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 large moveset, having more than double the moves of a usual fighter thanks to his diagonal inputs. He has an excellent grounded combo game courtesy of moves such as down throw, uncrouching attack and down-back tilt, all of which allowing him to keep opponents locked in vulnerable animations for long periods - the most notable of them is [[Electric Wind God Fist]], a near frame-perfect attack that rewards him with one of the best combo starters in the game. He also has high overall damage (which can be further boosted when under the effects of his character-specific [[Rage (Kazuya)|Rage]] buff at 100%) and a wide array of powerful finishers fitting his heavyweight status, and most of them are able to be combo'd into. Overall, this grants him reliable [[zero-to-death]] combo potential uncharacteristic of a heavyweight once his inputs are mastered, with some such as Electric Wind God Fist being almost inescapable. His moveset has significant utility in other areas: [[Crouch Dash]] grants a safe approach option, double dash attack acts as the strongest [[Reflection|reflector]] in the game, down smash is a fast [[meteor smash]], [[Gates of Hell]] is a harsh [[semi-spike]] that can [[gimp]] opponents with poor recoveries, up throw is one of the strongest of its kind, and most of his attacks have [[intangibility]] on parts of his body. Kazuya's special moves carry good utility as well, with [[Devil Blaster]] being effective for edgeguarding, [[Devil Fist]] granting a burst option and combo starter, [[Devil Wings]] being a powerful [[out of shield]] option and good vertical [[recovery]] that does not cause [[helpless]]ness, and [[Heaven's Door]] allowing him to punish shielding opponents, which is further boosted under the effects of Rage (which turns it into [[Rage Drive]], granting it [[super armor]] and extremely powerful KO potential). Finally, Kazuya has excellent staying power due to his heavy weight (being the 8th heaviest), [[passive armor]] which lets him shrug off very weak attacks, [[armor]] during his smash attacks, and a surprisingly good recovery for a heavyweight courtesy of his high [[double jump]] and Devil Wings, allowing him to make use of Rage even more. Combined, this makes Kazuya very dominant on the ground, as he is able to perform very damaging, difficult-to-escape combos from one opening.
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 large moveset, having more than double the moves of a usual fighter thanks to his diagonal inputs. He has an excellent grounded combo game courtesy of moves such as down throw, uncrouching attack and down-back tilt, all of which allowing him to keep opponents locked in vulnerable animations for long periods - the most notable of them is [[Electric Wind God Fist]], a near frame-perfect attack that rewards him with high amounts of [[intangibility]] and one of the best combo starters in the game, which can also be combo'd into. He also has high overall damage (which can be further boosted when under the effects of his character-specific [[Rage (Kazuya)|Rage]] buff at 100%) and a wide array of powerful finishers fitting his heavyweight status, and most of them are able to be combo'd into. Overall, this grants him reliable [[zero-to-death]] combo potential uncharacteristic of a heavyweight once his inputs are mastered, with some such as Electric Wind God Fist being almost inescapable. His moveset has significant utility in other areas: [[Crouch Dash]] grants a safe approach option, double dash attack acts as the strongest [[Reflection|reflector]] in the game, down smash is a fast [[meteor smash]], [[Gates of Hell]] is a harsh [[semi-spike]] that can [[gimp]] opponents with poor recoveries, up throw is one of the strongest of its kind, and most of his attacks have [[intangibility]] on parts of his body. Kazuya's special moves carry good utility as well, with [[Devil Blaster]] being effective for edgeguarding, [[Devil Fist]] granting a burst option and combo starter, [[Devil Wings]] being a powerful [[out of shield]] option and good vertical [[recovery]] that does not cause [[helpless]]ness, and [[Heaven's Door]] allowing him to punish shielding opponents, which is further boosted under the effects of Rage (which turns it into [[Rage Drive]], granting it [[super armor]] and extremely powerful KO potential). Finally, Kazuya has excellent staying power due to his heavy weight (being the 8th heaviest), [[passive armor]] which lets him shrug off very weak attacks, [[armor]] during his smash attacks, and a surprisingly good recovery for a heavyweight courtesy of his high [[double jump]] and Devil Wings, allowing him to make use of Rage even more. Combined, this makes Kazuya very dominant on the ground, as he is able to perform very damaging, difficult-to-escape combos from one opening.


