Kazuya (SSBU): Difference between revisions

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{{MovesetTable
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|game=SSBU|dthrowname=Stonehead|bthrowname=Steel Pedal Drop|bthrowdmg=14% (hit 1), 0% (throw)|bthrowdesc=Grabs his opponent by the leg and slams them on the floor behind him. Deals high damage, but lacks KO potential until about 190%. Based on Kazuya's throw when approaching his opponent from the left side in ''Tekken''.|uthrowname=Air Inferno|uthrowdmg=2% (throw), 10% (beam)|uthrowdesc=Throws the opponent upwards, then transforms into his devil form and shoots a beam diagonally upwards at them. Does not cause a camera angle change in 1v1s unlike his other throws. The beam can hit other opponents in addition to the one being thrown which, just like Devil Blaster, deals 0.75× and 0.5× damage to the third and fourth opponent, respectively. It is Kazuya's strongest throw, reliably KOing middleweights at the ledge at around 145% (or around 170% anywhere else) due to its knockback and angle, and making it one of the strongest up throws in the game. Based on the Inferno move used as Kazuya's neutral special, although Kazuya himself does not perform this move in ''Tekken'', with Devil Jin having his own anti-air variant.|dthrowdmg=7% (hit 1), 1% (throw)|fthrowdmg=5% (hits 1-2), 2% (throw)|dthrowdesc=A headbutt. Kazuya's only combo throw, having followups into Flash Tornado, both variants of Wind God Fist, and Tsunami Kick. It has low hitstun, so other followups usually require a read or reaction. Based on Kazuya's command grab, performed with f, F+1+2 (forward, hold forward + both punch buttons).|cthrowname=[[Gates of Hell]]|cthrowdmg=10% (hit 1), 13% (hit 2), 1% (throw)|cthrowdesc=Bends the opponent's back, then kicks them away. Done by inputting ↘ ↓ ↘ before pressing the grab button. It sends opponents behind Kazuya and it is extremely damaging for a throw (24% total), and is technically the strongest throw in the game that is not a special move. In addition to its high damage, it sends the opponent at a deep semi-spike angle with good knockback, making it excellent against foes with poor recoveries. However, as it sends behind Kazuya, this requires him to face away from a ledge to send his opponent offstage. Based on Kazuya's command grab from ''Tekken 5'' onwards, performed with FC df, d, df+1+2 (while in a full crouch, down forward, down, down forward + both punch buttons); unlike in ''Tekken'', the move in ''Smash'' does not need to be performed from a full crouch.|floorfname= |floorfdmg=7%|floorfdesc=Kicks behind himself and then in front of himself before getting up.|fthrowdesc=Kicks the opponent in the face before striking them with his heel, throwing them in the process. It deals decent knockback for a throw, although it does not KO middleweights until around 170%. Based on Kazuya's throw performed with 1+3 (both left attack buttons).|fthrowname=Double Face Kick|floorbdmg=7%|uairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|9}} (late)|fairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|10}} (late)|fairdesc=An aerial side kick. Like neutral aerial, it has low lag all-around and is fast to interrupt, allowing it to combo into other attacks both when rising and landing with the move. It can also KO at high percentages due to its respectable knockback. However, it does not offer intangibility on his legs, which makes it prone to trading with other attacks. Based on his uf3 (up forwards left kick).|bairname=Jumping Sobat|bairdmg={{ShortHopDmgSSBU|16}} (clean foot), {{ShortHopDmgSSBU|14}} (clean leg), {{ShortHopDmgSSBU|10}} (late)|bairdesc=An aerial kick from behind him. Quite slow but strong, and can KO at the ledge at around 110%. Like Ryu, Ken, and Terry, this move is difficult to use without a [[Reverse Aerial Rush]], since Kazuya automatically turns towards his opponent in a 1v1. Based similarly on the universal jumping left kick used as the basis for his up backwards tilt.|uairname=Rising Toe Kick|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.|pummeldesc=Punches the opponent's sternum while grabbing the opponent. Extremely slow, similar to pummels from previous games, though it is also the most damaging pummel in the game by a large margin. Unlike other attacks, this is one that remains original to ''Smash''.|dairname=Demon Scissors|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).|grabname= |grabdesc=Reaches out with both hands. If the Rage mechanic is active, the resulting throw will be that of Rage Drive with no input needed, although a standard throw can be buffered and executed while preserving Rage.|pummelname=Sternum Smash|pummeldmg=3.4%|floorbname= |floorbdesc=Kicks around himself before getting up.|nairdesc=Throws a diagonally downward jab, similarly to {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}}'s down aerials. It is the only neutral aerial in the game with the ability to conventionally meteor smash, although it is moderately weak; however, it is very quick to interrupt and has good startup for a spike, which makes it extremely versatile as a combo starter, both when landing or rising with the move. It also serves as an effective [[gimp]]ing tool. The sweetspot uniquely has altered knockback on grounded opponents to where the meteor smash puts them into [[tumble]] at any percentage, although on aerial opponents it is a lot weaker, only starting to do so at around 90%. Based on the universal jumping left punch from ''Tekken''.|ci2desc=An electrified jumping uppercut with his left hand while rushing forwards. Done by holding A after Crouch Dash. The uppercut is delayed, but deals very high knockback, making it useful for KOing after dodging an attack with Crouch Dash. Its hitbox reaches so low that it can hit certain ledge hanging opponents, making it an effective surprise option.
