Editing Kazuya (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 3: | Line 3: | ||
{{Infobox Character | {{Infobox Character | ||
|name = Kazuya | |name = Kazuya | ||
|image = {{tabber|title1=Gi| | |image = {{tabber|title1=Gi|tab1=[[File:Kazuya SSBU.png|250px]]|title2=Suit|tab2=[[File:Kazuya-Alt 1 SSBU.png|250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|universe = {{uv|Tekken}} | |universe = {{uv|Tekken}} | ||
|availability = [[Downloadable content (SSBU)|Downloadable]] | |availability = [[Downloadable content (SSBU)|Downloadable]] | ||
|tier = | |tier = S | ||
|ranking = | |ranking = 7 | ||
}} | }} | ||
:{{Cquote|''Kazuya GETS READY FOR THE NEXT BATTLE''|cite=Introduction tagline}} | :{{Cquote|''Kazuya GETS READY FOR THE NEXT BATTLE''|cite=Introduction tagline}} | ||
Line 15: | Line 15: | ||
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 | Kazuya ranks 7th out of 82 on the current [[tier list]], placing him in the S tier. It is the highest placement for a traditional fighting game character in the game. Similar to other fighting game characters such as [[Ken (SSBU)|Ken]] and [[Terry (SSBU)|Terry]], Kazuya possesses extremely high KO potential with moves such as his [[Sweet spot (hitbox)|sweetspotted]] [[forward smash]], [[Heaven's Door]], and [[Dragon Uppercut]]. His [[Crouch Dash|crouch dash]] grants him a very potent movement option in [[Neutral game|neutral]] due to its speed, [[intangibility]], and frequency in which it can be done. | ||
Much like his fellow fighting game characters, Kazuya also has fearsome [[combo|comboing]] capability. Many of his [[Normal|normals]] also have inputted variations that offer a great deal of versatility when starting combos due to their relatively fast [[startup]] and low [[hitstun]]. Similarly, many of his [[Special move|specials]] cause the opponent to enter a [[Crumple|crumpled state]], such as Demon God Fist and [[Devil Fist]]. Among these moves however, [[Electric Wind God Fist]] is perhaps the most notable. While difficult to perform consistently, it offers significant reward to the player, having very high hitstun and frame advantage, and the [[Paralyze|paralysis effect]] that it causes leads into a myriad of Kazuya's KO moves including moves such as [[up smash]] and sweetspotted forward smash. | |||
Kazuya's [[recovery]] also is relatively flexible. [[Devil Wings]] is one of the few [[Up special move|up specials]] in the game that does not cause [[helplessness]], and can be acted out of upon performing it. His [[down aerial]] is also a quick [[stall-then-fall]] that can also be acted out of. Paired with the decent vertical distance that his [[double jump]] and Devil Wings offer, Kazuya's recovery provides decent overall coverage. | |||
However, Kazuya does suffer from weaknesses that other fighting game characters share. He is extremely [[heavy]] and has among the lowest jump height and slowest [[Air speed|air]], [[walking]], and [[dash |dash speed]] in the game. Coupled with his relatively tall stature, he is extremely susceptible to combos. Additionally, despite the strengths that his grounded moveset has, the startup on a majority of them are relatively slow and have poor range. Because of his low speed outside of his crouch dash, this makes it difficult for Kazuya to [[approach]], as Kazuya does not have any long-range attacks outside of [[Devil Blaster]], which has very high startup and [[endlag]]. | |||
Kazuya also has the unique distinction of being the only character in the game with a 7-frame [[jumpsquat]] as opposed to the universal 3. Because of this, Kazuya's [[Aerial attack|aerials]], despite their combo utility, are relatively mediocre when using them [[Out of shield|out-of-shield]], with one of his better options, Devil Wings, still being below average. This makes it easy for faster characters such as [[Sheik (SSBU)|Sheik]] and [[Sonic (SSBU)|Sonic]] to easily [[pressure]] him, giving Kazuya a rather poor out-of-shield game. | |||
Lastly, Kazuya's recovery is still rather exploitable. If without a double jump, Devil Wings has very poor horizontal distance. Devil Fist does have notably more horizontal distance, but it has extremely high endlag. Even with the vertical distance that his recovery offers, it is still capable of getting countered and easily intercepted, especially because all momentum from Kazuya's double jump is immediately halted if he uses an aerial, making it even more difficult to protect himself while recovering. | |||
Despite these flaws, Kazuya's domineering offense and combo potential when he manages to close the distance have made him an extremely potent character in ''Ultimate's'' [[metagame]] and has seen great success in [[Tournament|tournaments]] due to players such as [[Smasher:Riddles|Riddles]], who has won major tournaments and invitationals such as [[Tournament:The Big House 10|The Big House 10]], [[Tournament:TVS: Takeover|TVS: Takeover]], and [[Tournament:Path to Glory|Path to Glory]]. | |||
==Attributes== | ==Attributes== | ||
Kazuya is a surprisingly heavy brawler, being the 8th heaviest character in the game, who focuses heavily on ground offense, courtesy of his wide array of grounded moves and command specials which consists of almost nothing but grabs, throws, punches, and kicks. Reflecting both his weight class and series of origin, many of his attacks possess astounding damage outputs and knockback values, though both his movement and attack speed are lackluster, which renders his approach relatively limited. He possesses an impressive variety of microspacing options and ways to close in the distance, including a kick capable of [[reflection]], a quick dash that grants [[intangibility]], and attacks that move him slightly forward or backwards, allowing him to control his grounded movements better than most of the cast. His attributes reflect his ground-focused playstyle, as Kazuya's movement speed is very sluggish in general and requires use of his kit to properly close the distance. Apart from a very high double jump (similar to {{SSBU|Mewtwo}} or {{SSBU|Ness}}), Kazuya's dash speed is below average, and his air and walk speeds are very slow. Kazuya also possesses one of the lowest jumps in the game: while this assists his combo game due to his attacks' launch angles, this is counterbalanced by his jumpsquat, which is uniquely 7 frames long instead of 3. | Kazuya is a surprisingly heavy brawler, being the 8th heaviest character in the game, who focuses heavily on ground offense, courtesy of his wide array of grounded moves and command specials which consists of almost nothing but grabs, throws, punches, and kicks. Reflecting both his weight class and series of origin, many of his attacks possess astounding damage outputs and knockback values, though both his movement and attack speed are lackluster, which renders his approach relatively limited. He possesses an impressive variety of microspacing options and ways to close in the distance, including a kick capable of [[reflection]], a quick dash that grants [[intangibility]], and attacks that move him slightly forward or backwards, allowing him to control his grounded movements better than most of the cast. His attributes reflect his ground-focused playstyle, as Kazuya's movement speed is very sluggish in general and requires use of his kit to properly close the distance. Apart from a very high double jump (similar to {{SSBU|Mewtwo}} or {{SSBU|Ness}}), Kazuya's dash speed is below average, and his air and walk speeds are very slow. Kazuya also possesses one of the lowest jumps in the game: while this assists his combo game due to his attacks' launch angles, this is counterbalanced by his jumpsquat, which is uniquely 7 frames long instead of 3. | ||
