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SSBU/Kazuya

From Dragdown


Overview

Kazuya
Weight:113
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3-17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3-30F intangible (Neutral)
3-21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Devil Fist (Once)
Devil Wings (Once)
Fastest OOS:Grab (F11)
Up Aerial (F11)
Overview
Kazuya Mishima is a close range brawler with a top notch advantage state but a below average disadvantage state to balance him out. He makes use of his signature move, Electric Wind God Fist (EWGF), to whiff punish, anti-air, start combos, continue combos and everything in between. It has full body intangibility for part of the move, is plus on block on everyone but superheavies, and has incredible hitstun to allow it to combo and kill confirm at effectively any percent. Additionally, EWGF can be confirmed into by a large portion of Kazuya's kit. Some examples of moves that can combo into Electric include Down-Forward Tilt 1, Down-Back Tilt, Up Tilt 1, Down Tilt, Down Smash, Crouch Jab, Left Splits Kick, and Down Throw.

At mid range, Kazuya aims to utilize his Crouch Dash to make his movement ambiguous and bait a reaction from his opponent that he can punish. Crouch Dash is a command dash that can be canceled at any point into a crouch, dash, or jump. Except for jump, these can then be canceled into attacks or another Crouch Dash. During the dash, Kazuya has upper-body intangibility as well as a short period of full body intangibility, both of which can be used to avoid attacks while continuing to move forward.

Long range is not Kazuya's strong suit and as a result, when Kazuya is at this range his primarily goal will be to move into mid or close range. Against an opponent that aims to zone Kazuya with projectiles, Kazuya can make use of his Left Splits Kick, a ground-only reflector with the highest multiplier in the game. This is to help compensate for the fact that his unique 7-frame jump squat can make it more difficult for him to jump over these projectiles on reaction, and provides him a way to force respect from characters that otherwise might not give it to him. Crouch Dash is another valuable tool vs zoning options as Kazuya can use it to phase through some projectiles while still moving toward the opponent. Finally, despite his slow jump squat, Kazuya's aerials are valuable options that can be relatively safe and combo into EWGF or other options at low percent.

Summary
Kazuya is a bait-and-punish character with emphasis on movement and utilizing timed intangibility to brutly force his way through his opponent's defense.
Pros Cons
  • Explosive Damage: Kazuya can effortlessly kill his opponents at 0% with the right starter. If they somehow survive, they will take over 80%.
  • Lots of invulnerability: Most of Kazuya's grounded attacks, most notably EWGF and Crouch Dash, have some intangibility, whether it be full body or only parts of his body. Kazuya also has heavy armor on his smash attacks and Heaven's Door. Then he has super armor on his Rage Drive and finally, he has a passive knockback based armor called Tough Body which works like Bowser's Tough Guy but is weaker. All of this helps Kazuya to bruteforce his way through many things.
  • Crouch Dash Cancels: Kazuya's Crouch Dash can be cancelled into crouching, dashing, shielding or a jump at any point, making grounded approaches very ambiguous.
  • Movement Freedom: The aforementioned Crouch Dash cancels can be coupled with double jump cancels in order to give Kazuya more freedom in his movement than everyone else in Ultimate.
  • Unorthodox Playstyle: On top of his unique movement, Kazuya has multiple command grabs that KO really early and a throw that leads to a 0-to-death. This type of grappler-esque playstyle is extremely uncommon in Smash, thus making the use of Kazuya-specific strategies almost mandatory against him.
  • Heavy: Kazuya is the 8th heaviest character in the game. So even though he can get comboed for a while, he will not die.
  • Awkward Mobility: Without Crouch Dash cancels, Kazuya's mobility is very subpar, due to his uniquely bad jumpsquat, slow double jump and slow-ish speed, especially in the air.
  • High Average Startup: Save for a select few movesJab 1, Utilt 1, Crouch Jab, Nair, Fair, Uair, (E)WGF and Rage Drive using inputs, all of Kazuya's attacks comes out on frame 10 or slower, which is is painfully slow in Smash.
  • Bad Disadvantage State: A combination of slow-ish attacks on average, some of the worst out of shield options in the entire game and rather floaty movement makes getting out of disadvantage a struggle for Kazuya.
  • High Execution: Kazuya's key neutral and advantage options, Crouch Dash cancels and EWGF respectively, requires very good execution to consistently perform. This makes Kazuya one of the most demanding characters in the game to play at a high level.
  • Unorthodox Playstyle: A combination of bad aerial stats and a reliance on unique movement options forces Kazuya to play in a totally different way than the rest of the cast.
Input System and Command Inputs
Kazuya has eight tilt attacks each for the four cardinal directions and each of the four ordinal directions. He also has three full crouch attacks (Full Crouch Down Back Tilt/Crouching Spin Kick, Full Crouch Down Tilt/Crouch Jab, Full Crouch Down Forward Tilt/Tombstone Crusher) and a While Rising Attack called Demon God Fist (done by pressing attack while releasing crouch). Crouch attacks can only be access after crouching for 6 frames or more, or after crouching for 3 frames after going into landing lag.

Kazuya only has two input moves: Crouch Dash and Gates of Hell. The input for Crouch Dash in numpad notation is 623, and the input for Gates of Hell is 323+Grab.

Note that the directions are relative to the opponent, so 6 is always "forward towards the opponent", even if facing left. Another common way to write inputs is in Tekken notation. Tekken notation is just the first letter of each direction with diagonals being the first letter of each cardinal direction separated by a slash (e.g. down-forward = d/f). Note that command inputs in Smash are very lenient. All inputs do not need the final horizontal input and can finish on the diagonal down input. Inputs that start on a horizontal input can start on the diagonal down input. Example: Crouch Dash can be done by doing 323, and extra inputs in the middle can be included in the input. So, doing 6236 or 63236 for Crouch Dash does work. And, if you're fast enough you can do a full circle input (numpad notation: 69874123) and get a Crouch Dash, but it is not recommended. The first frame of Crouch Dash starts on the frame that the final input is pressed (3 or 6 in numpad notation). Meanwhile, the input for Gates of Hell is not lenient at all. If you try to do a forward input at the start instead of a down-forward input, you will get Wind God Fist.

Crouch Dash is Kazuya's command dash. It upper body intangibility on frames 1-12 and full body intangibility on frames 2-4. It can be canceled at any time into a forward dash, back dash, stand, walk, jump, crouch, shield, Wind God Fist, Electric Wind God Fist, Dragon Uppercut, and Spinning Demon to Left Hook. Doing Crouch Dash into anything other than his Crouch Dash attacks is commonly called Crouch Dash Cancelling (CDC) and would be said as "Crouch Dash Cancel ____".

He also has a light and heavy version for 623+A and a just frame version for light 623+A. Those moves are Wind God Fist (light 623+A), Dragon Uppercut (heavy 623+A) and Electric Wind God Fist (just frame light 623+A).

Auto-Turnaround
Mimicking the conventions of his home game genre, Kazuya is forced to face his opponent at all times, and happens whenever Kazuya is not in lag for any reason. He will auto-turn frame 1 after a move finishes when another move is buffered except for if certain attacks are buffered out of auto-turn (e.g. auto-turn FTilt) and the opponent crosses up Kazuya. Auto-turn can also happen during the first frame of Crouch Dash and Crouch Dash attacks. Auto-turn can be beneficial but does have some drawbacks.
  • Neutral
    • Auto-turn also causes the FGCs ( Ryu, Ken, Terry, and Kazuya) to be able to walk backwards while facing forwards. This can be used for micro spacing, as Kazuya can back dash out of crouch dash and still face forward. This also messes with their backdash. On the first 3 frames of backdash, Kazuya actually walks before doing the backdash.
    • Auto-turn also requires RARA tech that allows for approaching your opponent with your back turned, out of a forward run. to be done correctly in order for them to turn around and jump. This makes doing BAir in neutral and in combos a lot harder than other characters, as other characters can mess up the RARA tech that allows for approaching your opponent with your back turned, out of a forward run. in some way and still be able to get a BAir in their intended direction.
  • OOS
    • Kazuya can release shield and then do USmash or jump to do an auto-turn before doing the following action while also skipping shield drop frames.
    • Kazuya cannot do auto-turn Grab or any other auto-turn attacks OOS without going through shield drop frames.
Rage
Not to be confused with "Rage", a term dubbed by competitors for the scaling of knockback with percent. When Kazuya gets to 100% damage taken, he will glow red. He will then deal 1.1x more damage on his attacks and will have access to his Rage Drive, a powerful command grab that kills very early. Once his rage drive is used he will no longer be in Rage. The formula for Rage is ((Number of missed grabs or Rage Drives × 110) + (Damage received during Rage × 17.6)) ≥ 650. Rage would be decreased on how many times trying to preform Rage Drive or a Grab as well as receiving too much damage.
Tough Body
Kazuya has an unique passive armor called Tough Guy at all times. He will tank through attacks that do 14 or less knockback, taking no knockback or hitstun against those attacks. It is similar to Bowser's Tough Guy passive armor, but it is weaker than it. Because it is weaker than Tough Guy, there are a lot less cases it works against.
Jumpsquat and Floaty Jump
Kazuya is the only character in the game with a 7 frame jump squat. This allows him to cancel his jump squat into UFTilt and UBTilt. Since you can jump out of shield and cancel jump into these attacks, Kazuya can do these attacks out of shield. Kazuya also has a slow double jump that goes very high. This makes it so that he cannot get out of juggles very easily. But, his double jump is unique in that if he cancels the double jump into anything, then the momentum is canceled and he doesn't go as high, but he starts moving faster. This is useful for getting out of juggles, or for landing on platforms faster as his full hop doesn't reach them, but his near instant double jump aerial will let him land on platforms.
Lack of Hitlag
The majority of Kazuya's attacks have almost no hitlag (about 1-2 frames). This makes SDIing hard as you have a very small window to SDI.