 
If Rage is active, connecting with the move will instead trigger a more damaging version of the Rage Drive (see above).|cidesc=A dash while crouching. During this, Kazuya has invincibility on his upper body, allowing him to dodge attacks such as Ryu and Ken's [[Hadoken]]. It can be done by doing the → ↓ ↘ motion, like in his home series.|ci1name=[[Wind God Fist]]|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. 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 2-frame window: the frame before and on the ↘ input), it will become '''Electric Wind God Fist''' (EWGF), inflicting [[paralysis]] to the opponent and 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.|ci2name=[[Dragon Uppercut]]|ci2dmg=22% (clean), 18% (mid), 16% (mid-late), 14% (late)|ci3name=[[Spinning Demon to Left Hook]]|ciname=[[Crouch Dash]]|ci3dmg=6% (hit 1), 14.5% (hit 2)|ci3desc=Does a low sweeping kick followed by a hook from his left hand. Done by pressing B after Crouch Dash. Gains intangibility during the move and deals very high knockback, making it an excellent finisher. If the special button is held for less than 5 frames, this move will still trigger even during Rage, but holding special for more than 5 frames will trigger Rage Drive.|fsname=Final Blaster|fsdmg=8% (init), 2% (center first hit), 0.8% (fanning loop hit), 1.2%/1%/0.8%/0.6% (center loop hit, close to far), 10%/8.5%/7%/5.5% (center final hit, close to far)|fsdesc=Kazuya uses Devil Blaster and, if it hits an opponent, the music stops and a cutscene will play where Kazuya announces {{ja|ここが貴様の墓場だ!|Koko ga kisama no hakaba da!}} (''"This will be your burial ground!"''), before shooting out multiple lasers from his chest and wings that strike opponents while in a volcanic landscape. Because of how far it reaches, it is capable of KOing incredibly early near ledges. It is based on a variation of Kazuya's Rage Art exclusive to ''Tekken 7''{{'}}s story mode that he uses in his final battle against Heihachi Mishima.|stauntname=Demon's Wrath|stauntdmg=6% (hit 1), 3% (hits 2 and 3), 6% (hit 4)|cidmg=—|dsdesc=A grab with heavy armor where Kazuya uppercuts in front of him. If it connects, Kazuya will grab the opponent by the head, fly into the air in his devil form, before diving and slamming them into the ground. The momentum of the grab can be altered with the directional inputs to move forward or back; the opponent can also resist in the same way, being more effective if they are at low percent. It can be used as a [[sacrificial KO]] much like [[Flying Slam]], though it causes Kazuya to be KO'd first. The slam can affect bystanders, causes Special Zoom even if shielded, and is significantly stronger, making it powerful in team battles. If the uppercut misses in the air, it causes Kazuya to hover briefly.
 
If Kazuya's Rage is active, the move (when used on the ground) becomes a more damaging version known as ''Rage Drive'', which consumes the Rage if it lands and deals additional damage to the opponent upon hitting the ground. It replaces various attacks while Rage is active: performing a grab, down special, or → ↓ ↘ + Attack input all performs Rage Drive, though the command input version deals the most damage and knockback.|floortname=&nbsp;|nsdmg=11% (ground), 12% (ground upwards), 10% (ground downwards), 10% (air), 11% (air upwards), 9% (air downwards)|floortdmg=5%|floortdesc=Kicks behind himself and then in front of himself before getting up.|edgename=&nbsp;|edgedmg=10%|edgedesc=Performs a crouching shin kick while climbing up. Based on his face down wake-up attack  in the ''Tekken'' series.|nsname=Devil Blaster|nsdesc=Assumes his devil form to unleash an energy beam from his forehead, similar to [[Robo Beam]]. In the air, it causes Kazuya to hover briefly. The laser covers a long distance, granting it edgeguarding capabilities, and it also deals rather high knockback. He can also aim it up or down; by default, the laser fires directly forward on the ground, and diagonally down if used in the air (aiming up in this case fires it directly forward). It can travel through two opponents before stopping on a third; the second opponent will take 0.75× damage and the third will take 0.5×. The laser has high startup and ending lag, and Kazuya can only use it once in the air without landing.|dsdmg=10% (leap apex hand), 8% (leap apex arm), 10% (fall to bystanders), 17% (throw)<br/>15% (Rage Drive fall to bystanders), 11.5% (Rage Drive impact), 13% (Rage Drive throw)<br/>18% (command Rage Drive fall to bystanders), 13% (command Rage Drive impact), 16% (command Rage Drive throw)|ssname=Devil Fist|ssdmg=11% (near), 6% (far)|ssdesc=Assumes his devil form to perform a straight lunge that travels through the opponent. If close, he will cause the opponent to [[crumple]], similar to [[Focus Attack]]. If the opponent is in the air or gets hit late, they will instead be launched upward. It can be used in the air for a brief forward boost and it doesn't cause [[helplessness]]. However, its distance is poor and Kazuya is unable to use Devil Wings after, making his horizontal recovery very poor. It also has high ending lag and does not go through shields, making it punishable if shielded.|usname=Devil Wings|usdmg=18% (clean body), 16% (clean top), 16% (clean-mid), 13% (mid), 10% (mid-late), 7% (late)|usdesc=Assumes his devil form to soar upward. He can move forward or back while doing so, and contact with the claws on his wings will damage enemies. It does not cause helplessness, allowing for attacks or an airdodge after, although it has such high ending lag (lasting till after the peak of the jump) that it is ineffective for pursuing opponents for aerial followups. Kazuya cannot use his side special if Devil Wings is already used.