SSBU/Kazuya/Combos

Intro
Kazuya’s base combo game is very simple and will include very few reads. Because of its simplicity and repetitive nature, Kazuya can basically start at a mid point in the combo and KO anyone at any percents. 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
 * UTilt1
 * DTilt
 * CJab
 * DGF
 * DSmash
 * DThrow
 * NAir
 * FAir > DThrow

Combo Fillers

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

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

Filler is not needed.

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

Looping the combo too many times can make NAir start to send into tumble and end the combo prematurely letting the opponent escape with their stock. The spreadsheet by XenoRose shows what percent NAir sends into tumble for each character: https://docs.google.com/spreadsheets/d/1L5lLtfwxuUetYl-foX8m8iXyMDcAJGnvajkixhJ7B7w/edit?usp=sharing

Option Selects
The ToD is a true combo, but the opponent can mix up their DI (in or away) to make the Kazuya guess wrong and mess up.

Simple DI OS
The most simple option select is to dash forward then jump. On no DI the opponent will be right above Kazuya, on DI away they will be in front of Kazuya, and on DI in Kazuya will auto-turn before jumping. This will make NAir be able to hit with little to no extra air drift needed.

No Side Switch DI OS
https://twitter.com/ViedViper/status/1454143422177099776?s=20&t=VVn_Xeog4Cx0aVCyFH1bxg

The input in numpad notation is 62153, or forward, down, down-back, neutral, down-forward. It will make Kazuya dash under the opponent, and unless they DI away, he will turn around and crouch dash cancel crouch. And if the opponent DI’s away, then Kazuya will not crouch dash at all. The down-forward input can be replaced with a jump to do the ToD combo. The combo is good when Kazuya has his back to the ledge and would not want to end the combo early for ledge trapping or edge guarding.

Side Switch DI OS
https://twitter.com/ViedViper/status/1451621280235536389?s=20&t=bdpqBcdjpSQui58qOhPccg

Input is in the video. This is good when the opponent is stuck in the corner and Kazuya does not want to end the combo early for ledge trapping or edge guarding.

Air Dodge OS
https://twitter.com/SchimmyGVO/status/1440082455872999430?s=20&t=O915Un1hyPB5jLoSmr6Rvg

The input is to just do the crouch dash input forward then do the input backwards. This is good against opponents with frame 2 or faster air dodges after a tilt.

Ferps Tech
https://twitter.com/ferpsfgc/status/1493667287911518208

Ferps Tech is used to get tech chases on platforms during combos. This is important to learn as it is the fastest way for Kazuya to get to the platform as his full hop doesn't go high enough.

DThrow/DFTilt1/EWGF > Jab
Kazuya can combo DFTilt and DThrow into Jab. DFTilt > Jab is pretty easy. DThrow > Jab is harder and on some characters will require a CDC to make Jab connect. Kazuya can also combo EWGF into Jab by hitting jab before the stun effect ends. Jab 2 is normally +5 on hit (at 0% and can vary depending on opponent's hard landing lag), 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.

Pikachu set to shield:



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



When Kazuya has rage. Jab 2 becomes more plus on hit. A lot of the time it can get up to +8 making EWGF > Jab 1 2 > EWGF a true combo. This is useful for bypassing the platform 50/50 which can potentially drop the combo.

Crouch Jab Loops
Crouch Jab gives enough hitstun to combo into itself after a CDC. This combo is very hard up to the point where it is almost only realistic to do on a box controller. Like Jab 1 2 combos, it allows Kazuya to bypass platforms.

Here is a video from Vied Viper on various combos that include Jab 1 2 > EWGF and CJab Loops: https://youtu.be/gCWI7bM_XYc

At 0%
No combos if WGF hits air opponent
 * WGF > UAir
 * WGF > USmash
 * WGF > UFTilt
 * WGF > BTilt
 * WGF > LSK
 * WGF > Grab
 * WGF > FTilt
 * WGF > DFTilt1
 * WGF > UTilt1
 * WGF > EWGF
 * WGF > CJab

At 40%
No combos if WGF hits air opponent
 * WGF > UAir
 * WGF > USmash
 * WGF > BTilt
 * WGF > LSK
 * WGF > FTilt
 * WGF > DFTilt1
 * WGF > UTilt1
 * WGF > EWGF

At 80%
No combos if WGF hits air opponent
 * WGF > UAir
 * WGF > USmash
 * WGF > BTilt
 * WGF > DFTilt1
 * WGF > UTilt1
 * WGF > EWGF

At 120%
No combos if WGF hits air opponent
 * WGF > UAir
 * WGF > UTilt1
 * WGF > EWGF



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

Character Dependent Combos
Not every string works on every character. Architect made this amazing website to show what works on what characters:

http://kazuyamishima.com/

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.