Stature Smash ({{ja|腿砕き|Tai Kudaki}}, ''Thigh Smasher'') | ||
|dbtiltdmg=9% | |dbtiltdmg=9% | ||
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|dairdesc=From the air, performs a somersault before swinging his leg downward, landing on his back. Acts as a [[stall-then-fall]], with low enough ending lag that Kazuya can recover with his double jump and up special. The first hit is a weak meteor smash, however the hitbox only lasts for 2 frames and is followed up by the second hit, which instead launches opponents away with high diagonal knockback. Based on his 4~3 (pressing the right and left kick buttons in quick succession). | |dairdesc=From the air, performs a somersault before swinging his leg downward, landing on his back. Acts as a [[stall-then-fall]], with low enough ending lag that Kazuya can recover with his double jump and up special. The first hit is a weak meteor smash, however the hitbox only lasts for 2 frames and is followed up by the second hit, which instead launches opponents away with high diagonal knockback. Based on his 4~3 (pressing the right and left kick buttons in quick succession). | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with both hands | |grabdesc=Reaches out with both hands. If the Rage mechanic is active, the resulting throw will be that of Rage Drive with no input needed, although a standard throw can be buffered and executed while preserving Rage. | ||
|pummelname=Sternum Smash ({{ja|六腑砕き|Roppu Kudaki}}, ''Six Entrails Smasher'') | |pummelname=Sternum Smash ({{ja|六腑砕き|Roppu Kudaki}}, ''Six Entrails Smasher'') | ||
|pummeldmg=3.4% | |pummeldmg=3.4% | ||
|pummeldesc=Punches the opponent's sternum. | |pummeldesc=Punches the opponent's sternum while grabbing the opponent. Extremely slow, similar to pummels from previous games, though it is also the most damaging pummel in the game by a large margin. Based on his df+1 (down forward + left punch) from ''Tekken Tag Tournament'' onward. In the ''Tekken'' series, this move is known in English as "Entrails Smash"; however, the Japanese name is the same between ''Tekken'' and ''Super Smash Bros. Ultimate''.<ref>https://www.tekken-official.jp/tk6br/characters/pdf/tk6br_kazuya.pdf</ref> | ||
|fthrowname=Double Face Kick ({{ja|旋蹴り|Tsumuji Geri}}, ''Whirling Kick'') | |fthrowname=Double Face Kick ({{ja|旋蹴り|Tsumuji Geri}}, ''Whirling Kick'') | ||
|fthrowdmg=5% (hits 1-2), 2% (throw) | |fthrowdmg=5% (hits 1-2), 2% (throw) | ||
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|ci1name=[[Wind God Fist]] ({{ja|風神拳|Fūjinken}}) / [[Wind God Fist|Electric Wind God Fist]] ({{ja|最速風神拳|Saisoku Fūjinken}}, ''Fastest Wind God Fist'') | |ci1name=[[Wind God Fist]] ({{ja|風神拳|Fūjinken}}) / [[Wind God Fist|Electric Wind God Fist]] ({{ja|最速風神拳|Saisoku Fūjinken}}, ''Fastest Wind God Fist'') | ||
|ci1dmg=13.5% (grounded), 13% (aerial), 14.5% (Electric grounded), 14% (Electric aerial) | |ci1dmg=13.5% (grounded), 13% (aerial), 14.5% (Electric grounded), 14% (Electric aerial) | ||
|ci1desc=Dashes forward and does an uppercut. Done by pressing A after Crouch Dash. Grants upper body intangibility and sends opponents directly upwards, allowing for followups such as up tilt and up smash. | |ci1desc=Dashes forward and does an uppercut. Done by pressing A after Crouch Dash. Grants upper body intangibility and sends opponents directly upwards, allowing for followups such as up tilt and up smash. | ||
If the ↘ input and the attack button are pressed at the same time (a 3-frame window: the frames before and on the ↘ input or the frame after if the ↘ input is still held), it will become '''Electric Wind God Fist''' (EWGF). This version grants upper body intangibility then full body intangibility before the hitbox comes out, and inflicts [[paralysis]] to the opponent while pushing back opponents that shield. Like in ''Tekken'', Electric Wind God Fist is difficult to perform consistently as it essentially requires a frame-perfect input, but it is significantly more rewarding than a standard Wind God Fist: compared to its regular counterpart, it has significantly increased hitstun and frame advantage. It is crucial to Kazuya's combo game as a whole, leading into powerful KO confirms, such as forward smash, up smash and Devil Wings, or highly damaging loops with Crouch Jab or neutral aerial's meteor smash. It also heavily pushes back shielded targets and forces them out of shield, making it extremely safe on hit, and ledge-hugging opponents will fall off the ledge if they