OverviewEdit
Kazuya's neutral attacks start with 2 consecutive punches either followed by a delayed straight jab or 7 more hits that form his 10-Hit Combo. The Flash Punch Combo deals 15.0% and the 10-Hit Combo deals 38.0%. The latter is notoriously easy to SDI and escape thanks to the SDI multipliers between 5.0 and 3.5 on hits 3 through 8.
For the technical data of each individual hit, see:
- Kazuya (SSBU)/Neutral attack/Hit 1
- Kazuya (SSBU)/Neutral attack/Hit 2
- Kazuya (SSBU)/Neutral attack/Hit 3
- Kazuya (SSBU)/Neutral attack/Hit 3 last
- Kazuya (SSBU)/Neutral attack/Hit 4
- Kazuya (SSBU)/Neutral attack/Hit 5
- Kazuya (SSBU)/Neutral attack/Hit 6
- Kazuya (SSBU)/Neutral attack/Hit 7
- Kazuya (SSBU)/Neutral attack/Hit 8
- Kazuya (SSBU)/Neutral attack/Hit 9
- Kazuya (SSBU)/Neutral attack/Hit 10
Quickest loopEdit
Jab 1 | 6-7 |
---|---|
Jab 2 | 15-16 |
Jab 3 (delayed) | 19-23, 24-27 |
Jab 3 | 23 |
Jab 4 | 34-35 |
Jab 5 | 47 |
Jab 6 | 71, 72 |
Jab 7 | 86 |
Jab 8 | 105 |
Jab 9 | 121 |
Jab 10 | 150 |
Interruptible | 23, 35, (54), 47, 64, 78, 102, 114, 136, 154, 192 |
Animation lengths | 52, 52, (70), 53, 73, 89, 110, 132, 148, 174, 200 |
Lag time |
Hitbox |
Hitbox change |
Loop point |
Earliest continuable point |
Flinchless hitbox |
Interruptible |
Unused rapid jabEdit
In addition to his 10-Hit Combo and Flash Punch, Kazuya has unused hitbox data for a rapid jab and its finisher in his character files. Interestingly enough, other than the unique SFX for Kazuya's punches, the data is identical to Captain Falcon's rapid jab from Smash 4, including the loop portion using vertical angles instead of keeping opponents on the ground, suggesting it was used as a placeholder before the creation of his 10-Hit Combo.
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