Ziodyne 21
Smash Lord
- Joined
- Apr 11, 2016
- Messages
- 1,681
So Kazuya can be officially classified as a superheavyweight? I mean Plant is considered one right and he is heaver than she is
Last edited:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Like a lot of heavies, this will be the struggle. I found it very difficult to land against my buddies Joker. His Up Air just ate me alive so I had to do what I could to get around or bait it out and find a gap to Demon Scissors or just air dodge away. He'd also managed a lot of grab mix ups or just outright could punish my landings sometimes too. It'll be rough once Kazuya is in a bad spot but he's still not out of the running. He's a character you can't get complacent around or he'll just delete you anyway.In my own (mediocre) Kazura experience, I've noticed that Kazuya has a real hard time getting out of juggles. Down Air is an option, but I feel like once you're up, you're not coming down any time soon.
It's going to be battle of the reads and grabs. Any Revenge happy Incin is going to start getting GOH'd or skull bashed into combos into otherworld. It's going to be a rough but very rare match up on either side.I haven't had the chance to play other people online or offline since Kazuya came out, but I'm predicting Incineroar to be and absurdly volatile matchup. I think it's maybe slightly in Kazuya's favor because his kit is so versatile and both want to fight up close, but Incineroar is barely bothered by tough body and heavy armor, and even ONE successful Revenge from Incineroar seems like it can turn the situation right around. Even more than against Ganon, it's like any stray hit you absorb from Kazuya means Alolan Whip is liable to do 60% or 70% damage.
Not quite! U-smash and d-smash armor is just 6%, which means they are just good for sneaking past jabs and multi-hits.Kazuya can armor through everything! I feel like his gameplan will come down to predicting attacks and countering with armor. The armor helps make up for the poor frame data but good grab games might give him trouble.
I think my favorite part of this is my experience in the ditto match. The other Kazuya SEES that I’m getting out of his string, but then takes the whole thing like a champ when I do it to him. Just…hold back man!Kazuya feels like Kazuya. It's a marvelous feeling.
Sakurai is an FGC nerd, and it never ceases to make me smile. There are little details in Kazuya's moveset that add in little bits of general Tekken flavor. The 10-hit-combo is probably my favorite.
The 10-Hit-Combo
The 10-Hit-Combo has been around in the Tekken series forever. They can be found in the move-list and always look like this impressive collection of inputs that intimidate and inspire new players to attempt. Naturally, they are usually unchanged from game to game for existing characters.
In the Tekken meta, 10-Hit-Combos are notorious for being generally useless in high level play as they are usually more like 10-Hit-Strings made up of high-low mixups. While they absolutely do a lot of damage, they are strings - they can be interrupted, countered, and blocked. Functionally, as the level of play increases, the level of risk vs reward gets skewed towards the former. As they get carried over from game to game, they are also easily recognize by long-time players.
Okay, but what if I'm you're not playing in top 8 at a monthly? What happens if you are playing through pools, or just against some randosat an arcadeonline? The 10-Hit-Combo can serve as a skillcheck (or a flex, if you are that person).
---
Whenever new players get into Tekken, they notice the 10-Hit-Combo on the move set list, and naturally ask if they should learn it. The most common answer, including the one I received about 20 years ago, is that while the 10-Hit-Combo is not particularly useful to actually use, it is useful to know.
So, of course, Sakurai makes rapid jab input perform the 10-Hit-Combo. And it is very obviously designed to be used (or not used) in the same way. It even comes with a 5.0x SDI multiplier, which accurately emulates Tekken's juggle scenarios.
Watching players get needlessly hit by the entirety of Kazuya Mishima's 10-Hit-Combo in 2021 makes me suspect that Sakurai is cheekily forcing Smash players to live through the life cycle of a new Tekken player.
TL;DR -
Don't let it be you. - Marss
His ground movement feels on point, and makes me wish there was a way to use a PlayStation pad just for him. Or at least use the Procon pad for movement.