are shielding beside it, allowing for an edgeguard. For all its strengths, its strict window makes it very difficult to master, as mistiming will instead perform the less effective Wind God Fist, which has very limited followups. Despite this, Electric Wind God Fist's overall excellent versatility as a combo starter makes it commonly considered one of the best moves in the game. | If the ↘ input and the attack button are pressed at the same time (a 3-frame window: the frames before and on the ↘ input or the frame after if the ↘ input is still held), it will become '''Electric Wind God Fist''' (EWGF). This version grants upper body intangibility then full body intangibility before the hitbox comes out, and inflicts [[paralysis]] to the opponent while pushing back opponents that shield. Like in ''Tekken'', Electric Wind God Fist is difficult to perform consistently as it essentially requires a frame-perfect input, but it is significantly more rewarding than a standard Wind God Fist: compared to its regular counterpart, it has significantly increased hitstun and frame advantage. It is crucial to Kazuya's combo game as a whole, leading into powerful KO confirms, such as forward smash, up smash and Devil Wings, or highly damaging loops with Crouch Jab or neutral aerial's meteor smash. It also heavily pushes back shielded targets and forces them out of shield, making it extremely safe on hit, and ledge-hugging opponents will fall off the ledge if they are shielding beside it, allowing for an edgeguard. For all its strengths, its strict window makes it very difficult to master, as mistiming will instead perform the less effective Wind God Fist, which has very limited followups. Despite this, Electric Wind God Fist's overall excellent versatility as a combo starter makes it commonly considered one of the best moves in the game. | ||
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''See also: [[:Category:Kazuya players (SSBU)]]'' | ''See also: [[:Category:Kazuya players (SSBU)]]'' | ||
*{{Sm|Riddles|Canada}} - Co-mains Kazuya alongside {{SSBU|Terry}} and is the best Kazuya player in the world, as well as a top 10 player since mid-2022. He is currently the only player who has won majors primarily with Kazuya, doing so at {{Trn|The Big House 10}} and {{Trn|Collision 2023}}. | |||
*{{Sm|Tarik|Germany}} - Co-mained Kazuya alongside {{SSBU|Greninja}} for most of 2022 and is the best Kazuya player in Europe. He has used the character to place highly at several majors such as 9th at {{Trn|COLOSSEL 2022}} and 13th at {{Trn|Ultimate Fighting Arena 2022}}. He was ranked 69th on the [[UltRank 2022]] with the character. He has since relegated Kazuya to an occasional counterpick. | |||
*{{Sm|Riddles|Canada}} - Co-mains Kazuya alongside {{SSBU|Terry}} and is the best Kazuya player in the world, as well as a top 10 player | *{{Sm|Tea|Japan}} - Co-mained Kazuya alongside {{SSBU|Pac-Man}} from 2021 to 2022, and was considered one of the best Kazuya players in the world, rivaling Riddles in performance, and was a top 10 player in 2022. Tea notably used Kazuya to help him win {{Trn|Ultimate Fighting Arena 2022}}. However since 2023, he has relegated Kazuya to a counterpick character. | ||
*{{Sm|Tarik|Germany}} - Co-mained Kazuya alongside {{SSBU|Greninja}} for most of 2022 and | |||
*{{Sm|Tea|Japan}} - Co- | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Even prior to his release, Kazuya gained notoriety for his immense moveset relative to the rest of the cast, along with the inclusion of his near frame-perfect [[Electric Wind God Fist]]; | Even prior to his release, Kazuya gained notoriety for his immense moveset relative to the rest of the cast, along with the inclusion of his near frame-perfect [[Electric Wind God Fist]]; Many stated that this would give him an unprecedentedly high learning curve among ''Ultimate''{{'}}s roster, and could take a long time before his full potential is realized in the competitive scene. While his representation is below average, he has seen notable results from select players such as {{Sm|Riddles}}, {{Sm|Tea}}, and {{Sm|Axiom XL}} displaying how effective Kazuya can be with his extreme power, versatile toolkit, and great endurance, which has shown him to be more than capable of pulling off zero to deaths and difficult comebacks. As a result, Kazuya has received positive reception from competitive players, often being considered a top tier fighter due to these factors, and as such was ranked 7th on the first tier list. | ||