Note: The inputs shown are when Kazuya is facing to the right.

Normal Attacks

10 Hit Combo

+ + + + + + + + +
OR
+ + HOLD

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Far, Fist 3.0 6-7 22 361 -11 to -10 N/A
Far, Inner, Forearm 3.0 6-7 22 361 -11 to -10 N/A
Close, Inner, Upper Arm 3.0 6-7 22 361 -11 to -10 N/A
Far, Outer, Forearm 3.0 6-7 22 361 -12 to -11 N/A
Close, Outer, Upper Arm 3.0 6-7 22 361 -12 to -11 N/A
Aerial 3.0 6-7 22 33 -12 to -11 N/A

Jab 1

  • Kazuya's fastest grounded normal; tied with Crouch Jab
  • Moves Kazuya forward

Jab can be used in scramble to get the opponent off stage. But it's most interesting use would be to make untrue combos true. This is done by using Jab 2 as well so read there for more info.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Far, Fist 30 10 N/A N/A 5 0 N/A 0.5 1.0
Far, Inner, Forearm 30 10 N/A N/A 5 0 N/A 0.5 1.0
Close, Inner, Upper Arm 30 10 N/A N/A 5 0 N/A 0.5 1.0
Far, Outer, Forearm 30 10 N/A N/A 4 0 N/A 0.5 1.0
Close, Outer, Upper Arm 30 10 N/A N/A 4 0 N/A 0.5 1.0
Aerial 35 15 N/A N/A 4 0 N/A 0.5 1.0
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grounded 3.0 7-8 25 361 -15 to -14 N/A
Aerial 3.0 7-8 25 33 -15 to -14 N/A

Jab 2

  • Moves Kazuya forward

Jab can be used out of DFTilt to start a 50/50. Jab 2 specifically is plus 5 on hit when Kazuya has no rage so it usually won't combo into any other normal, but it leaves a 50/50 where Kazuya can Grab to beat all options except spot dodge, but he can beat spot dodge by doing DSmash or just delaying a move. With rage it can be used to combo on some characters who are floaty or have long hard landing lag.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grounded 30 10 N/A N/A 4 0 N/A 0.5 1.0
Aerial 30 15 N/A N/A 4 0 N/A 0.5 1.0
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grounded 2.0 6 29 361 -20 N/A
Aerial 2.0 6 29 33 -20 N/A

Jab 3

  • Moves Kazuya forward

10 Hit Combo is nice damage but the opponent can just hold away to SDI out. Generally not to be used.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grounded 35 10 N/A N/A 3 0 N/A 0.5 5.0
Aerial 35 15 N/A N/A 3 0 N/A 0.5 5.0
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grounded 3.0 10-11 39 361 -25 to -24 N/A
Aerial 3.0 10-11 39 36 -25 to -24 N/A

Jab 4

  • Moves Kazuya forward


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grounded 35 10 N/A N/A 4 0 N/A 0.5 4.5
Aerial 30 15 N/A N/A 4 0 N/A 0.5 1.0
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Aerial 3.0 11 41 42 -26 N/A
Grounded 3.0 11 41 0 -26 N/A

Jab 5

  • Moves Kazuya forward


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Aerial 40 20 N/A N/A 4 0 N/A 0.4 1.0
Grounded 40 5 N/A N/A 4 0 N/A 0.4 4.5
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 6 4.0 23-24 53 0 -25 to -24 N/A

Jab 6

  • Moves Kazuya forward


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 6 30 5 N/A N/A 5 0 N/A 0.4 3.5
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 7 1.5 13 40 0 -24 N/A

Jab 7

  • Moves Kazuya forward


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 7 30 10 N/A N/A 3 0 N/A 0.5 3.5
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 8 1.5 18 46 0 -25 N/A

Jab 8

  • Moves Kazuya forward


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 8 30 10 N/A N/A 3 0 N/A 0.5 3.5
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 9 5.0 15 47 53 -26 N/A

Jab 9

  • Crumples grounded opponents
  • Moves Kazuya forward

If this move hits, it crumples them (like DGF and Devil Fist but a little worse). You can then get a tech chase from this.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 9 60 50 N/A N/A 6 0 N/A 0.2 1.0
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ten Hit Combo 12.0 28 69 53 UNBLOCKABLE N/A

Jab 10

  • Unblockable: goes through shields
  • Moves Kazuya forward


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ten Hit Combo 60 65 N/A N/A UNBLOCKABLE N/A N/A 0.3 1.0


Gentleman (Flash Punch Combo)

+ + (Delay)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Windbox N/A 2-6 36 361 N/A N/A
Hitbox 9.9 7-10 36 43 -20 to -17 N/A
  • Moves Kazuya forward

This is used to send the opponent offstage when jab is used in a scramble.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Windbox 0 100 N/A N/A N/A N/A N/A 0.0 0.0
Hitbox 76 70 N/A N/A 9 4 N/A 0.4 1.0

Dash Attack (Leaping Side Kick)

Dash/Run State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close and Coverage Under Leg 14.0 15-16 47 44 -19 to -18 Both shins intangibility: 4-7, Right shin intangibility: 13-19
Far 16.0 15-16 47 44 -18 to -17 Both shins intangibility: 4-7, Right shin intangibility: 13-19
Downed 14.0 15-16 47 44 -19 to -18 Both shins intangibility: 4-7, Right shin intangibility: 13-19
Close, Late 14.0 17-19 47 44 -17 to -15 Both shins intangibility: 4-7, Right shin intangibility: 13-19
Far, Late 16.0 17-19 47 44 -16 to -14 Both shins intangibility: 4-7, Right shin intangibility: 13-19
  • Anti-air attack
  • High profile attack
  • Does slight jump (Useful against Steve Blocks)

Dash Attack is mainly used to whiff punish opponents who are too far away from Kazuya for his other moves to whiff punish. It is useful in this in that if the opponent decides to mash after their whiffed attack, DA will usually win because of its intangibility.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close and Coverage Under Leg 65 57 N/A N/A 13 0 N/A 0.35 1.0
Far 65 62 N/A N/A 14 0 N/A 0.35 1.0
Downed 65 57 N/A N/A 13 0 N/A 0.35 1.0
Close, Late 63 57 N/A N/A 13 0 N/A 0.35 1.0
Far, Late 63 62 N/A N/A 14 0 N/A 0.35 1.0


Left Splits Kick

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
LSK 18.0 13-15 40 84 -10 to -8 Leg intangibility: 7-15
  • 2.4x reflector multipler
    • Strongest in the game
  • Moves Kazuya forward

This is Kazuya's reflector. He can only use it on the ground, but it is the strongest reflector in the game. At 0% it is possible to combo into EWGF, but it can be DIed out of.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
LSK 78 40 N/A N/A 17 3 N/A 0.4 1.0

LSK:

  • Reflector active: 7-17


Tilt Attacks

Forward Tilt (Oni Front Kick)

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
FTilt 14.5 12-16 40 20 -17 to -13 Shin Intangibility: 12-16
  • Horizontal launch angle
  • Moves Kazuya forward