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. | ||
One of Kazuya's biggest strengths is his punish game once he closes the gap, being able 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. | ||
Line 40: | Line 48: | ||
Lastly, Kazuya's vast and large moveset grants him among the highest technical learning curves in the game. He doesn't have the ability to "cancel" his attacks unlike fellow fighting game characters {{SSBU|Ryu}}, {{SSBU|Ken}} and {{SSBU|Terry}}, meaning that he has to be more precise and frame-tight with his combos compared to other characters. His wide range of attacks all have specific inputs and timings, most notably Electric Wind God Fist, which is extremely useful when mastered but can take a lot of practice to pull off consistently, making Kazuya particularly prone to misinputs and their associated consequences. In addition, improper inputs can be especially common when dealing with fast opponents who can easily cross up Kazuya, and many of his tilts are fairly sluggish, which in combination with his lack of approach options means he cannot afford to be impatient in neutral. This forces the player to adapt to Kazuya's unique playstyle and learn the ins and outs of every move, carefully anticipate the right time to use a certain attack to avoid being left vulnerable, and see what is most optimal to string together to maximize his considerable damage potential. | Lastly, Kazuya's vast and large moveset grants him among the highest technical learning curves in the game. He doesn't have the ability to "cancel" his attacks unlike fellow fighting game characters {{SSBU|Ryu}}, {{SSBU|Ken}} and {{SSBU|Terry}}, meaning that he has to be more precise and frame-tight with his combos compared to other characters. His wide range of attacks all have specific inputs and timings, most notably Electric Wind God Fist, which is extremely useful when mastered but can take a lot of practice to pull off consistently, making Kazuya particularly prone to misinputs and their associated consequences. In addition, improper inputs can be especially common when dealing with fast opponents who can easily cross up Kazuya, and many of his tilts are fairly sluggish, which in combination with his lack of approach options means he cannot afford to be impatient in neutral. This forces the player to adapt to Kazuya's unique playstyle and learn the ins and outs of every move, carefully anticipate the right time to use a certain attack to avoid being left vulnerable, and see what is most optimal to string together to maximize his considerable damage potential. | ||
All in all, like other characters of his weight class, Kazuya functions as a bait-and-punish type of character | All in all, like other characters of his weight class, Kazuya functions as a bait-and-punish type of character, 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== | ||
Line 49: | Line 59: | ||
==Moveset== | ==Moveset== | ||
*Kazuya has a unique [[fighter ability]] called '''{{h2|Rage Drive|Rage}}'''. It is indicated by Kazuya being enveloped in a red aura after reaching 100% (25% of his total health in Stamina Mode). In the ''Tekken'' series, Rage increases the damage output of his moves, which is emulated with a 1.1× damage multiplier in ''SSBU''. It also grants access to the unique '''[[Rage Drive]]''', which will end the Rage state when executed. There is no time limit on the Rage state, although it will end if Kazuya receives more than a certain amount of damage or misses Rage Drive repeatedly. Rage will end when | *Kazuya has a unique [[fighter ability]] called '''{{h2|Rage Drive|Rage}}'''. It is indicated by Kazuya being enveloped in a red aura after reaching 100% (25% of his total health in Stamina Mode). In the ''Tekken'' series, Rage increases the damage output of his moves, which is emulated with a 1.1× damage multiplier in ''SSBU''. It also grants access to the unique '''[[Rage Drive]]''', which will end the Rage state when executed. There is no time limit on the Rage state, although it will end if Kazuya receives more than a certain amount of damage or misses Rage Drive repeatedly. Rage will end when '''((Number of missed grabs or down specials × 110) + (Damage received during Rage × {{rollover|17.6|11.22 outside of 1v1 battles|?}})) ≥ 650'''. In context, with no missed Rage Drives, it will take 36.93% to force Kazuya out of Rage.<ref>https://twitter.com/Meshima_/status/1410142189804351488</ref><ref>https://docs.google.com/spreadsheets/d/1vb0eC-FfdNd46xoBaX-i8mSbSKUNstge41C1A5iN59I/edit#gid=1392188402</ref> Rage can only be triggered once per stock. | ||
*Kazuya has universal [[armor]] against attacks with low knockback, known as '''[[Tough Body]]'''. It guards against up to 14 units.<ref>https://twitter.com/pikuoriparadise/status/1410370984595660808?s=20</ref> | *Kazuya has universal [[armor]] against attacks with low knockback, known as '''[[Tough Body]]'''. It guards against up to 14 units.<ref>https://twitter.com/pikuoriparadise/status/1410370984595660808?s=20</ref> | ||
*Several of Kazuya's moves, including his special moves, smash attacks, and up throw, briefly transform him into [[Devil Kazuya]]. While the transformation itself is purely aesthetic, it indicates the attack being particularly strong. A majority of these moves also activate [[Special Zoom]] under certain conditions or feature [[heavy armor]]. | *Several of Kazuya's moves, including his special moves, smash attacks, and up throw, briefly transform him into [[Devil Kazuya]]. While the transformation itself is purely aesthetic, it indicates the attack being particularly strong. A majority of these moves also activate [[Special Zoom]] under certain conditions or feature [[heavy armor]]. | ||
*Kazuya always faces his opponent when only | *Kazuya always faces his opponent during a one-on-one match or when only two players are remaining in a match. | ||
**Unlike {{SSBU|Ryu}}, {{SSBU|Ken}} and {{SSBU|Terry}}, Kazuya does not always face the camera. This aspect comes from ''Tekken'', where Kazuya assumes an orthodox stance regardless of camera placement. | **Unlike {{SSBU|Ryu}}, {{SSBU|Ken}} and {{SSBU|Terry}}, Kazuya does not always face the camera. This aspect comes from ''Tekken'', where Kazuya assumes an orthodox stance regardless of camera placement. | ||
*Sound effects from ''Tekken 6'' | *Sound effects from ''Tekken 6'' onward are used when Kazuya hits an opponent instead of the standard knockback sound effects. Kazuya also utilizes unique visual effects when he hits an opponent. | ||
