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.
Done with mash toggle set to air dodge with random DI in, away, or none.
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.
Done with mash toggle set to air dodge with random DI in, away, or none.
Loops
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.
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.
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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