FTilt is used to whiff punish the opponent from a range. It is on the slower end but it is strong. It is most effective against opponents with bad recoveries since its launch angle will make it hard for them to recover. Because it is slightly more active than most moves, it is good for punishing neutral getup off ledge.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
FTilt 37 71 N/A N/A 11 2 N/A 0.35 1.0

Down Forward Tilt (Tsunami Kick)

+ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
DFTilt1, Grounded 7.0 10-11 36 90 -19 to -18 Leg Intangibility: 8-11
DFTilt1, Aerial, Far 7.0 10-11 36 70 -19 to -18 Leg Intangibility: 8-11
DFTilt1, Aerial, Close, Early 7.0 10-11 36 90 -19 to -18 Leg Intangibility: 8-11
DFTilt2, Aerial, Far, Early 10.5 13 amount of frames after DFTIlt2 starts 54-65 Total Frames depends on when DFTilt2 was pressed 50 -20 Leg Intangibility: 13-15 amount of frames after DFTIlt2 starts
DFTilt2, Late 10.5 14-15 amount of frames after DFTIlt2 starts 54-65 Total Frames depends on when DFTilt2 was pressed 50 -15 to -14 Leg Intangibility: 13-15 amount of frames after DFTIlt2 starts
  • Combo starter
  • Does a lot of shield damage
  • Semi anti-air
  • Moves Kazuya forward

DFTilt1 combos into EWGF on all characters with frame 3 or slower air dodges (and Fox because of his fall speed). DFTilt1 can be used against opponents short hopping in front of Kazuya but it won't combo against aerial opponents. It can still catch the opponent off guard and lead to EWGF if they are not ready. DFTilt2 does a lot of shield damage and quite a bit of push back to make it a little safer than what the frame data says.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
DFTilt1, Grounded 61 FKB 120 N/A N/A 7 0 N/A 0.4 1.0
DFTilt1, Aerial, Far 21 FKB 120 N/A N/A 7 0 N/A 0.4 1.0
DFTilt1, Aerial, Close, Early 21 FKB 120 N/A N/A 7 0 N/A 0.4 1.0
DFTilt2, Aerial, Far, Early 78 67 N/A N/A 10 0 N/A 0.4 1.0
DFTilt2, Late 78 67 N/A N/A 14 13 N/A 0.4 1.0

Down Tilt (Nejiri Uraken)

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
DTilt 15.0 16-18 45 85 -15 Full intangibility 13-15
DTilt Cancel N/A N/A 20 N/A N/A N/A
  • Combo starter
  • Cancellable with shield on frame 20 (cancel input can be buffered)
  • Moves Kazuya forward
    • Kazuya will not go into shield after the cancel unless shield is held

DTilt is a niche combo starter because of its slow startup but it does a lot of damage, has quite a bit of pushback on shield, and it can be canceled before the attack comes out, which can be used to bait opponents, or for microspacing.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
DTilt 85 15 N/A N/A 14 4 N/A 0.3 1.0
DTilt Cancel N/A N/A N/A N/A N/A N/A N/A N/A N/A

DTilt Cancel:

  • Press shield before the intangibility starts

Down Back Tilt (Stature Smash)

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
DBTilt 9.0 13-15 39 0 -12 Leg intangible 13-15
  • Combo starter
  • Trips grounded opponents
    • If the opponent is standing on the ledge, it will hit them off the ledge
  • Moves Kazuya forward

This move combos into DFTilt1 on everyone, but on a select few characters it can combo into EWGF. On a few characters it can also lead to FSpecial tech trap Loops. See Advantage page to know what characters these work on.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
DBTilt 35 2 N/A N/A 14 2 N/A 0.2 1.0

Back Tilt (Flash Tornado)

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
BTilt 15.0 11-13 34 46 -9 Upper body intangible 7-13, leg intangible 10-13
  • Anti-air attack
  • Moves Kazuya forward

This is one of Kazuya's anti-air attack. It is exceptional against short hop aerials. It has good startup and decent range and intangibility on the leg and upper body. It does not combo, though.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
BTilt 55 69 N/A N/A 14 2 N/A 0.35 1.0

Up Back Tilt (Jump Side Kick)

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
UBTilt 13.5 14-17 39 48 -13 Front leg intangible 7-17, back leg 7-21
  • Anti-air attack
  • High profile attack
  • OOS option
  • Moves Kazuya backward

This is another one of Kazuya's anti-air attacks. This move also has intangibility on his standing leg as well as his attacking leg making it also good for countering low pokes. Only downside to this move is that Kazuya moves backwards when using it, so it doesn't have the best range. This move can be done OOS by pressing jump, then before jump squat ends, release the jump button and press UBTilt. On slants if the opponent is on higher ground than Kazuya, this move will autocancel and be plus on block.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
UBTilt 72 65 N/A N/A 12 0 N/A 0.35 1.0

Up Tilt (Twin Pistons)

+ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
UTilt1, Early, Grounded 6.0 9 29 88 -14 Upper body intangibility: 4-10
UTilt1, Early, Aerial 6.0 9 29 70 -14 Upper body intangibility: 4-10
UTilt1, Late, Grounded 6.0 10 29 88 -13 Upper body intangibility: 4-10
UTilt1, Late, Aerial 6.0 10 29 70 -13 Upper body intangibility: 4-10
UTilt2 10.0 14-16 frames after UTilt2 is pressed 52-61 FAF depends on when UTilt2 is pressed 81 -18 to -16 Upper body intangibility: 1-14, Right arm intangibility: 15-16 frames after UTilt2 is pressed
  • Combo starter
  • Anti-air attack
  • Moves Kazuya forward

This move is another anti-air attack. It has upper body intangibility but doesn't have the best range horizontally. The range is balanced out though because UTilt1 combos into EWGF. UTilt2 is not used much, but if the opponent happens to be at a very high percent then it can KO.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
UTilt1, Early, Grounded 71 5 N/A N/A 6 1 N/A 0.4 1.0
UTilt1, Early, Aerial 46 5 N/A N/A 6 1 N/A 0.4 1.0
UTilt1, Late, Grounded 68 5 N/A N/A 6 1 N/A 0.4 1.0
UTilt1, Late, Aerial 46 5 N/A N/A 6 1 N/A 0.4 1.0
UTilt2 81 68 N/A N/A 6 1 N/A 0.45 1.0

Up Forward Tilt (Roundhouse to Triple Spin Kicks)

+ + + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
UFTilt1, Grounded 6.0 14-16 42 0 -22 to -20 Both Legs intangibility: 4-7, Both shins intangibility: 8-16
UFTilt1, Aerial 6.0 14-16 42 0 -22 to -20 Both Legs intangibility: 4-7, Both shins intangibility: 8-16
UFTilt2, Grounded 3.0 30-31 64 65 -28 to -27 N/A
UFTilt2, Aerial 3.0 30-31 64 15 -30 to -29 N/A
UFTilt3, Grounded 3.0 50-51 81 75 -25 to -24 N/A
UFTilt3, Aerial 3.0 50-51 81 70 -27 to -26 N/A
UFTilt4 10.5 68-70 101 53 -23 to -21 N/A
  • High profile attack
  • OOS option
  • Moves Kazuya forward

UFTilt has intangibility on the legs. This makes it effective for hard punishing opponents who want to use low pokes. It has good kill power and can be done OOS when Kazuya reads the opponent trying to poke his shield. This move can be done OOS by pressing jump, then before jump squat ends, release the jump button and press UFTilt.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
UFTilt1, Grounded 60 FKB 50 N/A N/A 6 0 N/A 0.4 1.0
UFTilt1, Aerial 100 FKB 40 N/A N/A 6 0 N/A 0.4 1.0
UFTilt2, Grounded 40 FKB 100 N/A N/A 6 0 N/A 0.5 1.0
UFTilt2, Aerial 30 FKB 100 N/A N/A 4 0 N/A 0.5 1.0
UFTilt3, Grounded 40 FKB 100 N/A N/A 6 0 N/A 0.5 1.0
UFTilt3, Aerial 40 FKB 100 N/A N/A 4 0 N/A 0.5 1.0
UFTilt4 83 86 N/A N/A 10 2 N/A 0.4 1.0


Crouch Attacks

Crouch Jab

Crouch State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
CJab 5.0 7-9 26 77 -14 to -12 Arm intangibility: 6-8
Downed 5.0 7-9 26 270 -14 to -12 Arm intangibility: 6-8
  • Must be crouching for at least 6 frames to use this move
  • Combo starter
  • Interruptible into itself on frame 16-26