*When using his forward, back or down throw in a one-on-one match, the camera briefly shifts to a unique angle similar to the ''Tekken'' equivalent. On two-dimensional stages (such as [[Flat Zone X]]) or in situations where the new angle would result in an obstruction of the fighters by level geometry (such as under a {{SSBU|Battlefield}} platform), the camera will zoom in but otherwise not shift angles. | *When using his forward, back or down throw in a one-on-one match, the camera briefly shifts to a unique angle similar to the ''Tekken'' equivalent. On two-dimensional stages (such as [[Flat Zone X]]) or in situations where the new angle would result in an obstruction of the fighters by level geometry (such as under a {{SSBU|Battlefield}} platform), the camera will zoom in but otherwise not shift angles. | ||
**In addition to the camera angle change, Kazuya's forward throw, back throw, down throw and Gates of Hell have special sound effects. | **In addition to the camera angle change, Kazuya's forward throw, back throw, down throw and Gates of Hell have special sound effects. | ||
Line 61: | Line 71: | ||
*Kazuya's [[jumpsquat]] is set at 7 frames instead of the universal 3 frame jumpsquat shared by other characters. | *Kazuya's [[jumpsquat]] is set at 7 frames instead of the universal 3 frame jumpsquat shared by other characters. | ||
*Kazuya has a [[Double jump#Delayed double jumps|special double jump]] that propels him in a floatier, curved trajectory with significantly more height. This trait is shared with {{SSBU|Ness}}, {{SSBU|Mewtwo}}, {{SSBU|Lucas}}, and {{SSBU|Sora}}. The upward momentum of Kazuya's double jump can be [[double jump cancel|canceled]] by inputting an aerial move. | *Kazuya has a [[Double jump#Delayed double jumps|special double jump]] that propels him in a floatier, curved trajectory with significantly more height. This trait is shared with {{SSBU|Ness}}, {{SSBU|Mewtwo}}, {{SSBU|Lucas}}, and {{SSBU|Sora}}. The upward momentum of Kazuya's double jump can be [[double jump cancel|canceled]] by inputting an aerial move. | ||
''For a gallery of Kazuya's hitboxes, see [[Kazuya (SSBU)/Hitboxes|here]].'' | ''For a gallery of Kazuya's hitboxes, see [[Kazuya (SSBU)/Hitboxes|here]].'' | ||
Line 68: | Line 77: | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=10 | |neutralcount=10 | ||
|neutralname=Flash Punch Combo ({{ja|閃光烈拳|Senkō Rekken}}, ''Glinting Fury Fists'') / 10-Hit Combo ({{ja|10連コンボ|10 Ren Konbo}} | |neutralname=Flash Punch Combo ({{ja|閃光烈拳|Senkō Rekken}}, ''Glinting Fury Fists'') / 10-Hit Combo ({{ja|10連コンボ|10 Ren Konbo}}) | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
Line 79: | Line 88: | ||
|neutral9dmg=5% | |neutral9dmg=5% | ||
|neutral10dmg=12% | |neutral10dmg=12% | ||
|neutraldesc=''Flash Punch Combo (two button taps, then a delayed tap)'' | |neutraldesc=''Flash Punch Combo (two button taps, then a delayed tap): ''Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back. For an attack of its kind, the final hit is surprisingly strong, being capable of KOing at the ledge at 115%, though this can be DI'd. However, it is difficult to use as it requires specific button timings; mistiming will transition into the 10-Hit Combo. Based on the string with the same name (''Tekken'' input: 1, 1, 2 - left punch, left punch, right punch). | ||
''10-Hit Combo (button tapped or held)'' | ''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}}, '' | |ftiltname=Oni Front Kick ({{ja|鬼蹴り|Onigeri}}, ''Demon Kick'') | ||
|ftiltdmg=14.5% | |ftiltdmg=14.5% | ||
|ftiltdesc=A short kick comparable to {{SSBU|Ganondorf}}'s forward tilt. Grants lower leg intangibility. It moves Kazuya forwards about one character distance. It is surprisingly strong and launches at a low angle, making it very powerful as a KO move, especially against those with a poor recovery. Based on his f+3 (forward + left kick). Oddly, there are scripts for an up and down angled variant, but these are inaccessible in-game since Kazuya has unique diagonal-forward normal attacks. | |ftiltdesc=A short kick comparable to {{SSBU|Ganondorf}}'s forward tilt. Grants lower leg intangibility. It moves Kazuya forwards about one character distance. It is surprisingly strong and launches at a low angle, making it very powerful as a KO move, especially against those with a poor recovery. Based on his f+3 (forward + left kick). Oddly, there are scripts for an up and down angled variant, but these are inaccessible in-game since Kazuya has unique diagonal-forward normal attacks. | ||
|btiltname=Flash Tornado ({{ja|刃閃風|Jinsenpū}} | |btiltname=Flash Tornado ({{ja|刃閃風|Jinsenpū}}) | ||
|btiltdmg=15% | |btiltdmg=15% | ||
|btiltdesc=A tornado kick, similar to Ryu's held neutral attack. Grants body and leg intangibility, and moves Kazuya forward like forward tilt. Its use is comparable to forward tilt, though it deals slightly more damage, reaches higher (since Kazuya kicks diagonally), and is safer as it grants intangibility to most of his body. It sends at a strong diagonal angle, and is able to combo into forward smash or a grab at low percents. At higher percents, it acts as an effective KO move. Based on his b+4 (backwards + right kick). | |btiltdesc=A tornado kick, similar to Ryu's held neutral attack. Grants body and leg intangibility, and moves Kazuya forward like forward tilt. Its use is comparable to forward tilt, though it deals slightly more damage, reaches higher (since Kazuya kicks diagonally), and is safer as it grants intangibility to most of his body. It sends at a strong diagonal angle, and is able to combo into forward smash or a grab at low percents. At higher percents, it acts as an effective KO move. Based on his b+4 (backwards + right kick). | ||
Line 94: | Line 103: | ||
|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}} | |dtiltname=Nejiri Uraken{{ref|a}} ({{ja|捻り裏拳|Nejiri Uraken}}) | ||
|dtiltdmg=15% | |dtiltdmg=15% | ||