|dsname=Heaven's Door|fairname=Searing Edge|nairdmg={{ShortHopDmgSSBU|11}} (clean fist), {{ShortHopDmgSSBU|9}} (clean arm), {{ShortHopDmgSSBU|8}} (clean body), {{ShortHopDmgSSBU|6}} (late)|neutralcount=10|dtiltdesc=Spins while kneeling, and strikes downwards with his upper arm while moving forwards. Grants intangibility while Kazuya strikes, and moves him forward. Deals impressive damage and shield damage for a down tilt, and is one of Kazuya's best combo starters due to it launching at a vertical angle and having a good amount of hitstun. At low percents, it can combo into almost any grounded move if the opponent does not [[tech]]. At higher percents, it can combo into aerials, including neutral air near a ledge for a meteor smash. However, it can be difficult to use without a control stick set to attack, as Kazuya has to perform this tilt without going into a crouch (as this will instead perform a Crouch Jab), and inputting down too fast will end up with a down smash. Uniquely, pressing the shield button before Kazuya swings his arm will cancel the attack, like in ''Tekken''; this lets Kazuya bait reactions before capitalizing with any of his throws. Based on his d+1+2 (down + both punch buttons).|utiltname=Twin Pistons|utiltdmg=6%|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 questionable as a combo starter on its own due to Kazuya's poor aerial prowess. 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''.|dtiltname=Nejiri Uraken|dtiltdmg=15%|uftiltcount=4|btiltdesc=A tornado kick, similar to Ryu's held neutral attack. Grants body and leg intangibility, and moves Kazuya forward like forward tilt. Its use is comparable to forward tilt, though it deals slightly more damage, reaches higher (since Kazuya kicks diagonally), and is safer as it grants intangibility to most of his body. It sends at a strong diagonal angle, and is able to combo into forward smash or a grab at low percents. At higher percents, it acts as an effective KO move. Based on his b+4 (backwards + right kick).|uftiltname=Roundhouse to Triple Spin Kicks|uftiltdmg=6%|uftilt2dmg=3%|uftilt3dmg=3%|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%. 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.)|dftiltcount=2|utiltcount=2|btiltdmg=15%|dftiltdmg=7%|neutral6dmg=4%|neutralname=Flash Punch Combo / 10-Hit Combo|neutral1dmg=3%|neutral2dmg=3%|neutral3dmg=2% (combo), 9% (last)|neutral4dmg=3%|neutral5dmg=3%|neutral7dmg=1.5%|btiltname=Flash Tornado|neutral8dmg=1.5%|neutral9dmg=5%|neutral10dmg=12%|neutraldesc=''Flash Punch Combo (two button taps, then a delayed tap): ''Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back. For an attack of its kind, the final hit is surprisingly strong, being capable of KOing at the ledge at 115%, though this can be DI'd. However, it is difficult to use as it requires specific button timings; mistiming will transition into the 10-Hit Combo. Based on the string with the same name (''Tekken'' input: 1, 1, 2 - left punch, left punch, right punch).
 
''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; 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.|ftiltname=Oni Front Kick|ftiltdmg=14.5%|ftiltdesc=A short kick comparable to {{SSBU|Ganondorf}}'s forward tilt. Grants lower leg intangibility. It moves Kazuya forwards about one character distance. It is surprisingly strong and launches at a low angle, making it very powerful as a KO move, especially against those with a poor recovery. Based on his f+3 (forward + left kick).|dftiltname=Tsunami Kick|dftilt2dmg=10.5%|nairname=Jumping Knuckle|fsmashname=Glorious Demon God Fist|dashname=Leaping Sidekick|dashdmg=16% (foot), 14% (leg)|dashdesc=Leaps forward and kicks in front of him. Grants his non-kicking leg intangibility, allowing it to travel over some low attacks. It grants a lot of distance compared to Kazuya's other moves, acting as a powerful burst option and approaching tool. It has a sweetspot at the foot that deals high damage and can KO at high percentages. Based on the standard running left kick shared by most of the ''Tekken'' roster.|ddashname=[[Left Splits Kick]]|ddashdmg=18%, 2.4× (reflected projectiles)|ddashdesc=Used by dashing twice in the same direction in quick succession. Moves forward before stretching his left leg upwards, swinging it downwards immediately after. Grants his kicking leg intangibility, and deals vertical knockback. It grants much less distance than dash attack and deals mediocre knockback, but it can [[reflect]] projectiles, being one of the only four standard attacks capable of doing so (along with {{SSBU|Min Min}}'s up smash and {{SSBU|Ness}} and {{SSBU|Lucas}}'s forward smashes). It is the strongest reflector in the series with a multiplier of 2.4×, though its unique command input can make it difficult to perform consistently. Based on his f, F+3 (forward, hold forward + left kick).|fsmashdmg={{ChargedSmashDmgSSBU|26}} (fist), {{ChargedSmashDmgSSBU|23}} (arm)|uncrouchingattackdmg=12%|fsmashdesc=In his devil form, lunges forward to throw a straight punch. Grants heavy armor before the punch. Hitting at the tip of the fist deals more damage and causes [[Special Zoom]]. The sweetspot is extremely powerful and is capable of KOing as early as 12% near the ledge, and at 26% on the center, when fully charged, making it overall the third strongest forward smash in the game, tying with {{SSBU|Bowser}}'s forward smash (only {{SSBU|Ganondorf}}'s and {{SSBU|King Dedede}}'s are stronger). Though when Rage is active, it KOs at 22% when fully charged. Despite its high ending lag, it deals massive shieldstun (-13 on shield when sweetspotted, which is almost comparable to {{SSBU|Bowser Jr.