Crouch Jab is Kazuya's FGC DTilt. It combos into just about everything.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
CJab 40 12/10 N/A N/A 6 2 N/A 0.3 1.0
Downed 60 FKB 12/10 N/A N/A 6 2 N/A 0.3 1.0


Crouch Spin Kick

Crouch State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
CSK 11.0 11-16 35 55 -9 to -4 Leg intangibility: 11-16
  • Tech chase starting at 0%

CSK sets up close range tech chases at all percents, but works best at low percents.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
CSK 78 10 N/A N/A 15 2 N/A 0.2 1.0

Tombstone Crusher

Crouch State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Tombstone Crusher 16.5 14-16 50 48 -20 to -18 Full intangibility: 5-14, Leg intangibility: 15-16, Arm intangibility: 15-19
  • Moves Kazuya forward

Tombstone Crusher is strong, sends at a low angle, and has full body intangibility.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Tombstone Crusher 70 64 N/A N/A 16 4 N/A 0.3 1.0

Demon God Fist

Crouch Rise +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grounded 12.0 13-14 40 361 -16 to -15 Upper body intangibility: 2-6, Arm intangibility: 13-14
Aerial 12.0 13-14 40 361 -16 to -15 Upper body intangibility: 2-6, Arm intangibility: 13-14
  • Crumples grounded opponents
  • Combo starter/extender
  • Moves Kazuya forward

DGF crumples the opponent allowing Kazuya to get a strong combo off of it. On small platforms DGF covers all getup options except getup attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grounded 60 50 N/A N/A 11 5 N/A 2.5 1.0
Aerial 40 50 N/A N/A 11 5 N/A 0.4 1.0

Aerial:

  • Hitbox values: Ground/Air


Smash Attacks

Forward Smash (Glorious Demon God Fist)

+ (Chargeable)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Weak 23.0 32.2 charged 25-26 66 361 -16 to -15 -7 to -6 charged Full heavy armor: 7-24
Strong 26.0 36.4 charged 25-26 66 361 -13 to -12 -3 to -2 charged Full heavy armor: 7-24

Strong kill move with a tipper. It is possible to get FSmash from Electric if Kazuya dashes back on no DI or if the opponent DIs away. On most characters it is also possible to get FSmash from DGF, and on some characters, it will hit the tipper.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Weak 50 63 N/A N/A 25 34 charged 5 N/A 0.2 1.0
Strong 50 73 N/A N/A 28 38 charged 5 N/A 1.0 1.0


Up Smash (Devil Twister)

+ (Chargeable)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Far and Middle, Early 19.0 26.6 charged 12-14 47 90 -22 to -20 -18 to -16 charged Full heavy armor: 7-11, Arm intangibility: 12-17
Close, Early 19.0 26.6 charged 12 47 90 -22 -18 charged Full heavy armor: 7-11, Arm intangibility: 12-17
Late 15.0 21.0 charged 15-17 47 90 -22 to -20 -18 to -16 charged Full heavy armor: 7-11, Arm intangibility: 12-17
  • Anti-air
  • OOS option

USmash is Kazuya's main kill move. EWGF easily combos into USmash and Kazuya can get a little charge in before releasing the attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Far and Middle, Early 65 62 N/A N/A 13 17 charged 3 N/A 0.3 1.0
Close, Early 65 62 N/A N/A 13 17 charged 3 N/A 0.3 1.0
Late 65 62 N/A N/A 10 14 charged 3 N/A 0.3 1.0

Down Smash (Lion Slayer)

+ (Chargeable)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Far 1, Grounded 17.0 23.8 charged 17-18 46 277 -16 to -15 -11 to -10 charged Full heavy armor: 7-15, Right arm intangibility: 17-19
Close, Weak, Grounded 15.0 21.0 charged 17-18 46 277 -17 to -16 -12 to -11 charged Full heavy armor: 7-15, Right arm intangibility: 17-19
Far, Aerial 17.0 23.8 charged 17-18 46 277 -16 to -15 -11 to -10 charged Full heavy armor: 7-15, Right arm intangibility: 17-19
Close, Strong, Aerial 15.0 21.0 charged 17-18 46 277 -17 to -16 -12 to -11 charged Full heavy armor: 7-15, Right arm intangibility: 17-19
Far, Top, Grounded 17.0 23.8 charged 19 46 277 -14 -9 charged Full heavy armor: 7-15, Right arm intangibility: 17-19
Close, Strong, Grounded 15.0 21.0 charged 19 46 277 -15 -11 charged Full heavy armor: 7-15, Right arm intangibility: 17-19
Far, Bottom, Air 13.0 18.2 charged 19 46 277 -16 -13 charged Full heavy armor: 7-15, Right arm intangibility: 17-19
Close, Weak, Air 11.0 15.4 charged 19 46 277 -17 -14 charged Full heavy armor: 7-15, Right arm intangibility: 17-19
  • Combo starter
  • 2-frames
  • Spike

DSmash has a variety of uses. It hits all ledge hangs but it requires good spacing. It spikes, it combos into Electric, and full charge DSmash does almost full shield damage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Far 1, Grounded 100 10 N/A N/A 13 18 charged 15 N/A 0.3 1.0
Close, Weak, Grounded 100 10 N/A N/A 12 16 charged 15 N/A 0.3 1.0
Far, Aerial 20 80/80 N/A N/A 13 18 charged 15 N/A 0.3 1.0
Close, Strong, Aerial 20 80 N/A N/A 12 16 charged 15 N/A 0.3 1.0
Far, Top, Grounded 100 10 N/A N/A 13 18 charged 15 N/A 0.3 1.0
Close, Strong, Grounded 100 10 N/A N/A 12 16 charged 15 N/A 0.3 1.0
Far, Bottom, Air 20 80 N/A N/A 11 14 charged 15 N/A 0.3 1.0
Close, Weak, Air 20 80 N/A N/A 9 12 charged 15 N/A 0.3 1.0


Air Attacks

Neutral Aerial (Jumping Knuckle)

Aerial State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Fist, Grounded 11.0 8-9 28 285 -3 N/A
Fist, Aerial 11.0 8-9 28 300 -3 N/A
Early, Strong 9.0 8-9 28 65 -3 N/A
Early, Weak 8.0 8-9 28 65 -3 N/A
Late 6.0 10-16 28 65 -4 N/A
  • Spike
  • Combo starter

NAir is a combo starter, extender, and ender. EWGF combos into NAir which then combos into tilts or another Electric. Late NAir can combo into DGF or Devil Fist. NAir is also very safe when landed low on shield and because of Electric's full body intangibility, it can be used after NAir to beat OOS options.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Fist, Grounded 70 70 7 1-2, 25+ 4 0 N/A 0.5 1.0
Fist, Aerial 7 80 7 1-2, 25+ 4 0 N/A 0.5 1.0
Early, Strong 40 85 7 1-2, 25+ 4 0 N/A 0.5 1.0
Early, Weak 40 85 7 1-2, 25+ 4 0 N/A 0.5 1.0
Late 30 85 7 1-2, 25+ 3 0 N/A 0.4 1.0

Forward Aerial (Searing Edge)

Aerial State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 13.0 8-9 30 45 -5 N/A
Late 10.0 10-14 30 45 -6 N/A
  • Combo starter
  • Air to air

FAir is slightly long range and safe. It can be comboed into grab at 0% and late FAir can combo into Devil Fist which can then be looped.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 42 64 10 1-2, 25+ 5 0 N/A 0.4 1.0
Late 42 59 10 1-2, 25+ 4 0 N/A 0.2 1.0

Back Aerial (Jumping Sobat)

Aerial State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early, Strong 16.0 11-13 45 40 -4 N/A
Early, Weak 14.0 11-13 45 40 -5 N/A
Late 10.0 14-18 45 40 -6 N/A

BAir can be used after EWGF as a kill confirm near the ledge as it can KO earlier than USmash at the ledge.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early, Strong 40 74 10 1-4, 35+ 6 4 N/A 0.6 1.0
Early, Weak 40 74 10 1-4, 35+ 5 4 N/A 0.6 1.0
Late 40 74 10 1-4, 35+ 4 4 N/A 0.6 1.0

Up Aerial (Rising Toe Kick)