|dtiltdesc=Spins while kneeling, and strikes downwards with his upper arm while moving forwards. Grants intangibility while Kazuya strikes, and moves him forward. Deals impressive damage and shield damage for a down tilt, and is one of Kazuya's best combo starters due to it launching at a vertical angle and having a good amount of hitstun. At low percents, it can combo into almost any grounded move if the opponent does not [[tech]]. At higher percents, it can combo into aerials, including neutral air near a ledge for a meteor smash. However, it can be difficult to use without a control stick set to attack, as Kazuya has to perform this tilt without going into a crouch (as this will instead perform a Crouch Jab), and inputting down too fast will end up with a down smash. Uniquely, pressing the shield button before Kazuya swings his arm will cancel the attack, like in ''Tekken''; this lets Kazuya bait reactions before capitalizing with any of his throws. Based on his d+1+2 (down + both punch buttons). | |dtiltdesc=Spins while kneeling, and strikes downwards with his upper arm while moving forwards. Grants intangibility while Kazuya strikes, and moves him forward. Deals impressive damage and shield damage for a down tilt, and is one of Kazuya's best combo starters due to it launching at a vertical angle and having a good amount of hitstun. At low percents, it can combo into almost any grounded move if the opponent does not [[tech]]. At higher percents, it can combo into aerials, including neutral air near a ledge for a meteor smash. However, it can be difficult to use without a control stick set to attack, as Kazuya has to perform this tilt without going into a crouch (as this will instead perform a Crouch Jab), and inputting down too fast will end up with a down smash. Uniquely, pressing the shield button before Kazuya swings his arm will cancel the attack, like in ''Tekken''; this lets Kazuya bait reactions before capitalizing with any of his throws. Based on his d+1+2 (down + both punch buttons). | ||
|uftiltcount=4 | |uftiltcount=4 | ||
|uftiltname=Roundhouse to Triple Spin Kicks ({{ja|螺旋幻魔脚|Rasen Genma Kyaku}}, ''Spiral | |uftiltname=Roundhouse to Triple Spin Kicks ({{ja|螺旋幻魔脚|Rasen Genma Kyaku}}, ''Phantom Demon Spiral Kick'') | ||
|uftiltdmg=6% | |uftiltdmg=6% | ||
|uftilt2dmg=3% | |uftilt2dmg=3% | ||
|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 | |dbtiltname=Stature Smash ({{ja|腿砕き|Tai Kudaki}}, ''Thigh Smash'') | ||
|dbtiltdmg=9% | |dbtiltdmg=9% | ||
|dbtiltdesc=A low-angled kick in front of him, similar in appearance to {{SSBU|Wolf}}'s down tilt. Grants leg intangibility and moves Kazuya forwards. Rather slow and very low ranged compared to his other tilts, but it always [[trip]]s the opponent, making it useful for followups regardless of percent. It is useful after landing [[Devil Fist]], as the crumple animation will be replaced by a trip and allow for better followups. Based on his db+4 (down back + right kick). | |dbtiltdesc=A low-angled kick in front of him, similar in appearance to {{SSBU|Wolf}}'s down tilt. Grants leg intangibility and moves Kazuya forwards. Rather slow and very low ranged compared to his other tilts, but it always [[trip]]s the opponent, making it useful for followups regardless of percent. It is useful after landing [[Devil Fist]], as the crumple animation will be replaced by a trip and allow for better followups. Based on his db+4 (down back + right kick). | ||
Line 121: | Line 130: | ||
|crouchattackdmg=5% | |crouchattackdmg=5% | ||
|crouchattackdesc=Requires Kazuya to be fully crouched. A punch while ducking. Grants lower arm intangibility. Similar to other neutral attacks in the game, except being a bit slower. Despite its similar function to fast down tilts such as Terry's or Ness's, it has much more hitstun and thus a higher frame advantage than the similar moves, allowing for followups into moves with even slightly below-average speed, such as into up smash or forward tilt. Based on the crouching left punch shared by most of the ''Tekken'' roster. | |crouchattackdesc=Requires Kazuya to be fully crouched. A punch while ducking. Grants lower arm intangibility. Similar to other neutral attacks in the game, except being a bit slower. Despite its similar function to fast down tilts such as Terry's or Ness's, it has much more hitstun and thus a higher frame advantage than the similar moves, allowing for followups into moves with even slightly below-average speed, such as into up smash or forward tilt. Based on the crouching left punch shared by most of the ''Tekken'' roster. | ||
|fcrouchattackname=Tombstone Crusher ({{ja|螺旋岩砕蹴| | |fcrouchattackname=Tombstone Crusher ({{ja|螺旋岩砕蹴|Rasengan Saishū}}, ''Spiral Rock Crushing Kick'') | ||
|fcrouchattackdmg=16.5% | |fcrouchattackdmg=16.5% | ||
|fcrouchattackdesc=Requires Kazuya to be fully crouched before attacking diagonally forwards. Gets on his back and kicks from the floor. Sluggish, but has a long period of intangibility (10 frames for his body, 12 for his right leg and 15 for his right arm), making it effective for disrupting attacks. It is highly damaging and has a decent knockback, as it can KO as early as 95% near the edge. Based on his FC, df+3+4 (full crouch, down forward + both kicks). | |fcrouchattackdesc=Requires Kazuya to be fully crouched before attacking diagonally forwards. Gets on his back and kicks from the floor. Sluggish, but has a long period of intangibility (10 frames for his body, 12 for his right leg and 15 for his right arm), making it effective for disrupting attacks. It is highly damaging and has a decent knockback, as it can KO as early as 95% near the edge. Based on his FC, df+3+4 (full crouch, down forward + both kicks). | ||
Line 130: | Line 139: | ||
|uncrouchingattackdmg=12% | |uncrouchingattackdmg=12% | ||
|uncrouchingattackdesc=Requires Kazuya to attack during his uncrouching animation. An electrified punch that [[crumple]]s opponents, similar to [[Focus Attack]]. Grants arm intangibility. If used a second time on an already crumpled opponent, it will send them in a fully horizontal trajectory. Allows for guaranteed followups similar to Stature Smash, though it can be difficult to use as Kazuya needs to uncrouch to perform it. A simple way to use it is to quickly flick the control stick down and attack as soon as Kazuya stands up. Based on his ws2 (while standing right punch). | |uncrouchingattackdesc=Requires Kazuya to attack during his uncrouching animation. An electrified punch that [[crumple]]s opponents, similar to [[Focus Attack]]. Grants arm intangibility. If used a second time on an already crumpled opponent, it will send them in a fully horizontal trajectory. Allows for guaranteed followups similar to Stature Smash, though it can be difficult to use as Kazuya needs to uncrouch to perform it. A simple way to use it is to quickly flick the control stick down and attack as soon as Kazuya stands up. Based on his ws2 (while standing right punch). | ||
|dashname=Leaping Sidekick ({{ja|空斬脚|Kūzan Kyaku}}, ''Air | |dashname=Leaping Sidekick ({{ja|空斬脚|Kūzan Kyaku}}, ''Air-Slashing Kick'') | ||
|dashdmg=16% (foot), 14% (leg) | |dashdmg=16% (foot), 14% (leg) | ||
|dashdesc=Leaps forward and kicks in front of him. Grants his non-kicking leg intangibility, allowing it to travel over some low attacks. It grants a lot of distance compared to Kazuya's other moves, acting as a powerful burst option and approaching tool. It has a sweetspot at the foot that deals high damage and can KO at high percentages. Based on the standard running left kick shared by most of the ''Tekken'' roster. | |dashdesc=Leaps forward and kicks in front of him. Grants his non-kicking leg intangibility, allowing it to travel over some low attacks. It grants a lot of distance compared to Kazuya's other moves, acting as a powerful burst option and approaching tool. It has a sweetspot at the foot that deals high damage and can KO at high percentages. Based on the standard running left kick shared by most of the ''Tekken'' roster. | ||