}}'s forward smash on shield). While this makes it surprisingly safe on shield despite its appearance, it is much easier to punish on whiff, so it should not be thrown out without caution. Based on his f+1+2 (forward + both punch buttons).|usmashname=Devil Twister|usmashdmg={{ChargedSmashDmgSSBU|19}} (clean), {{ChargedSmashDmgSSBU|15}} (late)|usmashdesc=In his devil form, throws an uppercut. Grants heavy armor before the uppercut. One of the few attacks in his kit that can attack through platforms, and its armor and reach makes it an effective anti-air and out of shield option. Also powerful, as it KOs at around 110%. Based on his ss2 (side step right punch).|dsmashname=Lion Slayer|dsmashdmg={{ChargedSmashDmgSSBU|17}} (hand), {{ChargedSmashDmgSSBU|15}} (arm)|dsmashdesc=In his devil form, performs a downward knifehand strike. Grants heavy armor before the punch, and deals heavy shield damage. It is unique as the sweetspot [[meteor smash]]es like {{SSBU|Bayonetta}}'s down smash, though it is quite fast in comparison and has extremely low knockback growth. This makes it an excellent combo starter: while most of the slower followups can be air dodged out of or teched, its speed allows it to combo into itself multiple times if the opponent doesn't react properly, or combo into any of his faster ground moves. It can also punish ledge hanging opponents (or drag them near one with a previous down smash). His arm causes vertical knockback with much higher knockback growth, though it is only capable of KOing airborne opponents at around 150%. Based on his db2 (down backwards right punch).|uncrouchingattackdesc=Requires Kazuya to attack during his uncrouching animation. An electrified punch that [[crumple]]s opponents, similar to [[Focus Attack]]. Grants arm intangibility. If used a second time on an already crumpled opponent, it will send them in a fully horizontal trajectory. Allows for guaranteed followups similar to Stature Smash, though it can be difficult to use as Kazuya needs to uncrouch to perform it. A simple way to use it is to quickly flick the control stick down and attack as soon as Kazuya stands up. Based on his ws2 (while standing right punch).|uncrouchingattackname=Demon God Fist|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).|crouchattacks=y|dbtiltname=Stature Smash|dbtiltdmg=9%|dbtiltdesc=A low-angled kick in front of him, similar in appearance to {{SSBU|Wolf}}'s down tilt. Grants leg intangibility and moves Kazuya forwards. Rather slow and very low ranged compared to his other tilts, but it always [[trip]]s the opponent, making it excellent for followups regardless of percent. Based on his db+4 (down back + right kick).|diagonaltilts=y|ubtiltname=Jump Side Kick|ubtiltdmg=13.5%|ubtiltdesc=Jumps backwards slightly while performing a side kick high in the air. Grants both legs intangibility and moves Kazuya very slightly backwards. Acts as a microspacing and disengagement option that allows Kazuya to space backwards, as it is awkward to use otherwise; it is useful for countering short hops and grabs due to the pushback the move provides. Based on the universal jumping left kick shared by the ''Tekken'' roster.|crouchattackname=Crouch Jab|bcrouchattackdesc=Requires Kazuya to be fully crouched before attacking diagonally backwards. A rotating kick from below. Grants leg intangibility. Low ranged, but at low percents, it can set up for a tech chase scenario or a follow up into dash attack.|crouchattackdmg=5%|crouchattackdesc=Requires Kazuya to be fully crouched. A punch while ducking. Grants lower arm intangibility. Similar to other neutral attacks in the game, except being a bit slower. Despite its similar function to fast down tilts such as Terry's or Ness's, it has much more hitstun and thus a higher frame advantage than the similar moves, allowing for followups into moves with even slightly below-average speed, such as into up smash or forward tilt. Based on the crouching left punch shared by most of the ''Tekken'' roster.|fcrouchattackname=Tombstone Crusher|fcrouchattackdmg=16.5%|fcrouchattackdesc=Requires Kazuya to be fully crouched before attacking diagonally forwards. Gets on his back and kicks from the floor. Sluggish, but has a long period of intangibility. It is also very powerful damage and knockback wise, as it can KO as early as 95% near the edge. Based on his FC,df+3+4 (full crouch, down forward + both kicks).|bcrouchattackname=Crouch Spin Kick|bcrouchattackdmg=11%|stauntdesc=Starts with a high-angled kick with his left leg, followed by a quick straight punch from his left fist, then a low-angled kick from his right leg, followed by a short punch in front of him with his left fist that launches the opponent. It is the strongest taunt attack in the game and is actually capable of KOing under normal circumstances. Compared to the rest of Kazuya's moveset, it is however not very useful, because of its poor range, high start-up and ending lag, lackluster knockback and lack of armor or intangibility frames.}}
{{disambig2|Kazuya's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Kazuya Mishima}}
{{disambig2|Kazuya's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Kazuya Mishima}}
{{Infobox Character
{{Infobox Character
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''For a gallery of Kazuya's hitboxes, see [[Kazuya (SSBU)/Hitboxes|here]].''