Aerial State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Far, Early, Grounded 12.0 4-6 33 77 -3 Leg intangibility: 4-9
Early, Grounded 12.0 4-5 33 77 -3 Leg intangibility: 4-9
Early, Aerial 12.0 4-5 33 77 -3 Leg intangibility: 4-9
Midway, Grounded 12.0 6 33 70 -3 Leg intangibility: 4-9
Midway, Aerial 12.0 6 33 70 -3 Leg intangibility: 4-9
Far, Late, Grounded 9.0 7-9 33 77 -4 Leg intangibility: 4-9
Late, Grounded 9.0 7-9 33 70 -4 Leg intangibility: 4-9
Late, Aerial 9.0 7-9 33 70 -4 Leg intangibility: 4-9
  • Air-to-air
  • OOS option

UAir is Kazuya's fastest aerial. It is also intangible on the leg and the hitbox covers all of kazuya from his foot to above his head. This makes it a very good OOS option, air-to-air, and combo breaker against juggles. At low percents, air-to-air FAir can combo into UAir.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Far, Early, Grounded 65 73 8 1, 30+ 5 0 N/A 0.6 1.0
Early, Grounded 65 73 8 1, 30+ 5 0 N/A 0.6 1.0
Early, Aerial 50 73 8 1, 30+ 5 0 N/A 0.6 1.0
Midway, Grounded 50 70 8 1, 30+ 5 0 N/A 0.4 1.0
Midway, Aerial 40 70 8 1, 30+ 5 0 N/A 0.4 1.0
Far, Late, Grounded 65 77 8 1, 30+ 4 0 N/A 0.4 1.0
Late, Grounded 50 70 8 1, 30+ 4 0 N/A 0.4 1.0
Late, Aerial 40 70 8 1, 30+ 4 0 N/A 0.4 1.0

Down Aerial (Demon Scissors)

Aerial State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Starting Hit, Aerial 6.0 17-18 57 300 -37 to -36 N/A
Starting Hit, Grounded 6.0 17-18 57 70 -37 to -36 N/A
Falling Hit 15.0 19-39 57 48 -33 to -13 N/A
Landing Hit 10.0 1-2 35 added onto the amount of frames spent falling 50 -24 to -23 N/A
  • Edge guard tool
  • Divekick-like move

DAir sends Kazuya downwards. It can be used to get Kazuya out of juggles but if it lands on the ground, Kazuya is very vulnerable. If it ends before Kazuya hits the ground though, he is relatively safe. The opponent would just have to intercept him before the move ends or read where he goes afterwards. Kazuya can full hop then use DAir off stage at the peak of his jump to be able to recover after the move ends.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Starting Hit, Aerial 80 FKB 100 N/A N/A 3 0 N/A 0.1 1.0
Starting Hit, Grounded 55 FKB 100 N/A N/A 3 0 N/A 0.1 1.0
Falling Hit 70 60 N/A 50+ 5 0 N/A 0.6 1.0
Landing Hit 50 75 N/A N/A 10 0 N/A 0.1 1.0

Falling Hit:

  • interruptible into landing hitbox frames 19-49


Special Attacks

Devil Blaster

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close, Initial Hitbox 11.0 27 82 60 -31 N/A
Far, Initial Hitbox 11.0 27 82 50 -31 N/A
Laser 11.0 28-43 82 60 -37 to -22 N/A
Down Angled, Close, Initial Hitbox 10.0 27 82 60 -33 N/A
Down Angled, Far, Initial Hitbox 10.0 27 82 50 -33 N/A
Down Angled, Laser 10.0 28-43 82 60 -38 to -23 N/A
Up Angled, Close, Initial Hitbox 12.0 27 82 60 -30 N/A
Up Angled, Far, Initial Hitbox 12.0 27 82 50 -30 N/A
Up Angled, Laser 12.0 28-43 82 60 -37 to -22 N/A
Air, Close, Initial Hitbox 10.0 27 67 60 -18 N/A
Air, Far, Initial Hitbox 10.0 27 67 50 -18 N/A
Air, Laser 10.0 28-43 67 60 -23 to -8 N/A
Air, Down Angled, Close, Initial Hitbox 9.0 27 67 60 -20 N/A
Air, Down Angled, Far, Initial Hitbox 9.0 27 67 50 -20 N/A
Air, Down Angled, Laser 9.0 28-43 67 60 -24 to -9 N/A
Air, Up Angled, Close, Initial Hitbox 11.0 27 67 60 -16 N/A
Air, Up Angled, Far, Initial Hitbox 11.0 27 67 50 -16 N/A
Air, Up Angled, Laser 11.0 28-43 67 60 -22 to -7 N/A

Devil Blaster is mainly used when the opponent is intent on platform camping or just staying on the other side of the stage from you. It can also be used to snipe the opponent when they are off stage. It can also be used to stall while offstage, but this can spell death if the opponent reads it. The aerial version of this move is angled downward a little. The down angled aerial version is angled downward more. The up angled aerial version is horizontal with the ground.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close, Initial Hitbox 80 35 N/A N/A 11 5 N/A 0.25 1.0
Far, Initial Hitbox 80 35 N/A N/A 11 5 N/A 0.25 1.0
Laser 80 35 N/A N/A 4 5 N/A 0.25 1.0
Down Angled, Close, Initial Hitbox 80 35 N/A N/A 10/10/4 5 N/A 0.25 1.0
Down Angled, Far, Initial Hitbox 80 35 N/A N/A 10 5 N/A 0.25 1.0
Down Angled, Laser 80 35 N/A N/A 4 5 N/A 0.25 1.0
Up Angled, Close, Initial Hitbox 80 35 N/A N/A 12 5 N/A 0.25 1.0
Up Angled, Far, Initial Hitbox 80 35 N/A N/A 12 5 N/A 0.25 1.0
Up Angled, Laser 80 35 N/A N/A 4 5 N/A 0.25 1.0
Air, Close, Initial Hitbox 80 35 N/A N/A 10 5 N/A 0.25 1.0
Air, Far, Initial Hitbox 80 35 N/A N/A 10 5 N/A 0.25 1.0
Air, Laser 80 35 N/A N/A 4 5 N/A 0.25 1.0
Air, Down Angled, Close, Initial Hitbox 80 35 N/A N/A 9 5 N/A 0.25 1.0
Air, Down Angled, Far, Initial Hitbox 80 35 N/A N/A 9 5 N/A 0.25 1.0
Air, Down Angled, Laser 80 35 N/A N/A 4 5 N/A 0.25 1.0
Air, Up Angled, Close, Initial Hitbox 80 35 N/A N/A 11 5 N/A 0.25 1.0
Air, Up Angled, Far, Initial Hitbox 80 35 N/A N/A 11 5 N/A 0.25 1.0
Air, Up Angled, Laser 80 35 N/A N/A 4 5 N/A 0.25 1.0

Devil Fist

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Strong 11.0 16 56/66 Second value is for if this hitbox does NOT hit a shield 60 -30 Full intangibility: 6-9 N/A for aerial version
Weak, Grounded 6.0 17-22 66 100 -43 to -38 Full intangibility: 6-9 N/A for aerial version
Weak, Aerial 6.0 17-22 66 100 -43 to -38 Full intangibility: 6-9 N/A for aerial version
  • Crumples grounded opponents
  • Combo starter
  • Alternative recovery option
    • If this is used in the air, Kazuya cannot use Devil Wings until he lands or grabs ledge

The early hitbox of Devil Fist crumples grounded opponents. This can be used to start combos or to just confirm a KO. It can be used out of ledge jump as a high risk high reward ledge option. It can also be used for Mizushi loops (late FAir/late NAir to Devil Fist) or for tech trap loops (DBTilt to aerial Devil Fist).