|ddashname=[[Left Splits Kick]] ({{ja|左踵落とし|Hidari Kakato Otoshi}}, ''Left Heel | |ddashname=[[Left Splits Kick]] ({{ja|左踵落とし|Hidari Kakato Otoshi}}, ''Left Heel Drop'') | ||
|ddashdmg=18%, 2.4× (reflected projectiles) | |ddashdmg=18%, 2.4× (reflected projectiles) | ||
|ddashdesc=Used by dashing twice in the same direction in quick succession. Moves forward before | |ddashdesc=Used by dashing twice in the same direction in quick succession. Moves forward before stretching his left leg upwards, swinging it downwards immediately after. Grants his kicking leg intangibility, and deals vertical knockback. It grants much less distance than dash attack and deals mediocre knockback, but it can [[reflect]] projectiles, being one of the only four standard attacks capable of doing so (along with {{SSBU|Min Min}}'s up smash and {{SSBU|Ness}} and {{SSBU|Lucas}}'s forward smashes). It is the strongest reflector in the series with a multiplier of 2.4×, though its unique command input can make it difficult to perform consistently. Based on his f, F+3 (forward, hold forward + left kick). | ||
|fsmashname=Glorious Demon God Fist ({{ja|魔神閃焦拳|Majin Senshōken}} | |fsmashname=Glorious Demon God Fist ({{ja|魔神閃焦拳|Majin Senshōken}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|26}} (fist), {{ChargedSmashDmgSSBU|23}} (arm) | |fsmashdmg={{ChargedSmashDmgSSBU|26}} (fist), {{ChargedSmashDmgSSBU|23}} (arm) | ||
|fsmashdesc=In his devil form, lunges forward to throw a straight punch. Grants heavy armor before the punch. Hitting at the tip of the fist deals more damage and causes [[Special Zoom]]. The sweetspot is extremely powerful and is capable of KOing as early as 12% near the ledge, and at 26% on the center, when fully charged, making it overall the third strongest forward smash in the game, tying with {{SSBU|Bowser}}'s forward smash (only {{SSBU|Ganondorf}}'s and {{SSBU|King Dedede}}'s are stronger). Though when Rage is active, it KOs at 22% when fully charged. Despite its high ending lag, it deals massive shieldstun (-13 on shield when sweetspotted, which is almost comparable to {{SSBU|Bowser Jr.}}'s forward smash on shield). While this makes it surprisingly safe on shield despite its appearance, it is much easier to punish on whiff, so it should not be thrown out without caution. Based on his f+1+2 (forward + both punch buttons). | |fsmashdesc=In his devil form, lunges forward to throw a straight punch. Grants heavy armor before the punch. Hitting at the tip of the fist deals more damage and causes [[Special Zoom]]. The sweetspot is extremely powerful and is capable of KOing as early as 12% near the ledge, and at 26% on the center, when fully charged, making it overall the third strongest forward smash in the game, tying with {{SSBU|Bowser}}'s forward smash (only {{SSBU|Ganondorf}}'s and {{SSBU|King Dedede}}'s are stronger). Though when Rage is active, it KOs at 22% when fully charged. Despite its high ending lag, it deals massive shieldstun (-13 on shield when sweetspotted, which is almost comparable to {{SSBU|Bowser Jr.}}'s forward smash on shield). While this makes it surprisingly safe on shield despite its appearance, it is much easier to punish on whiff, so it should not be thrown out without caution. Based on his f+1+2 (forward + both punch buttons). | ||
|usmashname=Devil Twister ({{ja|デビルツイスター|Debiru Tsuisutā}}) | |usmashname=Devil Twister ({{ja|デビルツイスター|Debiru Tsuisutā}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|19}} (clean), {{ChargedSmashDmgSSBU|15}} (late) | |usmashdmg={{ChargedSmashDmgSSBU|19}} (clean), {{ChargedSmashDmgSSBU|15}} (late) | ||
|usmashdesc=In his devil form, throws an uppercut. Grants heavy armor before the uppercut. One of the few attacks in his kit that can attack through platforms, and its armor and reach makes it an effective anti-air and out of shield option. Also powerful, as it KOs at around 110%. Based on his ss2 (side step right punch) | |usmashdesc=In his devil form, throws an uppercut. Grants heavy armor before the uppercut. One of the few attacks in his kit that can attack through platforms, and its armor and reach makes it an effective anti-air and out of shield option. Also powerful, as it KOs at around 110%. Based on his ss2 (side step right punch). | ||
|dsmashname=Lion Slayer ({{ja|獅子斬り包丁| | |dsmashname=Lion Slayer ({{ja|獅子斬り包丁|Shishi Kiri Hōchō}}, ''Lion Slashing Cleaver'') | ||
|dsmashdmg={{ChargedSmashDmgSSBU|17}} (hand), {{ChargedSmashDmgSSBU|15}} (arm) | |dsmashdmg={{ChargedSmashDmgSSBU|17}} (hand), {{ChargedSmashDmgSSBU|15}} (arm) | ||
|dsmashdesc=In his devil form, performs a downward knifehand | |dsmashdesc=In his devil form, performs a downward knifehand strike. Grants heavy armor before the punch, and deals heavy shield damage. It is unique as the sweetspot [[meteor smash]]es like {{SSBU|Bayonetta}}'s down smash, though it is quite fast in comparison and has extremely low knockback growth. This makes it an excellent combo starter: while most of the slower followups can be air dodged out of or teched, its speed allows it to combo into itself multiple times if the opponent doesn't react properly, or combo into any of his faster ground moves. It can also punish ledge hanging opponents (or drag them near one with a previous down smash). His arm causes vertical knockback with much higher knockback growth, though it is only capable of KOing airborne opponents at around 150%. Based on his db2 (down backwards right punch). | ||
|nairname=Jumping Knuckle ({{ja|ジャンプナックル|Janpu Nakkuru}}, ''Jump Knuckle'') | |nairname=Jumping Knuckle ({{ja|ジャンプナックル|Janpu Nakkuru}}, ''Jump Knuckle'') | ||
|nairdmg={{ShortHopDmgSSBU|11}} (clean fist), {{ShortHopDmgSSBU|9}} (clean arm), {{ShortHopDmgSSBU|8}} (clean body), {{ShortHopDmgSSBU|6}} (late) | |nairdmg={{ShortHopDmgSSBU|11}} (clean fist), {{ShortHopDmgSSBU|9}} (clean arm), {{ShortHopDmgSSBU|8}} (clean body), {{ShortHopDmgSSBU|6}} (late) | ||
|nairdesc=Throws a diagonally downward jab, similarly to {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}}'s down aerials. It is the only neutral aerial in the game with the ability to conventionally meteor smash, although it is moderately weak; however, it is very quick to interrupt and has good startup for a spike, which makes it extremely versatile as a combo starter, both when landing or rising with the move. It also serves as an effective [[gimp]]ing tool. The sweetspot uniquely has altered knockback on grounded opponents to where the meteor smash puts them into [[tumble]] at any percentage, although on aerial opponents it is a lot weaker, only starting to do so at around 90%. Based on the universal jumping left punch from ''Tekken''. | |nairdesc=Throws a diagonally downward jab, similarly to {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}}'s down aerials. It is the only neutral aerial in the game with the ability to conventionally meteor smash, although it is moderately weak; however, it is very quick to interrupt and has good startup for a spike, which makes it extremely versatile as a combo starter, both when landing or rising with the move. It also serves as an effective [[gimp]]ing tool. The sweetspot uniquely has altered knockback on grounded opponents to where the meteor smash puts them into [[tumble]] at any percentage, although on aerial opponents it is a lot weaker, only starting to do so at around 90%. Based on the universal jumping left punch from ''Tekken''. | ||