''For a gallery of Kazuya's hitboxes, see [[Kazuya (SSBU)/Hitboxes|here]].''
{{MovesetTable
|game=SSBU
|neutralcount=10
|neutralname=Flash Punch Combo / 10-Hit Combo
|neutral1dmg=3%
|neutral2dmg=3%
|neutral3dmg=2% (combo), 9% (last)
|neutral4dmg=3%
|neutral5dmg=3%
|neutral6dmg=4%
|neutral7dmg=1.5%
|neutral8dmg=1.5%
|neutral9dmg=5%
|neutral10dmg=12%
|neutraldesc=''Flash Punch Combo (two button taps, then a delayed tap): ''Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back. For an attack of its kind, the final hit is surprisingly strong, being capable of KOing at the ledge at 115%, though this can be DI'd. However, it is difficult to use as it requires specific button timings; mistiming will transition into the 10-Hit Combo. Based on the string with the same name (''Tekken'' input: 1, 1, 2 - left punch, left punch, right punch).
''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; 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.
|ftiltname=Oni Front Kick
|ftiltdmg=14.5%
|ftiltdesc=A short kick comparable to {{SSBU|Ganondorf}}'s forward tilt. Grants lower leg intangibility. It moves Kazuya forwards about one character distance. It is surprisingly strong and launches at a low angle, making it very powerful as a KO move, especially against those with a poor recovery. Based on his f+3 (forward + left kick).
|btiltname=Flash Tornado
|btiltdmg=15%
|btiltdesc=A tornado kick, similar to Ryu's held neutral attack. Grants body and leg intangibility, and moves Kazuya forward like forward tilt. Its use is comparable to forward tilt, though it deals slightly more damage, reaches higher (since Kazuya kicks diagonally), and is safer as it grants intangibility to most of his body. It sends at a strong diagonal angle, and is able to combo into forward smash or a grab at low percents. At higher percents, it acts as an effective KO move. Based on his b+4 (backwards + right kick).
|utiltcount=2
|utiltname=Twin Pistons
|utiltdmg=6%
|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 questionable as a combo starter on its own due to Kazuya's poor aerial prowess. 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''.
|dtiltname=Nejiri Uraken
|dtiltdmg=15%
|dtiltdesc=Spins while kneeling, and strikes downwards with his upper arm while moving forwards. Grants intangibility while Kazuya strikes, and moves him forward. Deals impressive damage and shield damage for a down tilt, and is one of Kazuya's best combo starters due to it launching at a vertical angle and having a good amount of hitstun. At low percents, it can combo into almost any grounded move if the opponent does not [[tech]]. At higher percents, it can combo into aerials, including neutral air near a ledge for a meteor smash. However, it can be difficult to use without a control stick set to attack, as Kazuya has to perform this tilt without going into a crouch (as this will instead perform a Crouch Jab), and inputting down too fast will end up with a down smash. Uniquely, pressing the shield button before Kazuya swings his arm will cancel the attack, like in ''Tekken''; this lets Kazuya bait reactions before capitalizing with any of his throws. Based on his d+1+2 (down + both punch buttons).
|uftiltcount=4
|uftiltname=Roundhouse to Triple Spin Kicks
|uftiltdmg=6%
|uftilt2dmg=3%
|uftilt3dmg=3%
|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%. 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.)
|dftiltcount=2
|dftiltname=Tsunami Kick
|dftiltdmg=7%
|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).
|dbtiltname=Stature Smash
|dbtiltdmg=9%
|dbtiltdesc=A low-angled kick in front of him, similar in appearance to {{SSBU|Wolf}}'s down tilt. Grants leg intangibility and moves Kazuya forwards. Rather slow and very low ranged compared to his other tilts, but it always [[trip]]s the opponent, making it excellent for followups regardless of percent. Based on his db+4 (down back + right kick).
|diagonaltilts=y
|ubtiltname=Jump Side Kick
|ubtiltdmg=13.5%
|ubtiltdesc=Jumps backwards slightly while performing a side kick high in the air. Grants both legs intangibility and moves Kazuya very slightly backwards. Acts as a microspacing and disengagement option that allows Kazuya to space backwards, as it is awkward to use otherwise; it is useful for countering short hops and grabs due to the pushback the move provides. Based on the universal jumping left kick shared by the ''Tekken'' roster.
|crouchattacks=y
|crouchattackname=Crouch Jab
|crouchattackdmg=5%
|crouchattackdesc=Requires Kazuya to be fully crouched. A punch while ducking. Grants lower arm intangibility. Similar to other neutral attacks in the game, except being a bit slower. Despite its similar function to fast down tilts such as Terry's or Ness's, it has much more hitstun and thus a higher frame advantage than the similar moves, allowing for followups into moves with even slightly below-average speed, such as into up smash or forward tilt. Based on the crouching left punch shared by most of the ''Tekken'' roster.
|fcrouchattackname=Tombstone Crusher
|fcrouchattackdmg=16.5%
|fcrouchattackdesc=Requires Kazuya to be fully crouched before attacking diagonally forwards. Gets on his back and kicks from the floor. Sluggish, but has a long period of intangibility. It is also very powerful damage and knockback wise, as it can KO as early as 95% near the edge. Based on his FC,df+3+4 (full crouch, down forward + both kicks).