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Strong 80 50 N/A N/A 10 0 N/A 0.1 1.0
Weak, Grounded 60 75 N/A N/A 6 0 N/A 0.2 1.0
Weak, Aerial 60 50 N/A N/A 6 0 N/A 0.2 1.0

Devil Wings

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Body 18.0 12 66 76 -38 N/A
Head, Earliest 16.0 12-14 66 76 -40 to -38 N/A
Head, Early 13.0 15-17 66 71 -39 to -37 N/A
Head, Late 10.0 18-20 66 63 -38 to -36 N/A
Head, Latest 7.0 21-25 66 60 -38 to -34 N/A
  • Main recovery move
    • If this move is used, Kazuya cannot use Devil Fist
    • Does not go into special fall
  • OOS option
  • Anti-air

Devil Wings is special in that Kazuya can do almost anything after using USpecial. It can also be used as a kill confirm after Electric at a higher percent when USmash won't connect.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Body 85 53 24 N/A 16 0 N/A 0.3 1.0
Head, Earliest 85 53 24 N/A 14 0 N/A 0.3 1.0
Head, Early 75 65 24 N/A 12 0 N/A 0.3 1.0
Head, Late 60 85 24 N/A 10 0 N/A 0.2 1.0
Head, Latest 60 85 24 N/A 7 0 N/A 0.2 1.0

Heaven's Door

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab N/A 14-15 49/105+ whiff/grab connect N/A N/A Full heavy armor: 5-13
Miss Grab Hitbox, Close 10.0 16-19 49 70 -23 to -20 Full heavy armor: 5-13
Miss Grab Hitbox, Far 10.0 16-17 49 60 -23 to -21 Full heavy armor: 5-13
Miss Grab Hitbox, Downed 8.0 16 49 64 -23 Full heavy armor: 5-13
Air, Grab N/A 14-15 59/105+ whiff/grab connect N/A N/A Full heavy armor: 5-13
Air, Miss Grab Hitbox, Close 10.0 16-19 59 70 -33 to -30 Full heavy armor: 5-13
Air, Miss Grab Hitbox, Far 10.0 16-17 59 60 -33 to -31 Full heavy armor: 5-13
Air, Miss Grab Hitbox, Downed 8.0 16 59/105+ whiff/grab connect 64 -33 Full heavy armor: 5-13
Successful Grab, Collateral, First Hit 10.0 53+ Depends on how long Kazuya is falling 105+ Depends on how long Kazuya is falling 361 -infinity to -41 Depends on how long Kazuya is falling Full heavy armor: 5-13
Successful Grab, Collateral, Second Hit 10.0 2 frames after Kazuya hits the ground 105+ Depends on how long Kazuya is falling 60 -39 Full heavy armor: 5-13
Throw 17.0 13 frames after Kazuya hits the ground 105+ Depends on how long Kazuya is falling 361 N/A Full heavy armor: 5-13
  • Command grab

This is one of Kazuya's three command grabs. Kazuya will pick up the opponent then slam them on the ground. Whoever has the lower percent will be able to control which way Kazuya goes to an extent while in the air before he slams the opponent onto the ground. If the percents are relatively even then both players can fight each other and make Kazuya go no where. If Kazuya goes off stage with the opponent, Kazuya will die first. After the grabbox, there is a hitbox.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A
Miss Grab Hitbox, Close 80 60 N/A N/A 10 0 N/A 0.2 1.0
Miss Grab Hitbox, Far 80 60 N/A N/A 10 0 N/A 0.2 1.0
Miss Grab Hitbox, Downed 75 50 N/A N/A 10 0 N/A 0.2 1.0
Air, Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A
Air, Miss Grab Hitbox, Close 80 60 N/A N/A 10 0 N/A 0.2 1.0
Air, Miss Grab Hitbox, Far 80 60 N/A N/A 10 0 N/A 0.2 1.0
Air, Miss Grab Hitbox, Downed 75 50 N/A N/A 10 0 N/A 0.2 1.0
Successful Grab, Collateral, First Hit 80 80 N/A N/A 10 1 N/A 0.8 1.0
Successful Grab, Collateral, Second Hit 80 60 N/A N/A 10 1 N/A 0.8 1.0
Throw 80 80 N/A N/A N/A N/A N/A 0.0 N/A


Command Inputs

Crouch Dash

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
CD N/A N/A 19 IASA: 2 N/A N/A Upper Body intangibility: 1-15, Full Body intangibility: 2-4

Crouch Dash is Kazuya's special movement option. It can be canceled into walk, dash, jump, crouch, and shield, and WGF, EWGF, Dragon Uppercut, and Spinning Demon to Left Hook can be used out of Crouch Dash.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
CD N/A N/A N/A N/A N/A N/A N/A N/A N/A


Wind God Fist

During Crouch Dash Tap

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early, Grounded 13.5 8 35 88 -13 Upper body intangibility: 1-7, Arm intangibility: 8-11
Early, Aerial 13.0 8 35 73 -13 Upper body intangibility: 1-7, Arm intangibility: 8-11
Middle, Grounded 13.5 9 35 88 -12 Upper body intangibility: 1-7, Arm intangibility: 8-11
Middle Aerial 13.0 9 35 73 -12 Upper body intangibility: 1-7, Arm intangibility: 8-11
Late, Grounded 13.5 10-11 35 88 -11 to -10 Upper body intangibility: 1-7, Arm intangibility: 8-11
Late, Aerial 13.0 10-11 35 73 -11 to -10 Upper body intangibility: 1-7, Arm intangibility: 8-11
  • Anti-air

You failed to get Electric Wind God Fist. Try again.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early, Grounded 102 88 N/A N/A 14 4 N/A 0.3 1.0
Early, Aerial 90 73 N/A N/A 12 4 N/A 0.3 1.0
Middle, Grounded 102 88 N/A N/A 14 4 N/A 0.3 1.0
Middle Aerial 92 73 N/A N/A 12 4 N/A 0.3 1.0
Late, Grounded 102 88 N/A N/A 14 4 N/A 0.3 1.0
Late, Aerial 92 73 N/A N/A 12 4 N/A 0.3 1.0

Electric Wind God Fist

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early, Grounded 14.5 8 35 88 -17 Upper Body intangibility: 1-3, Full intangibility: 4-8, Arm intangibility: 9-12
Early, Aerial 14.0 8 35 81 -17 Upper Body intangibility: 1-3, Full intangibility: 4-8, Arm intangibility: 9-12
Late, Grounded 14.5 9-11 35 88 -16 to -14 Upper Body intangibility: 1-3, Full intangibility: 4-8, Arm intangibility: 9-12
Late, Aerial 14.0 9-11 35 81 -16 to -14 Upper Body intangibility: 1-3, Full intangibility: 4-8, Arm intangibility: 9-12
Nullbox 0.0 1 Frames after hitting shield 35 361 Weight Dependent Upper Body intangibility: 1-3, Full intangibility: 4-8, Arm intangibility: 9-12
  • Combo starter
  • Anti-air
  • 2 frame input
  • Pushes the opponent out of shield

Electric Wind God Fist is Kazuya's best move. It is done by pressing the A button within two frames of pressing down-forward in the Crouch Dash input. EWGF combos into almost everything. It is the key to Kazuya's ToDs. It's nullbox pushes opponents out of shield and into landing lag. How advantageous on block it is depends on the weight of the opponent. On Pichu it is +5 on block while on Bowser it is -1 on block. How far they are pushed away also depends on weight as Pichu is pushed the farthest and Bowser is pushed the least. Even though EWGF is plus on block against almost everyone, it pushes them too far away for Kazuya to actually use that to his advantage. The best he can do is read what they opponent will do afterwards. On super heavies, it can actually make them trip OOS because it doesn't push them as far. This is very useful as Kazuya can combo off of it.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early, Grounded 102 5 N/A N/A 10 5 N/A 0.3 1.0
Early, Aerial 92 5 N/A N/A 10 5 N/A 0.3 1.0
Late, Grounded 102 5 N/A N/A 10 5 N/A 0.3 1.0
Late, Aerial 92 5 N/A N/A 10 5 N/A 0.3 1.0
Nullbox 0 100 N/A N/A 0 N/A N/A N/A N/A

Nullbox:

  • Only hits shield


Dragon Uppercut

During Crouch Dash Hold

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Earliest 22.0 15 47 60 -22 Upper Body intangibility: 2-17, Full intangibility: 7-14
Early 18.0 16 47 70 -22 Upper Body intangibility: 2-17, Full intangibility: 7-14
Late 16.0 17 47 70 -22 Upper Body intangibility: 2-17, Full intangibility: 7-14
Latest 14.0 18-20 47 70 -22 to -20 Upper Body intangibility: 2-17, Full intangibility: 7-14
  • 2-frame
  • Anti-air

This is a strong combo ender. It can kill earlier than USmash if done at the ledge but will kill later if it's done at mid-stage or across stage. It can also hit ledge stalls and 2-frame ledge grabs.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Earliest 80 65 N/A N/A 10 5 N/A 0.7 1.0
Early 80 60 N/A N/A 9 5 N/A 0.17 1.0
Late 60 50 N/A N/A 8 5 N/A 0.17 1.0
Latest 60 50 N/A N/A 7 5 N/A 0.3 1.0


