Editing Kazuya (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Kazuya
|name = Kazuya
|image = {{tabber|title1=Gi|content1=[[File:Kazuya SSBU.png|250px]]|title2=Suit|content2=[[File:Kazuya-Alt 1 SSBU.png|250px]]}}
|image = {{tabber|title1=Gi|tab1=[[File:Kazuya SSBU.png|250px]]|title2=Suit|tab2=[[File:Kazuya-Alt 1 SSBU.png|250px]]}}
|game = SSBU
|game = SSBU
|universe = {{uv|Tekken}}
|universe = {{uv|Tekken}}
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = A+
|tier = S
|ranking = 11
|ranking = 7
}}
}}
:{{Cquote|''Kazuya GETS READY FOR THE NEXT BATTLE''|cite=Introduction tagline}}
:{{Cquote|''Kazuya GETS READY FOR THE NEXT BATTLE''|cite=Introduction tagline}}
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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 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.
Kazuya ranks 7th out of 82 on the current [[tier list]], placing him in the S tier. Kazuya possesses several moves that can act as combo starters, most notably [[Electric Wind God Fist]], which while difficult to perform consistently can offer significant reward to the player due to its very high hitstun and frame advantage. The move's [[Paralyze|paralysis effect]] allows Kazuya to utilize his fearsome [[combo]]ing capability, as many of his moves offer a great deal of versatility when performing combos due to their relatively decent [[startup]] and high [[hitstun]]. Finally, Kazuya can end his combos with moves that have extremely high KO potential such as [[Sweet spot (hitbox)|sweetspotted]] [[forward smash]], [[up smash]], [[Heaven's Door]], and [[Dragon Uppercut]].  


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 does suffer from several polarizing weaknesses. He is extremely [[heavy]] and has among the lowest jump height and slowest [[Air speed|air]], [[walking]], and [[dash|dash speed]] in the game. Coupled with his relatively tall stature and unique 7-frame [[jumpsquat]] which leads to a poor [[Out of shield|out-of-shield]] game, he is extremely susceptible to combos. Additionally, despite the strengths that his grounded moveset has, the startup on a majority of them are average and have poor range. Because of his low speed outside of his [[Crouch Dash]], Kazuya also has difficulty [[approach|approaching]], as Kazuya does not have any long-range attacks outside of [[Devil Blaster]], which has very high startup and [[endlag]]. Lastly, Kazuya's recovery is still rather exploitable. Despite having two options to recover, he can only use one of them each time he's in the air; [[Devil Wings]] has very poor horizontal distance, while [[Devil Fist]] has extremely high endlag.


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.
Despite these flaws, Kazuya's domineering offense and combo potential when he manages to close the distance have made him an extremely potent character in ''Ultimate''{{'}}s [[metagame]], and he has seen great success in [[tournament]]s due to players such as {{Sm|Riddles}} and {{Sm|Tea}}. Kazuya's strengths, however, have also led players to call for his ban.