|bcrouchattackname=Crouch Spin Kick
|bcrouchattackdmg=11%
|bcrouchattackdesc=Requires Kazuya to be fully crouched before attacking diagonally backwards. A rotating kick from below. Grants leg intangibility. Low ranged, but at low percents, it can set up for a tech chase scenario or a follow up into dash attack.
|uncrouchingattackname=Demon God Fist
|uncrouchingattackdmg=12%
|uncrouchingattackdesc=Requires Kazuya to attack during his uncrouching animation. An electrified punch that [[crumple]]s opponents, similar to [[Focus Attack]]. Grants arm intangibility. If used a second time on an already crumpled opponent, it will send them in a fully horizontal trajectory. Allows for guaranteed followups similar to Stature Smash, though it can be difficult to use as Kazuya needs to uncrouch to perform it. A simple way to use it is to quickly flick the control stick down and attack as soon as Kazuya stands up. Based on his ws2 (while standing right punch).
|dashname=Leaping Sidekick
|dashdmg=16% (foot), 14% (leg)
|dashdesc=Leaps forward and kicks in front of him. Grants his non-kicking leg intangibility, allowing it to travel over some low attacks. It grants a lot of distance compared to Kazuya's other moves, acting as a powerful burst option and approaching tool. It has a sweetspot at the foot that deals high damage and can KO at high percentages. Based on the standard running left kick shared by most of the ''Tekken'' roster.
|ddashname=[[Left Splits Kick]]
|ddashdmg=18%, 2.4× (reflected projectiles)
|ddashdesc=Used by dashing twice in the same direction in quick succession. Moves forward before stretching his left leg upwards, swinging it downwards immediately after. Grants his kicking leg intangibility, and deals vertical knockback. It grants much less distance than dash attack and deals mediocre knockback, but it can [[reflect]] projectiles, being one of the only four standard attacks capable of doing so (along with {{SSBU|Min Min}}'s up smash and {{SSBU|Ness}} and {{SSBU|Lucas}}'s forward smashes). It is the strongest reflector in the series with a multiplier of 2.4×, though its unique command input can make it difficult to perform consistently. Based on his f, F+3 (forward, hold forward + left kick).
|fsmashname=Glorious Demon God Fist
|fsmashdmg={{ChargedSmashDmgSSBU|26}} (fist), {{ChargedSmashDmgSSBU|23}} (arm)
|fsmashdesc=In his devil form, lunges forward to throw a straight punch. Grants heavy armor before the punch. Hitting at the tip of the fist deals more damage and causes [[Special Zoom]]. The sweetspot is extremely powerful and is capable of KOing as early as 12% near the ledge, and at 26% on the center, when fully charged, making it overall the third strongest forward smash in the game, tying with {{SSBU|Bowser}}'s forward smash (only {{SSBU|Ganondorf}}'s and {{SSBU|King Dedede}}'s are stronger). Though when Rage is active, it KOs at 22% when fully charged. Despite its high ending lag, it deals massive shieldstun (-13 on shield when sweetspotted, which is almost comparable to {{SSBU|Bowser Jr.}}'s forward smash on shield). While this makes it surprisingly safe on shield despite its appearance, it is much easier to punish on whiff, so it should not be thrown out without caution. Based on his f+1+2 (forward + both punch buttons).
|usmashname=Devil Twister
|usmashdmg={{ChargedSmashDmgSSBU|19}} (clean), {{ChargedSmashDmgSSBU|15}} (late)
|usmashdesc=In his devil form, throws an uppercut. Grants heavy armor before the uppercut. One of the few attacks in his kit that can attack through platforms, and its armor and reach makes it an effective anti-air and out of shield option. Also powerful, as it KOs at around 110%. Based on his ss2 (side step right punch).
|dsmashname=Lion Slayer
|dsmashdmg={{ChargedSmashDmgSSBU|17}} (hand), {{ChargedSmashDmgSSBU|15}} (arm)
|dsmashdesc=In his devil form, performs a downward knifehand strike. Grants heavy armor before the punch, and deals heavy shield damage. It is unique as the sweetspot [[meteor smash]]es like {{SSBU|Bayonetta}}'s down smash, though it is quite fast in comparison and has extremely low knockback growth. This makes it an excellent combo starter: while most of the slower followups can be air dodged out of or teched, its speed allows it to combo into itself multiple times if the opponent doesn't react properly, or combo into any of his faster ground moves. It can also punish ledge hanging opponents (or drag them near one with a previous down smash). His arm causes vertical knockback with much higher knockback growth, though it is only capable of KOing airborne opponents at around 150%. Based on his db2 (down backwards right punch).
|nairname=Jumping Knuckle
|nairdmg={{ShortHopDmgSSBU|11}} (clean fist), {{ShortHopDmgSSBU|9}} (clean arm), {{ShortHopDmgSSBU|8}} (clean body), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=Throws a diagonally downward jab, similarly to {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}}'s down aerials. It is the only neutral aerial in the game with the ability to conventionally meteor smash, although it is moderately weak; however, it is very quick to interrupt and has good startup for a spike, which makes it extremely versatile as a combo starter, both when landing or rising with the move. It also serves as an effective [[gimp]]ing tool. The sweetspot uniquely has altered knockback on grounded opponents to where the meteor smash puts them into [[tumble]] at any percentage, although on aerial opponents it is a lot weaker, only starting to do so at around 90%. Based on the universal jumping left punch from ''Tekken''.