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 outside of grab or Electric Wind God Fist (which come out at frame 7 and 8 respectively). 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 (such as down throw into multiple neutral aerials). Rage, while powerful, gets lost after he takes enough damage, enough time passes, or too many uses of Rage Drive are attempted. Lastly, Kazuya's recovery, while somewhat flexible and able to be stalled with Devil Blaster and Heaven's Door, is 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 outside of grab or Electric Wind God Fist (which come out at frame 7 and 8 respectively). 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 (such as down throw into multiple neutral aerials). Rage, while powerful, gets lost after he takes enough damage, enough time passes, or too many uses of Rage Drive are attempted. Lastly, Kazuya's recovery, while somewhat flexible and able to be stalled with Devil Blaster and Heaven's Door, is exploitable due to its overall high lag allowing opponents to punish him if he is careless.


Overall, Kazuya's attributes provide a unique gameplay style in ''Ultimate'': mastering his kit grants access to a hard-hitting ground offense with heavy punishment and comeback potential, and various ways to find an opening. Like in ''Tekken'', his combos can often be long and heavily-damaging and offers significant KO potential, though his own weaknesses mean that if he misses an opening, he can find himself struggling to regain footing. Utilizing him at his strongest is difficult due to the technical skill required and his large moveset, though Kazuya's strengths have been showcased through excellent results from players such as {{Sm|Riddles}} and {{Sm|Tea}}. However, Kazuya's strong punish game and strengths have led some to call for his ban, with the efforts to ban Kazuya being widely unsuccessful.
Overall, Kazuya's attributes provide a unique gameplay style in ''Ultimate'': mastering his kit grants access to a hard-hitting ground offense with heavy punishment and comeback potential, and various ways to find an opening. Like in ''Tekken'', his combos can often be long and heavily-damaging and offers significant KO potential, though his own weaknesses mean that if he misses an opening, he can find himself struggling to regain footing. Utilizing him at his strongest is difficult due to the technical skill required and his large moveset, though Kazuya's strengths have been showcased through excellent results from players such as {{Sm|Riddles}} and {{Sm|Tea}}. Kazuya's strong strengths and "touch of death" punish game have led some to call for his ban, although this has not affected his legality outside of certain local regions.


==Attributes==
==Attributes==
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''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.
''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. Flash Punch and the 3rd hit of 10-Hit Combo share a [[stale]]ness slot, meaning they stale each other. Additionally, hits 4-10 of 10-Hit Combo also share a staleness slot.
|ftiltname=Oni Front Kick ({{ja|鬼蹴り|Onigeri}}, ''Ogre Kick'')
|ftiltname=Oni Front Kick ({{ja|鬼蹴り|Onigeri}}, ''Ogre Kick'')
|ftiltdmg=14.5%
|ftiltdmg=14.5%
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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''.
|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.
|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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|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). 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 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). Both hits share a staleness slot.
|dbtiltname=Stature Smash ({{ja|腿砕き|Tai Kudaki}}, ''Thigh Smasher'')
|dbtiltname=Stature Smash ({{ja|腿砕き|Tai Kudaki}}, ''Thigh Smasher'')
|dbtiltdmg=9%
|dbtiltdmg=9%
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|ci1name=[[Wind God Fist]] ({{ja|風神拳|Fūjinken}}) / [[Wind God Fist|Electric Wind God Fist]] ({{ja|最速風神拳|Saisoku Fūjinken}}, ''Fastest Wind God Fist'')
|ci1name=[[Wind God Fist]] ({{ja|風神拳|Fūjinken}}) / [[Wind God Fist|Electric Wind God Fist]] ({{ja|最速風神拳|Saisoku Fūjinken}}, ''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. Grants upper body intangibility and sends opponents directly upwards, allowing for followups such as up tilt and up smash.  
|ci1desc=Dashes forward and does an uppercut. Done by pressing A after Crouch Dash. Grants upper body intangibility and 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). This version grants upper body intangibility then full body intangibility before the hitbox comes out, and inflicts [[paralysis]] to the opponent while 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.
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). This version grants upper body intangibility then full body intangibility before the hitbox comes out, and inflicts [[paralysis]] to the opponent while 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.
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*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, 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.
**He is also 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, and the eighth heaviest character overall.
*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>
*Kazuya is the only fighter who:
*Kazuya is the only fighter who:
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