|fairname=Searing Edge ({{ja|烈火脚| | |fairname=Searing Edge ({{ja|烈火脚|Rekkake}}, ''Searing Leg'') | ||
|fairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|10}} (late) | |fairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|fairdesc=An aerial side kick. Like neutral aerial, it has low lag all-around and is fast to interrupt, allowing it to combo into other attacks both when rising and landing with the move. It can also KO at high percentages due to its respectable knockback. However, it does not offer intangibility on his legs, which makes it prone to trading with other attacks. Based on his uf3 (up forwards left kick). | |fairdesc=An aerial side kick. Like neutral aerial, it has low lag all-around and is fast to interrupt, allowing it to combo into other attacks both when rising and landing with the move. It can also KO at high percentages due to its respectable knockback. However, it does not offer intangibility on his legs, which makes it prone to trading with other attacks. Based on his uf3 (up forwards left kick). | ||
Line 161: | Line 170: | ||
|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 | |pummelname=Sternum Smash ({{ja|六腑砕き|Roppu Kudai}}, ''Six-Organ Smash'') | ||
|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) | ||
|fthrowdesc=Kicks the opponent in the face before striking them with his heel, throwing them in the process. It deals decent knockback for a throw, although it does not KO middleweights until around 170%. Based on Kazuya's throw performed with 1+3 (both left attack buttons). | |fthrowdesc=Kicks the opponent in the face before striking them with his heel, throwing them in the process. It deals decent knockback for a throw, although it does not KO middleweights until around 170%. Based on Kazuya's throw performed with 1+3 (both left attack buttons). | ||
|bthrowname=Steel Pedal Drop ({{ja|鐘楼落とし|Shōrō Otoshi}}, ''Belfry | |bthrowname=Steel Pedal Drop ({{ja|鐘楼落とし|Shōrō Otoshi}}, ''Belfry Drop'') | ||
|bthrowdmg=14% (hit 1), 0% (throw) | |bthrowdmg=14% (hit 1), 0% (throw) | ||
|bthrowdesc=Grabs his opponent by the leg and slams them on the floor behind him. Deals high damage, but lacks KO potential until about 190%. Based on Kazuya's throw when approaching his opponent from the left side in ''Tekken''. | |bthrowdesc=Grabs his opponent by the leg and slams them on the floor behind him. Deals high damage, but lacks KO potential until about 190%. Based on Kazuya's throw when approaching his opponent from the left side in ''Tekken''. | ||
Line 179: | Line 188: | ||
|cthrowname=[[Gates of Hell]] ({{ja|地獄門|Jigoku Mon}}, ''Hell Gate'') | |cthrowname=[[Gates of Hell]] ({{ja|地獄門|Jigoku Mon}}, ''Hell Gate'') | ||
|cthrowdmg=10% (hit 1), 13% (hit 2), 1% (throw) | |cthrowdmg=10% (hit 1), 13% (hit 2), 1% (throw) | ||
|cthrowdesc=Bends the opponent's back, then kicks them away. Done by inputting ↘ ↓ ↘ before pressing the grab button. It sends opponents behind Kazuya and it is extremely damaging for a throw (24% total), and is technically the | |cthrowdesc=Bends the opponent's back, then kicks them away. Done by inputting ↘ ↓ ↘ before pressing the grab button. It sends opponents behind Kazuya and it is extremely damaging for a throw (24% total), and is technically the strongest throw in the game that is not a special move. In addition to its high damage, it sends the opponent at a deep semi-spike angle with good knockback, making it excellent against foes with poor recoveries. However, as it sends behind Kazuya, this requires him to face away from a ledge to send his opponent offstage. Based on Kazuya's command grab from ''Tekken 5'' onwards, performed with FC df, d, df+1+2 (while in a full crouch, down forward, down, down forward + both punch buttons); unlike in ''Tekken'', the move in ''Smash'' does not need to be performed from a full crouch. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 209: | Line 218: | ||
|cidmg=— | |cidmg=— | ||
|cidesc=A dash while crouching. During this, Kazuya has invincibility on his upper body, allowing him to dodge attacks such as Ryu and Ken's [[Hadoken]]. It can be done by doing the → ↓ ↘ motion, like in his home series. | |cidesc=A dash while crouching. During this, Kazuya has invincibility on his upper body, allowing him to dodge attacks such as Ryu and Ken's [[Hadoken]]. It can be done by doing the → ↓ ↘ motion, like in his home series. | ||
|ci1name=[[Wind God Fist]] ({{ja|風神拳| | |ci1name=[[Wind God Fist]] ({{ja|風神拳|Fūjin Ken}}) / [[Wind God Fist|Electric Wind God Fist]] ({{ja|最速風神拳|Saisoku Fūjin Ken}}, ''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. | |ci1desc=Dashes forward and does an uppercut. Done by pressing A after Crouch Dash. 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) | 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), inflicting [[paralysis]] to the opponent and 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. | ||
|ci2name=[[Dragon Uppercut]] ({{ja|雷神拳|Raijinken}}, ''Thunder God Fist'') | |ci2name=[[Dragon Uppercut]] ({{ja|雷神拳|Raijinken}}, ''Thunder God Fist'') | ||
|ci2dmg=22% (clean), 18% (mid), 16% (mid-late), 14% (late) | |ci2dmg=22% (clean), 18% (mid), 16% (mid-late), 14% (late) | ||
Line 219: | Line 228: | ||
If Rage is active, connecting with the move will instead trigger a more damaging version of the Rage Drive (see above). | If Rage is active, connecting with the move will instead trigger a more damaging version of the Rage Drive (see above). | ||
|ci3name=[[Spinning Demon to Left Hook]] ({{ja|奈落旋風|Naraku Senpū}}, '' | |ci3name=[[Spinning Demon to Left Hook]] ({{ja|奈落旋風|Naraku Senpū}}, ''Abyss Tornado'') | ||
|ci3dmg=6% (hit 1), 14.5% (hit 2) | |ci3dmg=6% (hit 1), 14.5% (hit 2) | ||
|ci3desc=Does a low sweeping kick followed by a hook from his left hand. Done by pressing B after Crouch Dash. Gains intangibility before the first hit comes out and deals very high knockback, making it an excellent finisher. If the special button is held for less than 5 frames, this move will still trigger even during Rage, but holding special for more than 5 frames will trigger Rage Drive. | |ci3desc=Does a low sweeping kick followed by a hook from his left hand. Done by pressing B after Crouch Dash. Gains intangibility before the first hit comes out and deals very high knockback, making it an excellent finisher. If the special button is held for less than 5 frames, this move will still trigger even during Rage, but holding special for more than 5 frames will trigger Rage Drive. | ||