However, his aforementioned learning curve and unorthodox play style has continuously limited his tournament representation. Additionally, while he is notorious for his zero to death combos, he can just as easily be given a taste of his own medicine, as his slow mobility, abysmal air speed, high weight and fall speed make him susceptible to combos and give him a hard time getting out of disadvantage, meaning Kazuya himself can be easily KO'd in a zero to death. Opinions on Kazuya's viability would fall a bit in 2023, where only Riddles and Tea were consistent threats at majors, and even then Riddles complemented Kazuya with Terry while Tea's Kazuya was noticeably weaker than the prior year. As such, Kazuya fell to 11th on the second tier list, now ranking at the top of the A+ tier. | However, his aforementioned learning curve and unorthodox play style has continuously limited his tournament representation. Additionally, while he is notorious for his zero to death combos, he can just as easily be given a taste of his own medicine, as his slow mobility, abysmal air speed, high weight and fall speed make him susceptible to combos and give him a hard time getting out of disadvantage, meaning Kazuya himself can be easily KO'd in a zero to death. Opinions on Kazuya's viability would fall a bit in 2023, where only Riddles and Tea were consistent threats at majors, and even then Riddles complemented Kazuya with Terry while Tea's Kazuya was noticeably weaker than the prior year. As such, Kazuya fell to 11th on the second tier list, now ranking at the top of the A+ tier. | ||
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Kazuya has been the subject of serious discussions for a ban from competitive play, although not as widespread compared to {{SSBU|Steve}}. Discussion heightened starting from early 2022 with a sudden rise in Kazuya players and results, such as {{Sm|Tea}}, {{Sm|Axiom XL}}, and most notably {{Sm|Riddles}}. | Kazuya has been the subject of serious discussions for a ban from competitive play, although not as widespread compared to {{SSBU|Steve}}. Discussion heightened starting from early 2022 with a sudden rise in Kazuya players and results, such as {{Sm|Tea}}, {{Sm|Axiom XL}}, and most notably {{Sm|Riddles}}. | ||
Proponents of Kazuya's ban argue that his strengths make for games that are more campy and less enjoyable to fight against or watch. This is due to Kazuya's movepool, which proponents have criticized as being broken due to the generous intangibility on certain moves and abundance of [[zero-to-death combo]]s that either kill or deal massive damage, regardless of weight or percentage. This has led proponents to believe that there | Proponents of Kazuya's ban argue that his strengths make for games that are more campy and less enjoyable to fight against or watch. This is due to Kazuya's movepool, which proponents have criticized as being broken due to the generous intangibility on certain moves and abundance of [[zero-to-death combo]]s that either kill or deal massive damage, regardless of weight or percentage. This has led proponents to believe that there are little effective counterplay against Kazuya other than "don't get hit", as a single mistake could potentially lead to death. | ||
On the other hand, opponents to a ban argue that Kazuya has noticeable flaws that can be crippling to the character, such as his poor disadvantage state and linear recovery, and the difficulty of executing such zero-to-death combos in high pressure tournament settings. They also point out how Kazuya's representation at a top level is lower compared to other characters perceived as "broken," with Riddles being the only player who saw consistently strong results with Kazuya, and even then he not only still maintained {{SSBU|Terry}} as a co-main, but was also still prone to random upsets and underwhelming performances. | On the other hand, opponents to a ban argue that Kazuya has noticeable flaws that can be crippling to the character, such as his poor disadvantage state and linear recovery, and the difficulty of executing such zero-to-death combos in high pressure tournament settings. They also point out how Kazuya's representation at a top level is lower compared to other characters perceived as "broken," with Riddles being the only player who saw consistently strong results with Kazuya, and even then he not only still maintained {{SSBU|Terry}} as a co-main, but was also still prone to random upsets and underwhelming performances. | ||
