Editing Kazuya (SSBU)
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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%. The most notable is [[Electric Wind God Fist]]: while it is very difficult to time due to its near-perfect frame requirement, the move's high [[Paralyze|paralysis effect]] and [[hitstun]] causes near a full second of vulnerability while | 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%. The most notable is [[Electric Wind God Fist]]: while it is very difficult to time due to its near-perfect frame requirement, the move's high [[Paralyze|paralysis effect]] and [[hitstun]] causes near a full second of vulnerability while disables opponents from escaping via [[SDI]], allowing Kazuya to connect his combos with a myriad of followups, including KO moves like up smash. 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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| shorthop=12 | rshorthop=85 | | shorthop=12 | rshorthop=85 | ||
| djump=49 | rdjump=4 | | djump=49 | rdjump=4 | ||
}} | }} | ||
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==[[Spirit]]s== | ==[[Spirit]]s== | ||
Kazuya's default fighter spirit can be obtained by completing | Kazuya's default fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 300 Gold, but only after Kazuya has been downloaded. Unlocking Kazuya in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Unlike most fighters, this spirit only uses its artwork from ''Ultimate'' rather than artwork from a previous appearance, making him the only DLC fighter with this distinction. | ||
Kazuya's coat outfit also has a fighter spirit of its own, available through the shop. Unlike his default outfit, his coat fighter spirit uses artwork from ''Tekken 7''. | Kazuya's coat outfit also has a fighter spirit of its own, available through the shop. Unlike his default outfit, his coat fighter spirit uses artwork from ''Tekken 7''. | ||
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*Kazuya's internal codename is "demon", a reference to his demonic heritage as a result of the Devil Gene being inherited across his family line. | *Kazuya's internal codename is "demon", a reference to his demonic heritage as a result of the Devil Gene being inherited 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 | *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. | ||
**By this token, Sakurai has explained Kazuya was chosen over Heihachi due to the Devil Gene allowing Sakurai to give Kazuya special moves, smash attacks, and a midair jump via Devil Kazuya, leaving room for Kazuya's normal attacks and basic movement to be as similar to their ''Tekken'' counterparts as possible. | **By this token, Sakurai has explained Kazuya was chosen over Heihachi due to the Devil Gene allowing Sakurai to give Kazuya special moves, smash attacks, and a midair jump via Devil Kazuya, leaving room for Kazuya's normal attacks and basic movement to be as similar to their ''Tekken'' counterparts as possible. | ||
*Kazuya's side taunt is the only damaging taunt that can [[stale]]. | *Kazuya's side taunt is the only damaging taunt that can [[stale]]. |