Gates of Hell
How to perform
Within grab range, the player must perform ↘ ↓ ↘ + grab input. If done correctly, Kazuya's arms will glow red prior to the grab as a sign that the input was successful. Despite requiring a grab input to be used, because the input is tied to the A part of R+A — the macro a grab button input uses — Gates of Hell cannot be used out of shield. If Gates of Hell connects, like Kazuya's other throws, a special camera angle activates in 1-on-1 battles.
During the throw, Kazuya will force the opponent to the other side of him, bend them back, and kick them away, making it a useful tool when cornered to reverse the situation. It's the most damaging throw in the game, beating out King K. Rool's up throw, making it a powerful tool for bringing opponents into KO range. However, its follow-up potential on its own is negligible, and an opponent teching it on-stage makes it negative on hit at lower percentages. Thus, in the time after the throw is used, the Kazuya player should primarily aim to gain stage control. The knockback angle is extremely steep, gimping characters with poor recoveries — such as Chrom or Dr. Mario — at high percentages on its own. Outside of this, it remains a strong kill throw in its own right, though the requirement to be cornered makes situations where it does so rarer than it initially seems.
Gates of Hell originated in Tekken 5 as an exclusive command throw for Kazuya and has been a staple in his kit ever since. The throw deals relatively high damage, though not quite on the level of grapplers like King II's Giant Swing. It's normally used as a surprise option in high-level play.
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