Kazuya (SSBU): Difference between revisions

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Masanori Shinohara, Kazuya's voice actor since ''{{iw|wikipedia|Tekken 4}}'', reprises his role in ''Ultimate'' in all regions.
Masanori Shinohara, Kazuya's voice actor since ''{{iw|wikipedia|Tekken 4}}'', reprises his role in ''Ultimate'' in all regions.


Kazuya ranks 11th out of 82 on the current [[tier list]], placing him at the top of the A+ tier. Kazuya possesses various strengths, the most significant being his deadly punish and combo game. He has a plethora of combo starters, including down throw, uncrouching attack, down-back tilt, and [[Electric Wind God Fist]], the latter being one of the best combo starters in the game; likewise he has many powerful combo finishers, including up smash, [[Devil Wings]], and [[Dragon Uppercut]]. As he also has a high overall damage output, this means he has several [[zero-to-death]] combos that are usually difficult to escape when perfectly executed. In addition, his damage output is increased when [[Rage (Kazuya)|Rage]] is activated, which not only increases his damage output but also grants him a stronger variant of [[Heaven's Door]], [[Rage Drive]]. All of these strengths makes Kazuya one of the deadliest, if not the deadliest, character to fight on the ground.
Kazuya ranks 11th out of 82 on the current [[tier list]], placing him at the top of the A+ tier. Kazuya possesses various strengths, the most significant being his deadly punish and combo game. He has a plethora of combo starters that work effectively on most of the cast, including down throw, uncrouching attack, down-back tilt, and [[Electric Wind God Fist]], the latter being one of the best combo starters in the game; likewise he has many powerful combo finishers, including up smash, [[Devil Wings]], and [[Dragon Uppercut]]. As he also has a high overall damage output, this means he has several [[zero-to-death]] combos that are usually difficult to escape when perfectly executed. In addition, his damage output is increased when [[Rage (Kazuya)|Rage]] is activated, which not only increases his damage output but also grants him a stronger variant of [[Heaven's Door]], [[Rage Drive]]. Finally, many of his attacks provide generous amounts of limb [[intangibility]], giving him relative safety with contesting against attacks. All of these strengths makes Kazuya one of the deadliest, if not the deadliest, character to fight on the ground.