While no serious Kazuya ban has been implemented nationally, every power ranked local in the Dallas-Fort Worth, Texas region has banned Kazuya (along with Steve) as of April 16th, 2023, for | While no serious Kazuya ban has been implemented nationally, every power ranked local in the Dallas-Fort Worth, Texas region has banned Kazuya (along with Steve) as of April 16th, 2023, for the health of their competitive scene following a large amount of Kazuya and Steve results.<ref>https://twitter.com/tourneylocator/status/1647723550936035330</ref><ref>https://twitter.com/Odyssey_Smash/status/1647723339106902020</ref> | ||
=={{SSBU|Classic Mode}}: Fighting Fists with Fists== | =={{SSBU|Classic Mode}}: Fighting Fists with Fists== | ||
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==Trivia== | ==Trivia== | ||
[[File:SSBUxKazuya.jpg|thumb|240px|The European ''Super Smash Bros.'' website saying "x KAZUYA" instead of "x TEKKEN".]] | [[File:SSBUxKazuya.jpg|thumb|240px|The European ''Super Smash Bros.'' website saying "x KAZUYA" instead of "x TEKKEN".]] | ||
*Kazuya's internal codename is "demon", a reference to his demonic heritage | *Kazuya's internal codename is "demon", a reference to his demonic heritage of inheriting the Devil Gene across his family line. | ||
*Kazuya is coded to have a rapid jab alongside its finisher in [https://rubendal.github.io/ssbu/#/Character/Kazuya his character scripts] (named Attack100 and Attack100End), but they go unused due to him having no animations for them. | *Kazuya is coded to have a rapid jab alongside its finisher in [https://rubendal.github.io/ssbu/#/Character/Kazuya his character scripts] (named Attack100 and Attack100End), but they go unused due to him having no animations for them. | ||
*In Kazuya's character presentation, Sakurai noted that Kazuya's inclusion was difficult as he wanted to capture the essence of ''Tekken'' in ''Smash'' despite fundamental differences in their gameplay. This reflects a previous comment Sakurai made about Heihachi, whom he turned down in ''Smash 4'' for similar reasons. | *In Kazuya's character presentation, Sakurai noted that Kazuya's inclusion was difficult as he wanted to capture the essence of ''Tekken'' in ''Smash'' despite fundamental differences in their gameplay. This reflects a previous comment Sakurai made about Heihachi, whom he turned down in ''Smash 4'' for similar reasons. | ||
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*The European versions of the ''Super Smash Bros.'' website say "Super Smash Bros. Ultimate x Kazuya" instead of ''Tekken'' in his newcomer banner. Likewise, the website was updated to remove the series names and logos for all characters in the "Sort by Series" section. This is in line with the pattern that European marketing does not include the names of crossover games with a higher PEGI rating than ''Super Smash Bros Ultimate'' (''Tekken 7'' is rated 16). However, the European video presentations still show the ''Tekken'' name and logo. | *The European versions of the ''Super Smash Bros.'' website say "Super Smash Bros. Ultimate x Kazuya" instead of ''Tekken'' in his newcomer banner. Likewise, the website was updated to remove the series names and logos for all characters in the "Sort by Series" section. This is in line with the pattern that European marketing does not include the names of crossover games with a higher PEGI rating than ''Super Smash Bros Ultimate'' (''Tekken 7'' is rated 16). However, the European video presentations still show the ''Tekken'' name and logo. | ||
*With a weight value of 113, Kazuya is the heaviest DLC character in ''Ultimate''. | *With a weight value of 113, Kazuya is the heaviest DLC character in ''Ultimate''. | ||
**He is | **He is, however, the third heaviest newcomer overall, behind {{SSBU|Incineroar}} with a weight value of 116, and {{SSBU|King K. Rool}} with a weight value of 133. | ||
*It appears that some of Kazuya's animations were pulled straight from ''Tekken 7'', such as a quirk regarding Spinning Demon causing Kazuya's back to appear twisted for a few frames.<ref>{{cite web|url=https://twitter.com/fffightinfacts/status/1406327632111849478|title=Animation comparison between Tekken and Smash}}</ref> | *It appears that some of Kazuya's animations were pulled straight from ''Tekken 7'', such as a quirk regarding Spinning Demon causing Kazuya's back to appear twisted for a few frames.<ref>{{cite web|url=https://twitter.com/fffightinfacts/status/1406327632111849478|title=Animation comparison between Tekken and Smash}}</ref> | ||