Line 225: | Line 234: | ||
|fsdmg=8% (init), 2% (center first hit), 0.8% (fanning loop hit), 1.2%/1%/0.8%/0.6% (center loop hit, close to far), 10%/8.5%/7%/5.5% (center final hit, close to far) | |fsdmg=8% (init), 2% (center first hit), 0.8% (fanning loop hit), 1.2%/1%/0.8%/0.6% (center loop hit, close to far), 10%/8.5%/7%/5.5% (center final hit, close to far) | ||
|fsdesc=Kazuya uses Devil Blaster and, if it hits an opponent, the music stops and a cutscene will play where Kazuya announces {{ja|ここが貴様の墓場だ!|Koko ga kisama no hakaba da!}} (''"This will be your burial ground!"''), before shooting out multiple lasers from his chest and wings that strike opponents while in a volcanic landscape. Because of how far it reaches, it is capable of KOing incredibly early near ledges. It is based on a variation of Kazuya's Rage Art exclusive to ''[https://tekken.fandom.com/wiki/Tekken_7 Tekken 7]''{{'}}s story mode that he uses in his final battle against Heihachi Mishima. | |fsdesc=Kazuya uses Devil Blaster and, if it hits an opponent, the music stops and a cutscene will play where Kazuya announces {{ja|ここが貴様の墓場だ!|Koko ga kisama no hakaba da!}} (''"This will be your burial ground!"''), before shooting out multiple lasers from his chest and wings that strike opponents while in a volcanic landscape. Because of how far it reaches, it is capable of KOing incredibly early near ledges. It is based on a variation of Kazuya's Rage Art exclusive to ''[https://tekken.fandom.com/wiki/Tekken_7 Tekken 7]''{{'}}s story mode that he uses in his final battle against Heihachi Mishima. | ||
|stauntname=Demon's Wrath ({{ja|魔神烈衝拳|Majin | |stauntname=Demon's Wrath ({{ja|魔神烈衝拳|Majin Retsushōken}}, ''Demon God Fury Rush Fist'') | ||
|stauntdmg=6% (hit 1), 3% (hits 2 and 3), 6% (hit 4) | |stauntdmg=6% (hit 1), 3% (hits 2 and 3), 6% (hit 4) | ||
|stauntdesc=Starts with a high-angled kick with his left leg, followed by a quick straight punch from his left fist, then a low-angled kick from his right leg, followed by a short punch in front of him with his left fist that launches the opponent. It is the strongest taunt attack in the game and is actually capable of KOing under normal circumstances. Compared to the rest of Kazuya's moveset, it is however not very useful, because of its poor range, high start-up and ending lag, lackluster knockback and lack of armor or intangibility frames. | |stauntdesc=Starts with a high-angled kick with his left leg, followed by a quick straight punch from his left fist, then a low-angled kick from his right leg, followed by a short punch in front of him with his left fist that launches the opponent. It is the strongest taunt attack in the game and is actually capable of KOing under normal circumstances. Compared to the rest of Kazuya's moveset, it is however not very useful, because of its poor range, high start-up and ending lag, lackluster knockback and lack of armor or intangibility frames. | ||
}} | }} | ||
Line 283: | Line 270: | ||
*Briefly waves his hands in circular motions in front of himself. | *Briefly waves his hands in circular motions in front of himself. | ||
<gallery> | <gallery> | ||
SSBUKazuyaIdle1.gif|Kazuya's first idle pose | SSBUKazuyaIdle1.gif|Kazuya's first idle pose | ||
SSBUKazuyaIdle2.gif|Kazuya's second idle pose | SSBUKazuyaIdle2.gif|Kazuya's second idle pose | ||
</gallery> | </gallery> | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
<div class="tabber"> | |||
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French"> | |||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
!{{{name|}}} | !{{{name|}}} | ||
!Cheer ( | !Cheer (English) | ||
!Cheer (Japanese/Chinese) | |||
!Cheer (Italian) | |||
!Cheer (Dutch) | |||
!Cheer (French) | |||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Kazuya Cheer SSBU.ogg|center]] | |[[File:Kazuya Cheer English & French NTSC SSBU.ogg|center]]||[[File:Kazuya Cheer Italian & Japanese SSBU.ogg|center]]||[[File:Kazuya Cheer Italian & Japanese SSBU.ogg|center]]||[[File:Kazuya Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Kazuya Cheer English & French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Kazuya Cheer French PAL & German SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Ka - zu - ya! *drum beat 2 times* | |Ka - zu - ya! *drum beat 2 times* || Ka - zu - ya! *drum beat 2 times* || Ka - zu - ya! *drum beat 2 times* || Ka - zu - ya! *drum beat 2 times* || Ka - zu - ya! *drum beat 2 times* | ||
|} | |} | ||
</div> | |||
<div class="tabbertab" title="German, Spanish, Russian, Korean"> | |||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | |||
|- | |||
!{{{name|}}} | |||
!Cheer (German) | |||
!Cheer (Spanish) | |||
!Cheer (Russian) | |||
!Cheer (Korean) | |||
|- | |||
! scope="row"|Cheer | |||
|[[File:Kazuya Cheer French PAL & German SSBU.ogg|center]]||[[File:Kazuya Cheer Spanish SSBU.ogg|center]]||[[File:Kazuya Cheer Korean & Russian SSBU.ogg|center]]||[[File:Kazuya Cheer Korean & Russian SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Ka - zu - ya! *drum beat 2 times* || Ka - zu - ya! *drum beat 2 times* || Ka - zu - ya! *drum beat 2 times* || Ka - zu - ya! *drum beat 2 times* | |||
|} | |||
</div> | |||
</div> | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 315: | Line 326: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
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. On the other hand, his aforementioned learning curve and unorthodox play style have limited his tournament representation and he does have weaknesses such as his slow mobility, abysmal air speed and his high weight and fall speed making him vulnerable to combos and gives him a hard time getting out of disadvantage, leading some to claim that he's only a high-tier at best. Regardless, he is considered a strong fighter in the right hands and his extreme power and comeback factor are not to be underestimated, making him ranked 7th on the first and current tier list. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Kazuya | ''See also: [[:Category:Kazuya professionals (SSBU)]]'' | ||
*{{Sm|Riddles|Canada}} - Co-mains Kazuya alongside {{SSBU|Terry}} and is the best Kazuya player in the world. Placed 1st at {{Trn|The Big House 10}} and 4th at {{Trn|Let's Make Moves Miami}} with solo-Kazuya, as well as 3rd at {{Trn|The Gimvitational}}, 4th at {{Trn|Pound 2022}}, and 7th at {{Trn|MomoCon 2022}} using both characters, with wins over players such as {{Sm|MkLeo}}, {{Sm|Sparg0}}, and {{Sm|Kola}}. Ranked 6th on the [[PGRU v3 NA]]. | |||
*{{Sm|Tarik|Germany}} - Co-mains Kazuya alongside {{SSBU|Greninja}} and is the best Kazuya player in Europe. Placed 1st at {{Trn|RCADIA SMASH 2}}, 2nd at both {{Trn|Glory 2.0}} and {{Trn|Smash Contest: DoKomi 2022}}, 9th at {{Trn|COLOSSEL 2022}}, and 13th at {{Trn|Ultimate Fighting Arena 2022}} with wins over players such as {{Sm|LeoN}}, {{Sm|quiK}}, and {{Sm|DarkThunder}}. | |||