However, Kazuya suffers from several polarizing weaknesses, the most significant being his poor frame data, extremely slow mobility, and poor defense. Almost all of his attacks, from combo and KO moves, come out on at least frame 12 and have very high ending lag, making most of his attacks unsafe on shield. He is also among the slowest characters in the game, possessing slow ground speed, air speed, and mobility if he is not constantly using Crouch Dash. When coupled with his low range and very slow jumpsquat (which is uniquely 7 frames instead of the universal 3 frames), this forces Kazuya to actively approach with grounded options and gives him a poor disadvantage state, due to his jump being a poor disengagement option while also lacking effective aerial combo breakers. His advantage state is also mediocre, as he primarily relies on connecting combos to succeed: if his combo drops halfway, he usually has to win neutral again, and his offstage abilities are sub-par due to his slow speed and few aerial options, which prevents him from netting early kills offstage outside of certain ground combos. Rage also has its drawbacks, as it can be lost after Kazuya takes enough damage, enough time passes, or too many uses of Rage Drive are attempted. Lastly, Kazuya's recovery is relatively exploitable due to its overall high lag, allowing opponents to punish him if he is careless.
However, Kazuya suffers from several polarizing weaknesses, the most significant being his poor frame data, extremely slow mobility, and poor defense. Almost all of his attacks, from combo and KO moves, come out on at least frame 12 and have very high ending lag, making most of his attacks unsafe on shield. He is also among the slowest characters in the game, possessing slow ground speed, air speed, and mobility if he is not constantly using Crouch Dash. When coupled with his low range and very slow jumpsquat (which is uniquely 7 frames instead of the universal 3 frames), this forces Kazuya to actively approach with grounded options and gives him a poor disadvantage state, due to his jump being a poor disengagement option while also lacking effective aerial combo breakers. His advantage state is also mediocre, as he primarily relies on connecting combos to succeed: if his combo drops halfway, he usually has to win neutral again, and his offstage abilities are sub-par due to his slow speed and few aerial options, which prevents him from netting early kills offstage outside of certain ground combos. Rage also has its drawbacks, as it can be lost after Kazuya takes enough damage, enough time passes, or too many uses of Rage Drive are attempted. Lastly, Kazuya's recovery is relatively exploitable due to its overall high lag, allowing opponents to punish him if he is careless.
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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 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.
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 disabling 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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|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}}, ''10 Chain Combo'')
|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'')
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
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|utiltdmg=6%
|utiltdmg=6%
|utilt2dmg=10%
|utilt2dmg=10%
|utiltdesc=Two small uppercuts, with his left hand followed by his right hand. As with other natural combos, each hit is used with another button press. Each hit grants upper body intangibility. The first hit can be canceled to lead into other moves. The second hit can act as a combo finisher from attacks such as down tilt and down throw, although it is very unrewarding and poor for followups due to Kazuya's slow jumpsquat. Based on the string of the same name (wr1, 2 - while rising left punch, right punch); unlike the rest of Kazuya's tilts, it is not performed with the same directional inputs used by Kazuya in ''Tekken''. Both hits share a staleness slot.
|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 sluggish air mobility. 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''. Both hits share a staleness slot.
|dtiltname=Nejiri Uraken{{ref|a}} ({{ja|捻り裏拳|Nejiri Uraken}}, ''Twisting Backfist'')
|dtiltname=Nejiri Uraken{{ref|a}} ({{ja|捻り裏拳|Nejiri Uraken}}, ''Twisting Backfist'')
|dtiltdmg=15%
|dtiltdmg=15%
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|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 Slash'')
|dftiltname=Tsunami Kick ({{ja|踵切り|Kakato Kiri}}, ''Heel Cutter'')
|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}}, ''Crushing Kick'')
|dairname=Demon Scissors ({{ja|破砕蹴|Hasai Shū}}, ''Cracking 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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| shorthop=12 | rshorthop=85
| shorthop=12 | rshorthop=85
| djump=49 | rdjump=4
| djump=49 | rdjump=4
| ellag=4 | rellag=2-75
}}
}}


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''See also: [[:Category:Kazuya players (SSBU)]]''
''See also: [[:Category:Kazuya players (SSBU)]]''


