SSBU/Kazuya/Combos: Difference between revisions

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== Edge Guarding ==
== Edge Guarding ==
Kazuya’s long recovery makes edge guarding relatively safe. Kazuya can full hop DAir from the ledge and be able to recover with Up B > double jump. This is good against low recoveries. Against high recoveries Kazuya can use Up B to get himself up high in order to save his double jump. NAir is good for spiking but if it hits the sour spot it will send at an upwards angle and unless they are at high percents, it can possibly help them recover. FAir is quick and sends at a weak horizontal angle while BAir is slower but is stronger.


== Navigation ==
== Navigation ==

Revision as of 00:11, 18 October 2022

Kazuya


Intro

Kazuya’s base combo game is very simple and will include very few reads. Adding gaps into his combos can add more damage that can be used to avoid certain routes or just for style.

Combo Starters

  • DBTilt
  • DFTilt1
  • DBTilt > DFTilt1
  • UTilt1
  • DTilt
  • CJab
  • DGF
  • DSmash
  • DThrow
  • NAir
  • FAir > DThrow

Combo Fillers

  • CJab
    • > any Filler except DGF
  • DBTilt
  • DFTilt1
  • DBTilt
    • > DFTilt1
  • UTilt1
  • DGF
    • > any Filler

Combo Enders

  • EWGF >
    • FSmash
    • USmash
    • Up B
    • BAir
    • NAir (spike off ledge)
      • > NAir > NAir (if needed)
    • DSmash (spike off ledge)
  • Dragon Uppercut
  • UFTilt
  • Hellsweep
  • Heaven’s door
  • Gates of Hell
  • Rage Drive

The Touch of Death

Standard Combo

(starter) > EWGF > NAir > (filler) > EWGF > NAir > (filler) > (ender)

Filler is not needed.

The Normal Touch of DeathBan this character
Very Hard
CJab > CJab > EWGF > NAir > EWGF > NAir > DGF > EWGF > USmash

Done with mash toggle set to air dodge with random DI in, away, or none.

Rage Drive Touch of DeathI said, ban this character
Very Hard
CJab > CJab > EWGF > NAir > EWGF > NAir > DGF > Rage Drive

Done with mash toggle set to air dodge with random DI in, away, or none.

An example of a ToD that uses a lot of filler.

The Unorthodox Touch of DeathWhy does this work
Very Hard
DGF > DBTilt > DFTilt > EWGF > NAir > DGF > CJab > CJab > Hellsweep

Done with mash toggle set to air dodge with random DI in, away, or none.


Loops

Electric LoopsHE GOT LOOPS, TOO?!
Very Hard
EWGF > Dash Forward > CJab > CJab > EWGF > Dash Forward > CJab > CJab > EWGF > Dash Forward > CJab > CJab > EWGF > USmash

Done with mash toggle set to air dodge with random DI in, away, or none.

Can only be started when EWGF hits the opponent when they are on the ground. The dash forward is to cover DI.

Mizushi LoopsWe gotta ban Steve at this point.
Very Hard


On some characters, doing the ToD is a lot harder than normal. Mizushi loops will help with that. https://twitter.com/mizushiryuken/status/1441277377074450440?s=19

https://twitter.com/mizushiryuken/status/1443818945492914180?s=20


Other Combos, Frame Traps, and 50/50s

DFTilt1/EWGF > Jab

Kazuya can combo DFTilt into Jab. Kazuya can also combo EWGF into Jab by hitting jab before the stun effect ends. Jab 2 is +5 on hit (at 0%), leaving 3 frames for the opponent to act if Kazuya goes for EWGF afterwards. This means that the opponent can only go for shield or spotdodge to not get hit by EWGF. This makes doing DFTilt/EWGF > Jab 1 2 > grab a 50/50. Either spotdodge the grab or risk waiting to get out of Kazuya’s spotdodge read. A way to beat the opponent spotdodging is to either wait or do DSmash. Of course, if the opponent is not ready to escape, doing EWGF > Jab 1 2 > EWGF > Jab 1 2 > repeat will make a funny clip.

Pikachu set to shield:

Pikachu set to spotdodge on first two, last one, set to roll:

Wind God Fist Combos

At 0%

  • WGF > UAir
  • WGF > USmash
  • WGF > UFTilt
  • WGF > BTilt
  • WGF > LSK
  • WGF > Grab
  • WGF > FTilt
  • WGF > DFTilt1
  • WGF > UTilt1
  • WGF > EWGF

No combos if WGF hits air opponent

At 40%

  • WGF > UAir
  • WGF > USmash
  • WGF > BTilt
  • WGF > LSK
  • WGF > FTilt
  • WGF > DFTilt1
  • WGF > UTilt1
  • WGF > EWGF

No combos if WGF hits air opponent

At 80%

  • WGF > UAir
  • WGF > USmash
  • WGF > BTilt
  • WGF > DFTilt1
  • WGF > UTilt1
  • WGF > EWGF

No combos if WGF hits air opponent

At 120%

  • WGF > UAir
  • WGF > UTilt1
  • WGF > EWGF

No combos if WGF hits air opponent

Done with no DI and mash toggle set to air dodge.

Character Dependent Combos

SH Side B > FSmash

DGF > FSmash

DFTilt > EWGF

Does not work on anyone with frame 2 or faster air dodge, except for Fox.

DBTilt > EWGF

Ledge Trapping

There are a couple ways to ledge trap with Kazuya.

1) Crouch right outside getup attack range.

  • Neutral getup: FTilt, Tombstone
  • Getup attack: FTilt, Tombstone
  • Roll: CSK, autoturn DGF
  • Jump: up B/UAir
  • Stay on ledge: DSmash

2) Stand in between roll distance and neutral getup

  • Shield getup attack: grab
  • Neutral getup: grab
  • Roll: grab
  • Jump: up B/UAir
  • Stay on ledge: DSmash

Kazuya’s low air mobility makes getting away with a ledge jump double jump pretty easy so that he will have to chase down the opponent and catch their landing.

Edge Guarding

Kazuya’s long recovery makes edge guarding relatively safe. Kazuya can full hop DAir from the ledge and be able to recover with Up B > double jump. This is good against low recoveries. Against high recoveries Kazuya can use Up B to get himself up high in order to save his double jump. NAir is good for spiking but if it hits the sour spot it will send at an upwards angle and unless they are at high percents, it can possibly help them recover. FAir is quick and sends at a weak horizontal angle while BAir is slower but is stronger.

Navigation

Kazuya


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