*Kazuya is the only fighter who: | *Kazuya is the only fighter who: | ||
**Does not have a universal 3-frame [[jumpsquat]], with it instead being 7 frames. | **Does not have a universal 3-frame [[jumpsquat]], with it instead being 7 frames. | ||
**Does not suffer from hard landing [[lag]] when landing from a fullhop, due to his low jump height. | **Does not suffer from hard landing [[lag]] when landing from a fullhop, due to his low jump height. | ||
**Has a [[crowd cheer]] which features an instrument (a drum). | **Has a [[crowd cheer]] which features an instrument (a drum). | ||
**Vocalizes during their pummel attack. | **Vocalizes during their pummel attack. | ||
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*Despite using orthodox inputs, Kazuya's neutral attacks, forward tilt, up tilt, down tilt, and dash attack are all simply referred to as [[command-input move]]s in the [[Tips]], likely due to overlap with unorthodox inputs. | *Despite using orthodox inputs, Kazuya's neutral attacks, forward tilt, up tilt, down tilt, and dash attack are all simply referred to as [[command-input move]]s in the [[Tips]], likely due to overlap with unorthodox inputs. | ||
*Kazuya, [[Dark Pit]], and [[Wii Fit Trainer]] are the only playable characters in ''Ultimate'' that do not appear in a [[Nintendo Switch]] game outside of ''Ultimate''. | *Kazuya, [[Dark Pit]], and [[Wii Fit Trainer]] are the only playable characters in ''Ultimate'' that do not appear in a [[Nintendo Switch]] game outside of ''Ultimate''. | ||
*Masahiro Sakurai showed pre-release material of Kazuya in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=wKQ2v9kno9I | *Masahiro Sakurai showed pre-release material of Kazuya in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=wKQ2v9kno9I=402s Odds and Ends of Supervising [Graphics]]</ref> and showcased several changes made before the final version: | ||
**Kazuya's eyes and eyebrows were | **Kazuya's eyes and eyebrows were pull upward to look more angry. | ||
**Sakurai decided to use a unique knocked down animation that resembles Kazuya's knocked down animation in the {{uv|Tekken}} series. | **Sakurai decided to use a unique knocked down animation that resembles Kazuya's knocked down animation in the {{uv|Tekken}} series. | ||
**The position of Kazuya's wings while airborne | **The position of Kazuya's wings while airborne was altered to make the posing more energetic while retain a bat-like silhouette. | ||
**The story mode for ''Tekken 7'' was used to inspire [[Final Blaster]] almost 1 to 1. | **The story mode for ''Tekken 7'' was used to inspire [[Final Blaster]] almost 1 to 1. | ||
**Kazuya's wings during Final Blaster were initially too rounded and Sakurai suggested they be made more angular. | **Kazuya's wings during Final Blaster were initially too rounded and Sakurai suggested they be made more angular. | ||
**Kazuya's wings during [[Devil Blaster]] were adjusted to catch the wind during startup, release the wind | **Kazuya's wings during [[Devil Blaster]] were adjusted to catch the wind during startup, than release the wind and flutter upon activation. | ||
**Kazuya's wings during [[Devil Fist]] were repositioned so players could see the punch connect. | **Kazuya's wings during [[Devil Fist]] were repositioned so players could see the punch connect. | ||
**Sakurai suggest adding a line that goes through opponents during Devil Fist to add atmosphere. | **Sakurai suggest adding a line that goes through opponents during Devil Fist to add atmosphere. | ||
**Kazuya's wings were initially only visible for two frames during his landing animation, which Sakurai suggested | **Kazuya's wings were initially only visible for two frames during his landing animation, which Sakurai suggested extended to make the land more impactful. | ||
**Sakurai suggested that Kazuya should immediately enter his damage animation when hit by a [[Final Smash]]. | **Sakurai suggested that Kazuya should immediately enter his damage animation when hit by a [[Final Smash]]. | ||
*If Kazuya is set as a CPU opponent in [[Training Mode]], all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction with {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}}. | *If Kazuya is set as a CPU opponent in [[Training Mode]], all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction with {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}}. |