Editing Kazuya (SSBU)

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|game=SSBU
|game=SSBU
|neutralcount=10
|neutralcount=10
|neutralname=Flash Punch Combo ({{ja|閃光烈拳|Senkō Rekken}}, ''Glinting Fury Fists'')<br>10-Hit Combo ({{ja|10連コンボ|10 Ren Konbo}}, ''10 Chain Combo'')
|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}}, ''10 Chain Combo'')
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
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|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). All 4 hits share a staleness slot.
|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). All 4 hits share a staleness slot.
|dftiltcount=2
|dftiltcount=2
|dftiltname=Tsunami Kick ({{ja|踵切り|Kakato Kiri}}, ''Heel Cutter'')
|dftiltname=Tsunami Kick ({{ja|踵切り|Kakato Kiri}}, ''Heel Slash'')
|dftiltdmg=7%
|dftiltdmg=7%
|dftilt2dmg=10.5%
|dftilt2dmg=10.5%
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|uairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|9}} (late)
|uairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|9}} (late)
|uairdesc=A high upwards kick. Grants leg intangibility. It is Kazuya's fastest aerial, coming out on frame 4 at earliest. It hits quite low for an up aerial, being capable of hitting Mario immediately out of a short hop, and is quick to interrupt, although its combo potential is limited due to Kazuya's sluggish air mobility and high jumpsquat frames. It also has high KO power when hit clean, KOing at around 130% in the air. Based on the universal hop kick shared by most of the ''Tekken'' roster.
|uairdesc=A high upwards kick. Grants leg intangibility. It is Kazuya's fastest aerial, coming out on frame 4 at earliest. It hits quite low for an up aerial, being capable of hitting Mario immediately out of a short hop, and is quick to interrupt, although its combo potential is limited due to Kazuya's sluggish air mobility and high jumpsquat frames. It also has high KO power when hit clean, KOing at around 130% in the air. Based on the universal hop kick shared by most of the ''Tekken'' roster.
|dairname=Demon Scissors ({{ja|破砕蹴|Hasai Shū}}, ''Cracking Kick'')
|dairname=Demon Scissors ({{ja|破砕蹴|Hasai Shū}}, ''Crushing Kick'')
|dairdmg={{ShortHopDmgSSBU|6}} (hit 1), {{ShortHopDmgSSBU|15}} (hit 2), 10% (landing)
|dairdmg={{ShortHopDmgSSBU|6}} (hit 1), {{ShortHopDmgSSBU|15}} (hit 2), 10% (landing)
|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).

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