|fairname=Searing Edge
|fairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|10}} (late)
|fairdesc=An aerial side kick. Like neutral aerial, it has low lag all-around and is fast to interrupt, allowing it to combo into other attacks both when rising and landing with the move. It can also KO at high percentages due to its respectable knockback. However, it does not offer intangibility on his legs, which makes it prone to trading with other attacks. Based on his uf3 (up forwards left kick).
|bairname=Jumping Sobat
|bairdmg={{ShortHopDmgSSBU|16}} (clean foot), {{ShortHopDmgSSBU|14}} (clean leg), {{ShortHopDmgSSBU|10}} (late)
|bairdesc=An aerial kick from behind him. Quite slow but strong, and can KO at the ledge at around 110%. Like Ryu, Ken, and Terry, this move is difficult to use without a [[Reverse Aerial Rush]], since Kazuya automatically turns towards his opponent in a 1v1. Based similarly on the universal jumping left kick used as the basis for his up backwards tilt.
|uairname=Rising Toe Kick
|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.
|dairname=Demon Scissors
|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).
|grabname=&nbsp;
|grabdesc=Reaches out with both hands. If the Rage mechanic is active, the resulting throw will be that of Rage Drive with no input needed, although a standard throw can be buffered and executed while preserving Rage.
|pummelname=Sternum Smash
|pummeldmg=3.4%
|pummeldesc=Punches the opponent's sternum while grabbing the opponent. Extremely slow, similar to pummels from previous games, though it is also the most damaging pummel in the game by a large margin. Unlike other attacks, this is one that remains original to ''Smash''.
|fthrowname=Double Face Kick
|fthrowdmg=5% (hits 1-2), 2% (throw)
|fthrowdesc=Kicks the opponent in the face before striking them with his heel, throwing them in the process. It deals decent knockback for a throw, although it does not KO middleweights until around 170%. Based on Kazuya's throw performed with 1+3 (both left attack buttons).
|bthrowname=Steel Pedal Drop
|bthrowdmg=14% (hit 1), 0% (throw)
|bthrowdesc=Grabs his opponent by the leg and slams them on the floor behind him. Deals high damage, but lacks KO potential until about 190%. Based on Kazuya's throw when approaching his opponent from the left side in ''Tekken''.
|uthrowname=Air Inferno
|uthrowdmg=2% (throw), 10% (beam)
|uthrowdesc=Throws the opponent upwards, then transforms into his devil form and shoots a beam diagonally upwards at them. Does not cause a camera angle change in 1v1s unlike his other throws. The beam can hit other opponents in addition to the one being thrown which, just like Devil Blaster, deals 0.75× and 0.5× damage to the third and fourth opponent, respectively. It is Kazuya's strongest throw, reliably KOing middleweights at the ledge at around 145% (or around 170% anywhere else) due to its knockback and angle, and making it one of the strongest up throws in the game. Based on the Inferno move used as Kazuya's neutral special, although Kazuya himself does not perform this move in ''Tekken'', with Devil Jin having his own anti-air variant.
|dthrowname=Stonehead
|dthrowdmg=7% (hit 1), 1% (throw)
|dthrowdesc=A headbutt. Kazuya's only combo throw, having followups into Flash Tornado, both variants of Wind God Fist, and Tsunami Kick. It has low hitstun, so other followups usually require a read or reaction. Based on Kazuya's command grab, performed with f, F+1+2 (forward, hold forward + both punch buttons).
|cthrowname=[[Gates of Hell]]
|cthrowdmg=10% (hit 1), 13% (hit 2), 1% (throw)
|cthrowdesc=Bends the opponent's back, then kicks them away. Done by inputting ↘ ↓ ↘ before pressing the grab button. It sends opponents behind Kazuya and it is extremely damaging for a throw (24% total), and is technically the strongest throw in the game that is not a special move. In addition to its high damage, it sends the opponent at a deep semi-spike angle with good knockback, making it excellent against foes with poor recoveries. However, as it sends behind Kazuya, this requires him to face away from a ledge to send his opponent offstage. Based on Kazuya's command grab from ''Tekken 5'' onwards, performed with FC df, d, df+1+2 (while in a full crouch, down forward, down, down forward + both punch buttons); unlike in ''Tekken'', the move in ''Smash'' does not need to be performed from a full crouch.
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdesc=Kicks behind himself and then in front of himself before getting up.
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdesc=Kicks around himself before getting up.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Kicks behind himself and then in front of himself before getting up.
|edgename=&nbsp;
|edgedmg=10%
|edgedesc=Performs a crouching shin kick while climbing up. Based on his face down wake-up attack  in the ''Tekken'' series.
|nsname=Devil Blaster
|nsdmg=11% (ground), 12% (ground upwards), 10% (ground downwards), 10% (air), 11% (air upwards), 9% (air downwards)
|nsdesc=Assumes his devil form to unleash an energy beam from his forehead, similar to [[Robo Beam]]. In the air, it causes Kazuya to hover briefly. The laser covers a long distance, granting it edgeguarding capabilities, and it also deals rather high knockback. He can also aim it up or down; by default, the laser fires directly forward on the ground, and diagonally down if used in the air (aiming up in this case fires it directly forward). It can travel through two opponents before stopping on a third; the second opponent will take 0.75× damage and the third will take 0.5×. The laser has high startup and ending lag, and Kazuya can only use it once in the air without landing.
