Intro
Kazuya’s base combo game is very simple and will include very few reads. Because of its simplicity and repetitive nature, Kazuya can basically start at a mid point in the combo and KO anyone at any percents. Adding gaps into his combos can add more damage that can be used to avoid certain routes or just for style.
Combo Starters
- DBTilt
- DFTilt1
- DBTilt
- > DFTilt1
- > UTilt1
- UTilt1
- DTilt
- CJab
- DGF
- DSmash
- DThrow
- NAir
- FAir > DThrow
Combo Fillers
- CJab
- > any Filler except DGF
- DBTilt
- DFTilt1
- DBTilt
- > DFTilt1
- > UTilt1
- UTilt1
- DGF
- > any Filler
Combo Enders
- EWGF >
- FSmash
- USmash
- Up B
- BAir
- NAir (spike off ledge)
- > NAir > NAir (if needed)
- DSmash (spike off ledge)
- Dragon Uppercut
- UFTilt
- Hellsweep
- Heaven’s door
- Gates of Hell
- Rage Drive
The Touch of Death
Standard Combo
(starter) > EWGF > NAir > (filler) > EWGF > NAir > (filler) > (ender)
Filler is not needed.
Done with mash toggle set to air dodge with random DI in, away, or none.
This Kazuya's most common ToD. It includes a starter, the Simple DI Option Select, and the DGF ender. The tip for EWGF > USmash is to dash forward after EWGF (Simple DI OS) then USmash.
Done with mash toggle set to air dodge with random DI in, away, or none.
An example of a ToD that uses a lot of filler.
Done with mash toggle set to air dodge with random DI in, away, or none.
Looping the combo too many times can make NAir start to send into tumble and end the combo prematurely letting the opponent escape with their stock.
The spreadsheet by XenoRose shows what percent NAir sends into tumble for each character:
https://docs.google.com/spreadsheets/d/1L5lLtfwxuUetYl-foX8m8iXyMDcAJGnvajkixhJ7B7w/edit?usp=sharing
Option Selects
The ToD is a true combo, but the opponent can mix up their DI (in or away) to make the Kazuya guess wrong and mess up.
Simple DI OS
The most simple option select is to dash forward then jump. On no DI the opponent will be right above Kazuya, on DI away they will be in front of Kazuya, and on DI in Kazuya will auto-turn before jumping. This will make NAir be able to hit with little to no extra air drift needed.
No Side Switch DI OS
https://twitter.com/ViedViper/status/1454143422177099776?s=20&t=VVn_Xeog4Cx0aVCyFH1bxg
The input in numpad notation is 62153, or forward, down, down-back, neutral, down-forward. It will make Kazuya dash under the opponent, and unless they DI away, he will turn around and crouch dash cancel crouch. And if the opponent DI’s away, then Kazuya will not crouch dash at all. The down-forward input can be replaced with a jump to do the ToD combo. The combo is good when Kazuya has his back to the ledge and would not want to end the combo early for ledge trapping or edge guarding.
Side Switch DI OS
https://twitter.com/ViedViper/status/1451621280235536389?s=20&t=bdpqBcdjpSQui58qOhPccg
Input is in the video. This is good when the opponent is stuck in the corner and Kazuya does not want to end the combo early for ledge trapping or edge guarding.
Air Dodge OS
https://twitter.com/SchimmyGVO/status/1440082455872999430?s=20&t=O915Un1hyPB5jLoSmr6Rvg
The input is to just do the crouch dash input forward then do the input backwards. This is good against opponents with frame 2 or faster air dodges after a tilt.
Ferps Tech
https://twitter.com/ferpsfgc/status/1493667287911518208
Ferps Tech is used to get tech chases on platforms during combos. This is important to learn as it is the fastest way for Kazuya to get to the platform as his full hop doesn't go high enough.
Loops
Done with mash toggle set to air dodge with random DI in, away, or none.
Can only be started when EWGF hits the opponent when they are on the ground. The dash forward in the video is the Simple DI OS. Other DI OS can be used.
On some characters, doing the ToD is a lot harder than normal. Mizushi loops will help with that.
On some characters, doing the ToD is a lot harder than normal. Mizushi loops will help with that.
Other Combos, Frame Traps, and 50/50s
DThrow/DFTilt1/EWGF > Jab
Kazuya can combo DFTilt into Jab. Kazuya can also combo EWGF into Jab by hitting jab before the stun effect ends. Jab 2 is +5 on hit (at 0%), leaving 3 frames for the opponent to act if Kazuya goes for EWGF afterwards. This means that the opponent can only go for shield or spotdodge to not get hit by EWGF. This makes doing DFTilt/EWGF > Jab 1 2 > grab a 50/50. Either spotdodge the grab or risk waiting to get out of Kazuya’s spotdodge read. A way to beat the opponent spotdodging is to either wait or do DSmash. Of course, if the opponent is not ready to escape, doing EWGF > Jab 1 2 > EWGF > Jab 1 2 > repeat will make a funny clip.
Pikachu set to shield:
Pikachu set to spotdodge on first two, last one, set to roll:
It should be noted that on some characters Jab 1 2 can be true into EWGF or grab. Here is ViedViper with advanced combos with Jab 1 2: https://youtu.be/gCWI7bM_XYc
Wind God Fist Combos
At 0%
- WGF > UAir
- WGF > USmash
- WGF > UFTilt
- WGF > BTilt
- WGF > LSK
- WGF > Grab
- WGF > FTilt
- WGF > DFTilt1
- WGF > UTilt1
- WGF > EWGF
No combos if WGF hits air opponent
At 40%
- WGF > UAir
- WGF > USmash
- WGF > BTilt
- WGF > LSK
- WGF > FTilt
- WGF > DFTilt1
- WGF > UTilt1
- WGF > EWGF
No combos if WGF hits air opponent
At 80%
- WGF > UAir
- WGF > USmash
- WGF > BTilt
- WGF > DFTilt1
- WGF > UTilt1
- WGF > EWGF
No combos if WGF hits air opponent
At 120%
- WGF > UAir
- WGF > UTilt1
- WGF > EWGF
No combos if WGF hits air opponent
Done with no DI and mash toggle set to air dodge.
Character Dependent Combos
Not every string works on every character. Architect made this amazing website to show what works on what characters:
Ledge Trapping
There are a couple ways to ledge trap with Kazuya.
1) Crouch right outside getup attack range.
- Neutral getup: FTilt, Tombstone
- Getup attack: FTilt, Tombstone
- Roll: CSK, autoturn DGF
- Jump: up B/UAir
- Stay on ledge: DSmash
2) Stand in between roll distance and neutral getup
- Shield getup attack: grab
- Neutral getup: grab
- Roll: grab
- Jump: up B/UAir
- Stay on ledge: DSmash
Kazuya’s low air mobility makes getting away with a ledge jump double jump pretty easy so that he will have to chase down the opponent and catch their landing.
Edge Guarding
Kazuya’s long recovery makes edge guarding relatively safe. Kazuya can full hop DAir from the ledge and be able to recover with Up B > double jump. This is good against low recoveries. Against high recoveries Kazuya can use Up B to get himself up high in order to save his double jump. NAir is good for spiking but if it hits the sour spot it will send at an upwards angle and unless they are at high percents, it can possibly help them recover. FAir is quick and sends at a weak horizontal angle while BAir is slower but is stronger.
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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