==Attributes==
==Attributes==
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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%. 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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*Kazuya has universal [[armor]] against attacks with low knockback, known as '''[[Tough Body]]'''. It guards against up to 14 units.<ref>https://twitter.com/pikuoriparadise/status/1410370984595660808?s=20</ref>
*Kazuya has universal [[armor]] against attacks with low knockback, known as '''[[Tough Body]]'''. It guards against up to 14 units.<ref>https://twitter.com/pikuoriparadise/status/1410370984595660808?s=20</ref>
*Several of Kazuya's moves, including his special moves, smash attacks, and up throw, briefly transform him into [[Devil Kazuya]]. While the transformation itself is purely aesthetic, it indicates the attack being particularly strong. A majority of these moves also activate [[Special Zoom]] under certain conditions or feature [[heavy armor]].
*Several of Kazuya's moves, including his special moves, smash attacks, and up throw, briefly transform him into [[Devil Kazuya]]. While the transformation itself is purely aesthetic, it indicates the attack being particularly strong. A majority of these moves also activate [[Special Zoom]] under certain conditions or feature [[heavy armor]].
*Kazuya always faces his opponent when only one is remaining, counting teammates as opponents if [[Team Attack]] is on.
*Kazuya always faces his opponent during a one-on-one match or when only two players are remaining in a match.
**Unlike {{SSBU|Ryu}}, {{SSBU|Ken}} and {{SSBU|Terry}}, Kazuya does not always face the camera. This aspect comes from ''Tekken'', where Kazuya assumes an orthodox stance regardless of camera placement.
**Unlike {{SSBU|Ryu}}, {{SSBU|Ken}} and {{SSBU|Terry}}, Kazuya does not always face the camera. This aspect comes from ''Tekken'', where Kazuya assumes an orthodox stance regardless of camera placement.
*Sound effects from ''Tekken 6'' to ''Tekken 7'' are used when Kazuya hits an opponent instead of the standard knockback sound effects. Kazuya also utilizes unique visual effects when he hits an opponent.
*Sound effects from ''Tekken 6'' onward are used when Kazuya hits an opponent instead of the standard knockback sound effects. Kazuya also utilizes unique visual effects when he hits an opponent.
*When using his forward, back or down throw in a one-on-one match, the camera briefly shifts to a unique angle similar to the ''Tekken'' equivalent. On two-dimensional stages (such as [[Flat Zone X]]) or in situations where the new angle would result in an obstruction of the fighters by level geometry (such as under a {{SSBU|Battlefield}} platform), the camera will zoom in but otherwise not shift angles.  
*When using his forward, back or down throw in a one-on-one match, the camera briefly shifts to a unique angle similar to the ''Tekken'' equivalent. On two-dimensional stages (such as [[Flat Zone X]]) or in situations where the new angle would result in an obstruction of the fighters by level geometry (such as under a {{SSBU|Battlefield}} platform), the camera will zoom in but otherwise not shift angles.  
**In addition to the camera angle change, Kazuya's forward throw, back throw, down throw and Gates of Hell have special sound effects.
**In addition to the camera angle change, Kazuya's forward throw, back throw, down throw and Gates of Hell have special sound effects.
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===Tier placement and history===
===Tier placement and history===
Even prior to his release, Kazuya gained notoriety for his immense moveset relative to the rest of the cast, along with the inclusion of his near frame-perfect [[Electric Wind God Fist]]; Many stated that this would give him an unprecedentedly high learning curve among ''Ultimate''{{'}}s roster, and could take a long time before his full potential is realized in the competitive scene. While his representation is below average, he has seen notable results from select players such as {{Sm|Riddles}}, {{Sm|Tea}}, and {{Sm|Axiom XL}} displaying how effective Kazuya can be with his extreme power, versatile toolkit, and great endurance, which has shown him to be more than capable of pulling off zero to deaths and difficult comebacks. As a result, Kazuya has received positive reception from competitive players, often being considered a top tier fighter due to these factors, and as such was ranked 7th on the first tier list.
Even prior to his release, Kazuya gained notoriety for his immense moveset relative to the rest of the cast, along with the inclusion of his near frame-perfect [[Electric Wind God Fist]]; Many stated that this would give him an unprecedentedly high learning curve among ''Ultimate''{{'}}s roster, and could take a long time before his full potential is realized in the competitive scene. While his representation is below average, he has seen notable results from select players such as {{Sm|Riddles}}, {{Sm|Tea}}, and {{Sm|Axiom XL}} displaying how effective Kazuya can be with his extreme power, versatile toolkit, and great endurance, which has shown him to be more than capable of pulling off zero to deaths and difficult comebacks. As a result, Kazuya has received positive reception from competitive players, often being considered a top tier fighter due to these factors. On the other hand, his aforementioned learning curve and unorthodox play style have limited his tournament representation and he does have weaknesses such as his slow mobility, abysmal air speed and his high weight and fall speed making him vulnerable to combos and gives him a hard time getting out of disadvantage, leading some to claim that he's only a high-tier at best. Regardless, he is considered a strong fighter in the right hands and his extreme power and comeback factor are not to be underestimated, making him ranked 7th on the first and current tier list.
 
However, his aforementioned learning curve and unorthodox play style has continuously limited his tournament representation. Additionally, while he is notorious for his zero to death combos, he can just as easily be given a taste of his own medicine, as his slow mobility, abysmal air speed, high weight and fall speed make him susceptible to combos and give him a hard time getting out of disadvantage, meaning Kazuya himself can be easily KO'd in a zero to death. Opinions on Kazuya's viability would fall a bit in 2023, where only Riddles and Tea were consistent threats at majors, and even then Riddles complemented Kazuya with Terry while Tea's Kazuya was noticeably weaker than the prior year. As such, Kazuya fell to 11th on the second tier list, now ranking at the top of the A+ tier.