Spinning Demon to Left Hook

During Crouch Dash Hold

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
First Hit, Early, Close, Grounded 7.0 10 66 65 -49 Full intangiblity: 4-9
First Hit, Early, Far, Grounded 7.0 10 66 80 -49 Full intangiblity: 4-9
First Hit, Aerial 7.0 10-12 66 65 -49 to -47 Full intangiblity: 4-9
First Hit, Late, Bottom 7.0 11-12 66 65 -48 to -47 Full intangiblity: 4-9
First Hit, Late, Top 7.0 11-12 66 80 -48 to -47 Full intangiblity: 4-9
Second Hit 14.5 34-36 66 44 -19 to -17 Full intangiblity: 4-9

Hellsweep is a horizontal kill option with longer range. It is meant to be a punish counter poke because the intangibility frames end before the hitbox comes out and the hitbox is long range. Because it has higher range than EWGF, it can be used in tandem with EWGF to keep the opponent honest with their attempts to counter EWGF. It is also a multihit, so it can catch the opponent trying to autopilot OOS options since a lot of Kazuya's moves are single hit.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
First Hit, Early, Close, Grounded 0 100 N/A N/A 7 2 N/A 0.4 1.0
First Hit, Early, Far, Grounded 0 100 N/A N/A 7 2 N/A 0.4 1.0
First Hit, Aerial 0 100 N/A N/A 7 2 N/A 0.4 1.0
First Hit, Late, Bottom 0 100 N/A N/A 7 2 N/A 0.4 1.0
First Hit, Late, Top 0 100 N/A N/A 7 2 N/A 0.4 1.0
Second Hit 75 65 N/A N/A 13 4 N/A 0.4 1.0


Rage Drive

Normal Input: Rage mode + or +
Command Input: Rage Mode + Crouch Dash Hold or

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab Hitbox N/A 7-8 39/122+ whiff/grab connect N/A N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Falling Hitbox (Collateral) 15.0 58+ Depends on how long Kazuya falls 122+ Depends on how long Kazuya falls 361 -infinity to -63 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Hitbox 11.5 1 frames after Kazuya hits the ground 122+ Depends on how long Kazuya falls 100 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Shockwave Hitbox (Collateral) 15.0 2-19 frames after Kazuya hits the ground 122+ Depends on how long Kazuya falls 361 -61 to -41 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Throw 13.0 19 frames after Kazuya hits the ground 122+ Depends on how long Kazuya falls 60 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
  • Command Grab
  • Uses up Rage
  • Fastest startup, least damage, no protection on startup

This is Kazuya's strongest kill move. Because of that, it requires Rage to use. Rage happens when Kazuya gets hit to 100% or more and goes away if Kazuya takes too much damage or whiffs Rage Drive too many times. Rage gives Kazuya a 1.1x damage multiplier on all of his attacks. Each time Kazuya whiffs Rage Drive, the amount of damage he takes before losing Rage decreases. Kazuya can use Rage Drive with four methods: Grab, Ground DSpecial, Dragon Uppercut input, Hellsweep input while holding the B button for more than 5 frames. Doing the Dragon Uppercut input is the best version as it has the most intangibility and it is stronger than doing Grab or DSpecial input. OOS it is best to do Grab input because it is the fastest OOS. You can still do normal throws while in Rage mode if you buffer a directional input while doing Grab.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab Hitbox N/A N/A N/A N/A N/A N/A N/A N/A N/A
Falling Hitbox (Collateral) 80 80 N/A N/A 14 1 N/A 0.9 1.0
Hitbox 100 FKB/50 100 N/A N/A N/A 0 4 1.4 0.0
Shockwave Hitbox (Collateral) 80 80 N/A N/A 14 1 N/A 0.8 1.0
Throw 67 95 N/A N/A N/A N/A N/A 0.0 N/A

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab Hitbox N/A 14-15 56/129+ whiff/grab connect N/A N/A Full intangibility: 1-4, Super armor: 5-13, Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Falling Hitbox (Collateral) 15.0 65+ Depends on how long Kazuya falls 129+ Depends on how long Kazuya falls 361 -infinity to -63 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Hitbox 11.5 1 frames after Kazuya hits the ground 129+ Depends on how long Kazuya falls 100 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Shockwave Hitbox (Collateral) 15.0 2-19 frames after Kazuya hits the ground 129+ Depends on how long Kazuya falls 361 -61 to -41 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Throw 13.0 19 frames after Kazuya hits the ground 129+ Depends on how long Kazuya falls 60 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
  • Command Grab
  • Uses up Rage

This is Kazuya's strongest kill move. Because of that, it requires Rage to use. Rage happens when Kazuya gets hit to 100% or more and goes away if Kazuya takes too much damage or whiffs Rage Drive too many times. Rage gives Kazuya a 1.1x damage multiplier on all of his attacks. Each time Kazuya whiffs Rage Drive, the amount of damage he takes before losing Rage decreases. Kazuya can use Rage Drive with four methods: Grab, Ground DSpecial, Dragon Uppercut input, Hellsweep input while holding the B button for more than 5 frames. Doing the Dragon Uppercut input is the best version as it has the most intangibility and it is stronger than doing Grab or DSpecial input. OOS it is best to do Grab input because it is the fastest OOS. You can still do normal throws while in Rage mode if you buffer a directional input while doing Grab.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab Hitbox N/A N/A N/A N/A N/A N/A N/A N/A N/A
Falling Hitbox (Collateral) 80 80 N/A N/A 14 1 N/A 0.9 1.0
Hitbox 100 FKB/50 100 N/A N/A N/A 0 4 1.4 0.0
Shockwave Hitbox (Collateral) 80 80 N/A N/A 14 1 N/A 0.8 1.0
Throw 67 95 N/A N/A N/A N/A N/A 0.0 N/A

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab Hitbox N/A 15-18 59/145+ whiff/grab connect N/A N/A Upper Body Intangibility: 1-5, Full body intangibility: 6-8, Super armor: 9-15, Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Falling Hitbox (Collateral) 18.0 66+ Depends on how long Kazuya falls 145+ Depends on how long Kazuya falls 361 -infinity to -61 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Hitbox 13.0 1 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 100 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Shockwave Hitbox (Collateral) 18.0 2-22 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 361 -59 to -39 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Throw 16.0 22 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 60 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
  • Command Grab
  • Uses up Rage

This is Kazuya's strongest kill move. Because of that, it requires Rage to use. Rage happens when Kazuya gets hit to 100% or more and goes away if Kazuya takes too much damage or whiffs Rage Drive too many times. Rage gives Kazuya a 1.1x damage multiplier on all of his attacks. Each time Kazuya whiffs Rage Drive, the amount of damage he takes before losing Rage decreases. Kazuya can use Rage Drive with four methods: Grab, Ground DSpecial, Dragon Uppercut input, Hellsweep input while holding the B button for more than 5 frames. Doing the Dragon Uppercut input is the best version as it has the most intangibility and it is stronger than doing Grab or DSpecial input. OOS it is best to do Grab input because it is the fastest OOS. You can still do normal throws while in Rage mode if you buffer a directional input while doing Grab.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab Hitbox N/A N/A N/A N/A N/A N/A N/A N/A N/A
Falling Hitbox (Collateral) 80 80 N/A N/A 16 1 N/A 0.9 1.0
Hitbox 100 FKB/50 100 N/A N/A N/A 0 4 1.5 0.0
Shockwave Hitbox (Collateral) 80 80 N/A N/A 16 1 N/A 0.8 1.0
Throw 55 95 N/A N/A N/A N/A N/A 0.0 N/A

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab Hitbox N/A 15-18 59/145+ whiff/grab connect N/A N/A Full intangibility: 4-8, Super armor: 9-15, Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Falling Hitbox (Collateral) 18.0 66+ Depends on how long Kazuya falls 145+ Depends on how long Kazuya falls 361 -infinity to -61 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Hitbox 13.0 1 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 100 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Shockwave Hitbox (Collateral) 18.0 2-22 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 361 -59 to -39 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Throw 16.0 22 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 60 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
  • Command Grab
  • Uses up Rage

This is Kazuya's strongest kill move. Because of that, it requires Rage to use. Rage happens when Kazuya gets hit to 100% or more and goes away if Kazuya takes too much damage or whiffs Rage Drive too many times. Rage gives Kazuya a 1.1x damage multiplier on all of his attacks. Each time Kazuya whiffs Rage Drive, the amount of damage he takes before losing Rage decreases. Kazuya can use Rage Drive with four methods: Grab, Ground DSpecial, Dragon Uppercut input, Hellsweep input while holding the B button for more than 5 frames. Doing the Dragon Uppercut input is the best version as it has the most intangibility and it is stronger than doing Grab or DSpecial input. OOS it is best to do Grab input because it is the fastest OOS. You can still do normal throws while in Rage mode if you buffer a directional input while doing Grab.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab Hitbox N/A N/A N/A N/A N/A N/A N/A N/A N/A
Falling Hitbox (Collateral) 80 80 N/A N/A 16 1 N/A 0.9 1.0
Hitbox 100 FKB/50 100 N/A N/A N/A 0 4 1.5 0.0
Shockwave Hitbox (Collateral) 80 80 N/A N/A 16 1 N/A 0.8 1.0
Throw 55 95 N/A N/A N/A N/A N/A 0.0 N/A