|ssname=Devil Fist
|ssdmg=11% (near), 6% (far)
|ssdesc=Assumes his devil form to perform a straight lunge that travels through the opponent. If close, he will cause the opponent to [[crumple]], similar to [[Focus Attack]]. If the opponent is in the air or gets hit late, they will instead be launched upward. It can be used in the air for a brief forward boost and it doesn't cause [[helplessness]]. However, its distance is poor and Kazuya is unable to use Devil Wings after, making his horizontal recovery very poor. It also has high ending lag and does not go through shields, making it punishable if shielded.
|usname=Devil Wings
|usdmg=18% (clean body), 16% (clean top), 16% (clean-mid), 13% (mid), 10% (mid-late), 7% (late)
|usdesc=Assumes his devil form to soar upward. He can move forward or back while doing so, and contact with the claws on his wings will damage enemies. It does not cause helplessness, allowing for attacks or an airdodge after, although it has such high ending lag (lasting till after the peak of the jump) that it is ineffective for pursuing opponents for aerial followups. Kazuya cannot use his side special if Devil Wings is already used.
|dsname=Heaven's Door
|dsdmg=10% (leap apex hand), 8% (leap apex arm), 10% (fall to bystanders), 17% (throw)<br/>15% (Rage Drive fall to bystanders), 11.5% (Rage Drive impact), 13% (Rage Drive throw)<br/>18% (command Rage Drive fall to bystanders), 13% (command Rage Drive impact), 16% (command Rage Drive throw)
|dsdesc=A grab with heavy armor where Kazuya uppercuts in front of him. If it connects, Kazuya will grab the opponent by the head, fly into the air in his devil form, before diving and slamming them into the ground. The momentum of the grab can be altered with the directional inputs to move forward or back; the opponent can also resist in the same way, being more effective if they are at low percent. It can be used as a [[sacrificial KO]] much like [[Flying Slam]], though it causes Kazuya to be KO'd first. The slam can affect bystanders, causes Special Zoom even if shielded, and is significantly stronger, making it powerful in team battles. If the uppercut misses in the air, it causes Kazuya to hover briefly.
If Kazuya's Rage is active, the move (when used on the ground) becomes a more damaging version known as ''Rage Drive'', which consumes the Rage if it lands and deals additional damage to the opponent upon hitting the ground. It replaces various attacks while Rage is active: performing a grab, down special, or → ↓ ↘ + Attack input all performs Rage Drive, though the command input version deals the most damage and knockback.
|ciname=[[Crouch Dash]]
|cidmg=&mdash;
|cidesc=A dash while crouching. During this, Kazuya has invincibility on his upper body, allowing him to dodge attacks such as Ryu and Ken's [[Hadoken]]. It can be done by doing the → ↓ ↘ motion, like in his home series.
|ci1name=[[Wind God Fist]]
|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. 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 frame before and on the ↘ input or the frame after if the input is still held), it will become '''Electric Wind God Fist''' (EWGF), inflicting [[paralysis]] to the opponent and 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.
|ci2name=[[Dragon Uppercut]]
|ci2dmg=22% (clean), 18% (mid), 16% (mid-late), 14% (late)
|ci2desc=An electrified jumping uppercut with his left hand while rushing forwards. Done by holding A after Crouch Dash. The uppercut is delayed, but deals very high knockback, making it useful for KOing after dodging an attack with Crouch Dash. Its hitbox reaches so low that it can hit certain ledge hanging opponents, making it an effective surprise option.
If Rage is active, connecting with the move will instead trigger a more damaging version of the Rage Drive (see above).
|ci3name=[[Spinning Demon to Left Hook]]
|ci3dmg=6% (hit 1), 14.5% (hit 2)
|ci3desc=Does a low sweeping kick followed by a hook from his left hand. Done by pressing B after Crouch Dash. Gains intangibility during the move and deals very high knockback, making it an excellent finisher. If the special button is held for less than 5 frames, this move will still trigger even during Rage, but holding special for more than 5 frames will trigger Rage Drive.
|fsname=Final Blaster
|fsdmg=8% (init), 2% (center first hit), 0.8% (fanning loop hit), 1.2%/1%/0.8%/0.6% (center loop hit, close to far), 10%/8.5%/7%/5.5% (center final hit, close to far)
|fsdesc=Kazuya uses Devil Blaster and, if it hits an opponent, the music stops and a cutscene will play where Kazuya announces {{ja|ここが貴様の墓場だ!|Koko ga kisama no hakaba da!}} (''"This will be your burial ground!"''), before shooting out multiple lasers from his chest and wings that strike opponents while in a volcanic landscape. Because of how far it reaches, it is capable of KOing incredibly early near ledges. It is based on a variation of Kazuya's Rage Art exclusive to ''Tekken 7''{{'}}s story mode that he uses in his final battle against Heihachi Mishima.
|stauntname=Demon's Wrath
|stauntdmg=6% (hit 1), 3% (hits 2 and 3), 6% (hit 4)
|stauntdesc=Starts with a high-angled kick with his left leg, followed by a quick straight punch from his left fist, then a low-angled kick from his right leg, followed by a short punch in front of him with his left fist that launches the opponent. It is the strongest taunt attack in the game and is actually capable of KOing under normal circumstances. Compared to the rest of Kazuya's moveset, it is however not very useful, because of its poor range, high start-up and ending lag, lackluster knockback and lack of armor or intangibility frames.
}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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