*{{Sm|Tea|Japan}} - Co-mains Kazuya alongside {{SSBU|Pac-Man}} and is one of the best Kazuya players in the world. Placed 1st at {{Trn|Ultimate Fighting Arena 2022}} and {{Trn|Crown 2}}, 2nd at {{Trn|Battle of BC 4}}, 3rd at {{Trn|Ultimate WANTED 4}}, and 4th at {{Trn|Maesuma TOP 7}} using Kazuya to beat players such as {{Sm|Shuton}}, {{Sm|Glutonny}}, and {{Sm|Riddles}}. | |||
===Ban discussion=== | ===Ban discussion=== | ||
Kazuya has been the subject of serious | {{incomplete|More information and better wording.}} | ||
Along with {{SSBU|Steve}}, Kazuya has been the subject of a serious and widespread discussion for a ban from competitive play. Proponents point to his wide movepool, 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. Discussion heightened starting from early 2022 with a sudden rise in Kazuya players and results, such as {{Sm|Axiom XL}}, {{Sm|Brr}}, 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. | Proponents of Kazuya's ban argue that his strengths make for games that are more campy and less enjoyable to fight against or watch. A central argument for advocates is that "Kazuya has no counterplay"; i.e., Kazuya's potential to kill at any percent essentially undermines any effective counterplay other than "don't get hit". | ||
Opponents of Kazuya's ban argue that it is too early to declare a ban, as counterplay could still be developed. Defenders also point to some of Kazuya's glaring weaknesses, 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 argue that Kazuya's results in tournaments are much lower compared to ''[[Smash 64]]'' {{SSB|Pikachu}}, ''[[Melee]]'' {{SSBM|Fox}}, ''[[Brawl]]'' {{SSBB|Meta Knight}}, and ''[[Smash 4]]'' {{SSB4|Bayonetta}}, pointing out that only Riddles has been able to achieve top results consistently with the character. | |||
Regardless, Kazuya has not been banned from tournament play, but discussion is still ongoing. | |||
=={{SSBU|Classic Mode}}: Fighting Fists with Fists== | =={{SSBU|Classic Mode}}: Fighting Fists with Fists== | ||
Line 441: | Line 447: | ||
Kazuya Gets Ready For the Next Battle.png|Kazuya's splash art. | Kazuya Gets Ready For the Next Battle.png|Kazuya's splash art. | ||
Kazuya amiibo.png|Kazuya's [[amiibo]]. | Kazuya amiibo.png|Kazuya's [[amiibo]]. | ||
Kazuya unlock notice SSBU.jpg|Kazuya's unlock notice after downloading him from the | Kazuya unlock notice SSBU.jpg|Kazuya's unlock notice after downloading him from the Nintendo eShop. | ||
KazuyaArtwork.jpg|Artwork of Kazuya, as posted by the official Twitter account of ''Tekken'''s director, Katsuhiro Harada. | KazuyaArtwork.jpg|Artwork of Kazuya, as posted by the official Twitter account of ''Tekken'''s director, Katsuhiro Harada. | ||
SSBUWebsiteKazuya1.jpg|Kazuya on [[Mishima Dojo]]. | SSBUWebsiteKazuya1.jpg|Kazuya on [[Mishima Dojo]]. | ||
Line 453: | Line 459: | ||
KazuyaTW2.jpg|Kazuya with Mario on Mishima Dojo. | KazuyaTW2.jpg|Kazuya with Mario on Mishima Dojo. | ||
KazuyaTW3.jpg|Kazuya fighting Terry and Ryu on Boxing Ring. | KazuyaTW3.jpg|Kazuya fighting Terry and Ryu on Boxing Ring. | ||
Kazuya Roy Pyra Twitter.jpg|Kazuya fighting {{SSBU|Roy}} and {{SSBU|Pyra}} on [[Cloud Sea of Alrest]]. | |||
All Fighters from Fighters Pass Vol 2.jpg|Kazuya alongside all of the other DLC fighters of {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}. | All Fighters from Fighters Pass Vol 2.jpg|Kazuya alongside all of the other DLC fighters of {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
[[File:SSBUxKazuya.jpg|thumb|240px|The European ''Super Smash Bros.'' website saying "x KAZUYA" instead of "x TEKKEN".]] | [[File:SSBUxKazuya.jpg|thumb|right|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. | ||
Line 465: | Line 472: | ||
*The splash art for Kazuya is the second that uses a font other than DF Gothic Japanese, the first being that of {{SSBU|Piranha Plant}}. This does not apply to the splash art used in the Japanese trailer, which uses the DF Gothic Japanese font with the usual "Joins the battle!" tagline. | *The splash art for Kazuya is the second that uses a font other than DF Gothic Japanese, the first being that of {{SSBU|Piranha Plant}}. This does not apply to the splash art used in the Japanese trailer, which uses the DF Gothic Japanese font with the usual "Joins the battle!" tagline. | ||
**The 3D text for his "Gets Ready For The Next Battle" tagline is taken from ''Tekken 7''{{'}}s battle loading screen, albeit with "Get" being replaced with "Gets" in order to be grammatically correct. | **The 3D text for his "Gets Ready For The Next Battle" tagline is taken from ''Tekken 7''{{'}}s battle loading screen, albeit with "Get" being replaced with "Gets" in order to be grammatically correct. | ||
*Kazuya is the third fighter in ''Ultimate'' to speak Japanese in all regions. However, unlike [[Cloud Strife]] and [[Sephiroth]], whose Japanese speaking is likely because of union issues with their English voice actors, Kazuya's Japanese speaking is in line with his home series, as most characters in the mainline ''Tekken'' games (with a few exceptions, such as Alisa Bosconovitch and Sergei Dragunov) are only voiced in their native language (Japanese in Kazuya's case). | *Kazuya is the third fighter in ''Ultimate'' to speak Japanese in all regions. However, unlike [[Cloud Strife]] and [[Sephiroth]], whose Japanese speaking is likely because of union issues with their English voice actors, Kazuya's Japanese speaking is in line with his home series, as most characters in the mainline ''Tekken'' games (with a few exceptions, such as Alisa Bosconovitch and Sergei Dragunov) are only voiced in their native language (Japanese in Kazuya's case). | ||
*Kazuya was released on the day (June 29) exactly one year after {{SSBU|Min Min}} was released. Like Min Min, Kazuya originates from a series of 3D fighting games and he speaks a non-English language (Japanese, in his case) in all regions. Min Min also appeared in Kazuya's reveal trailer. | |||
*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> | ||
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Kazuya uses one of his heavy knockback voice clips instead of his standard KO voice clip. This trait is shared with {{SSBU|Mario}}, {{SSBU|Dr. Mario}} and all vocal DLC fighters except for {{SSBU|Joker}}, {{SSBU|Banjo & Kazooie}}, and {{SSBU|Byleth}}'s Japanese voice. | |||
*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. | ||
**Does not have a victory theme | **Does not have a victory theme. | ||
**Has a default spirit which includes only the render from ''Ultimate'', but also has an alternative spirit that features artwork from a previous game in addition to the render from ''Ultimate''. | **Has a default spirit which includes only the render from ''Ultimate'', but also has an alternative spirit that features artwork from a previous game in addition to the render from ''Ultimate''. | ||
*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. | ||
==Notes== | ==Notes== |