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab Hitbox N/A 15-18 59/145+ whiff/grab connect N/A N/A Upper Body Intangibility: 1-3, Full body intangibility: 4-8, Super armor: 9-15, Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Falling Hitbox (Collateral) 18.0 66+ Depends on how long Kazuya falls 145+ Depends on how long Kazuya falls 361 -infinity to -61 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Hitbox 13.0 1 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 100 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Shockwave Hitbox (Collateral) 18.0 2-22 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 361 -59 to -39 Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
Throw 16.0 22 frames after Kazuya hits the ground 145+ Depends on how long Kazuya falls 60 N/A Full invincibility: 1+ frames from the grab connecting. Invincibility ends when the opponent is launched
  • Command Grab
  • Uses up Rage
  • Slowest startup, most damage, most protection on startup

This is Kazuya's strongest kill move. Because of that, it requires Rage to use. Rage happens when Kazuya gets hit to 100% or more and goes away if Kazuya takes too much damage or whiffs Rage Drive too many times. Rage gives Kazuya a 1.1x damage multiplier on all of his attacks. Each time Kazuya whiffs Rage Drive, the amount of damage he takes before losing Rage decreases. Kazuya can use Rage Drive with four methods: Grab, Ground DSpecial, Dragon Uppercut input, Hellsweep input while holding the B button for more than 5 frames. Doing the Dragon Uppercut input is the best version as it has the most intangibility and it is stronger than doing Grab or DSpecial input. OOS it is best to do Grab input because it is the fastest OOS. You can still do normal throws while in Rage mode if you buffer a directional input while doing Grab.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab Hitbox N/A N/A N/A N/A N/A N/A N/A N/A N/A
Falling Hitbox (Collateral) 80 80 N/A N/A 16 1 N/A 0.9 1.0
Hitbox 100 FKB/50 100 N/A N/A N/A 0 4 1.5 0.0
Shockwave Hitbox (Collateral) 80 80 N/A N/A 16 1 N/A 0.8 1.0
Throw 55 95 N/A N/A N/A N/A N/A 0.0 N/A

Grabs & Pummel

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab N/A 7-8 39 N/A N/A N/A
  • OOS option

This is tied for Kazuya's fastest OOS option with UAir. Grab is good because of DThrow


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A

Dash Grab

Dash/Run State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Dash Grab N/A 9-10 43 N/A N/A N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Dash Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A

Pivot Grab

Dash/Run State + +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Pivot Grab N/A 10-11 43 N/A N/A N/A

Doubles move only


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Pivot Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A

Pummel

Grab State + or

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Pummel 3.4 5 17 361 -8 N/A
  • Slow but does more damage than the average Pummel


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Pummel 30 FKB 100 N/A N/A 4 0 N/A 2.2 1.0


Throws

Forward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
FThrow 2.0 42 75 40 N/A Full invincibility: 1-42
Collateral, First Hit 5.0 11-12 75 361 -58 to -57 Full invincibility: 1-42
Collateraly, Second Hit 5.0 39-41 75 361 -30 to -28 Full invincibility: 1-42

Good for getting stage positioning. Best throw from Grab at setting up edge guards.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
FThrow 70 125 N/A N/A N/A N/A N/A 0.0 N/A
Collateral, First Hit 58 100 N/A N/A 6 0 N/A 0.0 1.0
Collateraly, Second Hit 58 100 N/A N/A 6 0 N/A 0.0 1.0

Backward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
BThrow 0.0 47 83 58 N/A Full invincibility: 1-47
Collateral 14.0 46 83 58 -24 Full invincibility: 1-47

Good for getting stage positioning, but launches the opponent high up making it easy for them to recover.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
BThrow 34 340 N/A N/A N/A N/A N/A 0.0 N/A
Collateral 60 55 N/A N/A 13 0 N/A 0.0 1.0

Upward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
UThrow 2.0 14 75 76 N/A Full invincibility: 1-14
Collateral 10.0 40-48 75 55 -25 to -17 N/A
  • Kill throw at very high percent

Kazuya shoots a laser after he throws the opponent up. It will KO at a high percent and kills earlier if Kazuya is at the ledge rather than at mid-stage.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
UThrow 65/10 FKB 45 N/A N/A N/A N/A N/A 0.0 N/A
Collateral 85 62 N/A N/A 10 5 N/A 0.25 1.0

Downward Throw

Grab State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
DThrow 1.0 35 54 72 N/A Full invincibility: 1-35
Collateral 7.0 34 54 50 -13 Full invincibility: 1-35
  • Combo starter

At low percents, DThrow combos into EWGF. This drastically improves Kazuya's gameplan as the opponent cannot rely on shielding Kazuya's attacks that are also combo starters if not shielded.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
DThrow 53 100 N/A N/A N/A N/A N/A 0.0 N/A
Collateral 50 65 N/A N/A 7 0 N/A 0.0 1.0

Gates of Hell

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab N/A 7-8 36/104 whiff/connect N/A N/A N/A
Throw 1.0 80 104 165 N/A Full invincibility: 1-81
Collateral, First Hit 10.0 32-33 104 60 -23 Full invincibility: 1-81
Collateral, Second Hit 13.0 80 104 19 -3 Full invincibility: 1-81
  • Command Grab
  • Input: 323+grab

This is Kazuya's third command grab. It sends at a low angle making it very good in matchups where the opponent has a poor recovery and puts the rest of the cast in a position to get edge guarded.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab N/A N/A N/A N/A N/A N/A N/A N/A N/A
Throw 65 150 N/A N/A N/A N/A N/A 0.0 N/A
Collateral, First Hit 50 80 N/A N/A 10 0 N/A 0.0 1.0
Collateral, Second Hit 45 50 N/A N/A 12 0 N/A 0.0 1.0


Misc. Attacks

Side Taunt (Demon's Wrath)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
First Hit 6.0 18 89 180 -65 N/A
Second Hit 3.0 31 89 180 -54 N/A
Third Hit 3.0 47 89 180 -38 N/A
Fourth Hit 6.0 62 89 40 -21 N/A

Lol. Lmao.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
First Hit 20 5 N/A N/A 6 0 N/A 0.2 1.0
Second Hit 20 5 N/A N/A 4 0 N/A 0.2 1.0
Third Hit 20 5 N/A N/A 4 0 N/A 0.2 1.0
Fourth Hit 80 60 N/A N/A 6 0 N/A 0.2 1.0

Ledge Attack

Ledge State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ledge Attack 10.0 24-26 55 45 -21 to -19 Full intangibility: 1-26


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ledge Attack 90 20 N/A N/A 10 1 N/A 1.0 1.0


Getup Attack

Downed State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Face Up, Back Hit 7.0 19-20 45 48 -19 to -18 Full intangibility: 1-25
Faceup, Front Hit 7.0 24-25 45 48 -14 to -13 Full intangibility: 1-25
Facedown, Back Hit 7.0 19-20 45 48 -19 to -18 Full intangibility: 1-25
Facedown, Front Hit 7.0 24-25 45 48 -14 to -13 Full intangibility: 1-25


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Face Up, Back Hit 80 48 N/A N/A 7 8 N/A 1.0 1.0
Faceup, Front Hit 80 48 N/A N/A 7 8 N/A 1.0 1.0
Facedown, Back Hit 80 48 N/A N/A 7 8 N/A 1.0 1.0
Facedown, Front Hit 80 48 N/A N/A 7 8 N/A 1.0 1.0


Trip Attack

Trip State +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Back Hit 5.0 19-20 49 361 -24 to -23 Full intangibility: 1-7
Front Hit 5.0 24-25 49 361 -19 to -18 Full intangibility: 1-7


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Back Hit 60 50 N/A N/A 6 8 N/A 1.0 1.0
Front Hit 60 50 N/A N/A 6 8 N/A 1.0 1.0


Navigation

To edit frame data, edit values in SSBU/Kazuya/Data.
Kazuya


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