*{{Sm|Miru|Japan}} - He is most well known for his run to 2nd at the major {{Trn|Maesuma'U22}} where he defeated two top twenty players, {{Sm|Hurt}} and {{Sm|Asimo}}. While his performances on the national level remain mixed, he notably placed 4th at the superregional {{Trn|Karisuma SP 19}}.
*{{Sm|Miru|Japan}} - One of the best Kazuya players in Japan who is known for his performances in the first half of 2024, particularly his 2nd-place finish at {{Trn|Maesuma'U22}} where he defeated {{Sm|Asimo}} and {{Sm|Hurt}}. In addition to several strong performances at superregionals such as placing 4th at {{Trn|Karisuma SP 19}} and 9th at {{Trn|Sumabato SP 44}}, he was ranked 78th on the [[LumiRank 2024.1]] as one of the first solo-Kazuya players to rank globally. Since then, he has seen several other notable performances, including placing 9th at {{Trn|Maesuma'U22 2}}.
*{{Sm|Raki|Japan}} - Co-mains Kazuya alongside {{Sm|Steve}}. Raki's breakout performance came at the supermajor {{Trn|Maesuma TOP 13}}, where he used a combination of his mains to upset {{Sm|Atelier}} en route to placing 17th. His consistency improved in 2024, often placing in the top 32 of majors leading him to rank 58th on [[LumiRank 2024.1]].  
*{{Sm|Raki|Japan}} - Co-mains Kazuya alongside {{Sm|Steve}} and is considered the second-best Kazuya player in Japan after Tea. Raki's breakout performance came at the supermajor {{Trn|Maesuma TOP 13}}, where he used a combination of his mains to upset {{Sm|Atelier}} en route to placing 17th. His consistency improved in 2024, where he regularly placed high at majors, culminating in his victory at {{Trn|Sumabato SP 53}}; though he primarily played Steve at that event, he nevertheless used Kazuya to win several crucial sets.  
*{{Sm|Riddles|Canada}} - Co-mains Kazuya alongside {{SSBU|Terry}} and is the best Kazuya player in the world, as well as a top 10 player from mid-2022 to 2023. He is currently the only player who has won majors primarily with Kazuya, doing so at {{Trn|The Big House 10}} and {{Trn|Collision 2023}}.
*{{Sm|Riddles|Canada}} - Co-mains Kazuya alongside {{SSBU|Terry}} and is the greatest Kazuya player of all time, as well as a top 10 player from mid-2022 to 2023. He is the only player to win a major using only Kazuya, doing so at {{Trn|The Big House 10}}. In addition, he also won {{Trn|Collision 2023}} with primarily Kazuya, making him the only Kazuya player to win multiple majors.
*{{Sm|Tarik|Germany}} - Co-mained Kazuya alongside {{SSBU|Greninja}} for most of 2022 and was the best Kazuya player in Europe in 2022. He has used the character to place highly at several majors such as 9th at {{Trn|COLOSSEL 2022}} and 13th at {{Trn|Ultimate Fighting Arena 2022}}. He was ranked 69th on the [[UltRank 2022]] with the character. He has since relegated Kazuya to an occasional counterpick.
*{{Sm|Tarik|Germany}} - Co-mained Kazuya alongside {{SSBU|Greninja}} for most of 2022 and was the best Kazuya player in Europe in 2022. He has used the character to place highly at several majors such as 9th at {{Trn|COLOSSEL 2022}} and 13th at {{Trn|Ultimate Fighting Arena 2022}}. He was ranked 69th on the [[UltRank 2022]] with the character. He has since relegated Kazuya to an occasional counterpick.
*{{Sm|Tea|Japan}} - Co-mains Kazuya alongside {{SSBU|Pac-Man}} and is considered one of the best Kazuya players in the world, rivaling Riddles in performance, and was a top 10 player in 2022. Tea notably used Kazuya to help him win {{Trn|Crown 2}} and {{Trn|Ultimate Fighting Arena 2022}}.
*{{Sm|Tea|Japan}} - Co-mains Kazuya alongside {{SSBU|Pac-Man}} and is considered one of the best Kazuya players of all time, as well as a top 10 player in the first few years of the post-pandemic metagame when he played both characters. He was the first Kazuya player to win a major, using the character extensively to win {{Trn|Crown 2}}. In addition, he also used Kazuya in several top 8 sets to win {{Trn|Ultimate Fighting Arena 2022}}, though he still used mostly Pac-Man for the entire event.  
*{{Sm|Wildz|USA}} - He is best known for his runs at supperregionals. He placed 3rd at {{Trn|MomoCon 2024}} after defeating {{Sm|Kola}} and 5th at {{Trn|COST 2024}} after taking a set off {{Sm|Lima}}. While he hasn't had a breakout performance at the national level, he did manage to get 17th {{Trn|Patchwork 2024}} and often places in the top 48 at supermajors. Through the first half of 2024, he has been the best Kazuya player from the United States.
*{{Sm|Wildz|USA}} - One of the best solo-Kazuya players in North America. He was first known for placing 2nd at {{Trn|SOS 8}} after defeating {{Sm|Cosmos}}, but became better known for his performances in 2024, where he placed 3rd at {{Trn|MomoCon 2024}} after defeating {{Sm|Kola}} and 5th at {{Trn|COST 2024}} after defeating {{Sm|Lima}} and {{Sm|MKBigBoss}}, in addition to defeating {{Sm|Syrup}} at {{Trn|GENESIS X}}. As such, he was ranked 85th on the [[LumiRank 2024.1]] as one of the first solo-Kazuya players to rank globally.


===Tier placement and history===
===Tier placement and history===
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==[[Spirit]]s==
==[[Spirit]]s==
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 default fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Kazuya. 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 ''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 {{uv|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]].
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