More actions
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.
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. | |
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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).
- 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.
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 |
To edit frame data, edit values in SSBU/Kazuya/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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