===Ban discussion===
===Ban discussion===
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*The splash art for Kazuya is the second that uses a font other than DF Gothic Japanese, the first being that of {{SSBU|Piranha Plant}}. This does not apply to the splash art used in the Japanese trailer, which uses the DF Gothic Japanese font with the usual "Joins the battle!" tagline.
*The splash art for Kazuya is the second that uses a font other than DF Gothic Japanese, the first being that of {{SSBU|Piranha Plant}}. This does not apply to the splash art used in the Japanese trailer, which uses the DF Gothic Japanese font with the usual "Joins the battle!" tagline.
**The 3D text for his "Gets Ready For The Next Battle" tagline is taken from ''Tekken 7''{{'}}s battle loading screen, albeit with "Get" being replaced with "Gets" in order to be grammatically correct.
**The 3D text for his "Gets Ready For The Next Battle" tagline is taken from ''Tekken 7''{{'}}s battle loading screen, albeit with "Get" being replaced with "Gets" in order to be grammatically correct.
*Kazuya's act of throwing all of the defeated fighters off of the cliff in his reveal trailer is reminiscent of his endings in ''Tekken'' and ''Tekken 7'' where he did the same thing to Heihachi after defeating him.
*Kazuya is the third fighter in ''Ultimate'' to speak Japanese in all regions. However, unlike [[Cloud Strife]] and [[Sephiroth]], whose Japanese speaking is likely because of union issues with their English voice actors, Kazuya's Japanese speaking is in line with his home series, as most characters in the mainline ''Tekken'' games  (with a few exceptions, such as Alisa Bosconovitch and Sergei Dragunov) are only voiced in their native language (Japanese in Kazuya's case).
*Kazuya is the third fighter in ''Ultimate'' to speak Japanese in all regions. However, unlike [[Cloud Strife]] and [[Sephiroth]], whose Japanese speaking is likely because of union issues with their English voice actors, Kazuya's Japanese speaking is in line with his home series, as most characters in the mainline ''Tekken'' games  (with a few exceptions, such as Alisa Bosconovitch and Sergei Dragunov) are only voiced in their native language (Japanese in Kazuya's case).
*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.
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**Does not have a universal 3-frame [[jumpsquat]], with it instead being 7 frames.
**Does not have a universal 3-frame [[jumpsquat]], with it instead being 7 frames.
**Does not suffer from hard landing [[lag]] when landing from a fullhop, due to his low jump height.
**Does not suffer from hard landing [[lag]] when landing from a fullhop, due to his low jump height.
**Has additional [[tilt attack]]s set to diagonal directions.
**Has a [[crowd cheer]] which features an instrument (a drum).
**Has a [[crowd cheer]] which features an instrument (a drum).
**Vocalizes during their pummel attack.
**Vocalizes during their pummel attack.
**Does not have a victory theme. This comes from his home games not having victory music.
**Does not have a victory theme.
**Has a default spirit which includes only the render from ''Ultimate'', but also has an alternative spirit that features artwork from a previous game in addition to the render from ''Ultimate''.
**Has a default spirit which includes only the render from ''Ultimate'', but also has an alternative spirit that features artwork from a previous game in addition to the render from ''Ultimate''.
*Despite using orthodox inputs, Kazuya's neutral attacks, forward tilt, up tilt, down tilt, and dash attack are all simply referred to as [[command-input move]]s in the [[Tips]], likely due to overlap with unorthodox inputs.
*Despite using orthodox inputs, Kazuya's neutral attacks, forward tilt, up tilt, down tilt, and dash attack are all simply referred to as [[command-input move]]s in the [[Tips]], likely due to overlap with unorthodox inputs.
*Kazuya, [[Dark Pit]], and [[Wii Fit Trainer]] are the only playable characters in ''Ultimate'' that do not appear in a [[Nintendo Switch]] game outside of ''Ultimate''.
*Kazuya, [[Dark Pit]], [[Lucas]], and [[Wii Fit Trainer]] are the only playable characters in ''Ultimate'' that do not appear in a [[Nintendo Switch]] game outside of ''Ultimate''.
*Masahiro Sakurai showed pre-release material of Kazuya in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=wKQ2v9kno9I=402s Odds and Ends of Supervising [Graphics]]</ref> and showcased several changes made before the final version:
**Kazuya's eyes and eyebrows were pulled upward to look more angry.
**Sakurai decided to use a unique knocked down animation that resembles Kazuya's knocked down animation in the {{uv|Tekken}} series.
**The position of Kazuya's wings while airborne were altered to make the pose more energetic while retaining a bat-like silhouette.
**The story mode for ''Tekken 7'' was used to inspire [[Final Blaster]] almost 1 to 1.
**Kazuya's wings during Final Blaster were initially too rounded and Sakurai suggested they be made more angular.
**Kazuya's wings during [[Devil Blaster]] were adjusted to catch the wind during startup, than release the wind and flutter upon activation.
**Kazuya's wings during [[Devil Fist]] were repositioned so players could see the punch connect.
**Sakurai suggest adding a line that goes through opponents during Devil Fist to add atmosphere.
**Kazuya's wings were initially only visible for two frames during his landing animation, which Sakurai suggested to be extended to make the land more impactful.
**Sakurai suggested that Kazuya should immediately enter his damage animation when hit by a [[Final Smash]].
*If Kazuya is set as a CPU opponent in [[Training Mode]], all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction with {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}}.
**This also happens if Kazuya faces a single opponent in a team consisting of two or more characters in [[Team Battle]]s with [[Team Attack]] off, and in [[All-Star Mode]] when he appears.


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==Notes==

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