Side note: it’s going to be hilarious watching people get rushed down by this “slow” character
Yeah, the hyper over the heavy armor will die down when people notice that it's far more situational than integral. Of course, some multi-hits are those Notorious Nairs (Palu, Pika) and being able to anti-air them with the faster U-smash will likely be quite useful - if only to instill fear.Not quite! U-smash and d-smash armor is just 6%, which means they are just good for sneaking past jabs and multi-hits.
F-smash and (far more importantly) Heaven's Gate is 10%, which means it can further ignore most non-heavyweight tilts and most non-heavyweight nairs + fairs. That's a much bigger deal and can be devestating on a matchup-by-matchup basis, but the hard hitters (and grabbers) don't care.
Characters ranging from Ganondorf to Megawatt are unaffected by the armor entirely.
I saw his armor power through Hero's Magic Burst, turning Hero's best spell into his worst.Kazuya can armor through everything! I feel like his gameplan will come down to predicting attacks and countering with armor. The armor helps make up for the poor frame data but good grab games might give him trouble.
Introducing: OrionRank Ultimate: Japan Top 150! Covering Jan. 2019 to June 2021! Courtesy of @EazyFreezie pic.twitter.com/gpqcZOqgce
— Barnard's Loop (@LoopBarnard) July 1, 2021
That is still very unreliable since the Kazuya has to time the F-Smash just as the Magic Burst hits - if the Burst connects before Kazuya gets to move / attack the armor will not help him. I had this happen twice yesterday when my Kazuya could armor through Magic Burst at 100 % (and I saved the replay*) - but Kazuya has already to be in motion. Then again, Hero players like Akikikusu do not really rely on Magic Burst to begin with due to its all or nothing nature.I saw his armor power through Hero's Magic Burst, turning Hero's best spell into his worst.
Magic Burst has never been Hero's best spell. It has always been between Oomph, Psych Up, Acceleratle and Kaboom.I saw his armor power through Hero's Magic Burst, turning Hero's best spell into his worst.
Honestly I'm a bit unsure on this, Kazuya already wants to crouch dash to close the gap but the upper body invincibility makes me wonder how well this can work in practise, whiffing the Zapple would mean Kazuya gets a whole lot closer. I think Kazuya plauers with more matchup experience can bypass itZap will outrange Kazuya and wall him out
Kagaribi 4 Results (extended up to Top 64 and notable players out prior):
25. shky
25. YOC
25. Yamanaction
25. DoubleA
25. Nanchan
25. Repo
25. Rinkuru
25. JILL
33. Across
33. Abadango
33. Re:'SHUNP
33. Paru
33. Paseriman
33. Manzoku
33. Lickey
33. Takei
33. Rotsuko
33. Ryu
33. chicken
33. Lax
33. Nietono
33. Dark Samus-sama
33. Lv. 1
33. Jagaimo
49. Kuro
49. Choco
49. Tet
49. takoman
49. Kameme
49. Renya
49. Rain
49. Rattsu
49. Hikari
49. FILIP
49. TKM
49. KaPMK
49. murasat
49. Two-Kiwama Ah!
49. SaSamisu
49. Shirayuki
65. Umeki
97. HIKARU
97. Yuzu
There's... honestly a lot to unpack here lol. Too much in fact, and it's gonna take a looooootttt of time to cover EVERYTHING noteworthy in this tourney, cause yeeeeesssshhhhhh.
I was actually wondering a bit about this. Is it just accepted that Repo is the best now? Or is it too early to call that? Obviously Kameme is still good, but more recently Repo seems to be placing higher, as well as Kameme seemingly experimenting a bit more with DLC and just more other characters in general.The OrionRank Japan Top 150 came in.
Introducing: OrionRank Ultimate: Japan Top 150! Covering Jan. 2019 to June 2021! Courtesy of @EazyFreezie pic.twitter.com/gpqcZOqgce
— Barnard's Loop (@LoopBarnard) July 1, 2021
So we can take Kazuya is yet another terrible matchup for Mewtwo?The interaction between Mewtwo Shadow Ball and Kazuya Crouch Dash/Reflect is worth researching.
Kazuya can crouch dash through uncharged Shadow Balls, but a fully charged SB is too large, travels too slowly, and wiggles too much for the upper body invincibility to work against it.
But as Thinkaman mentioned, Kazuya's reflect is a 2.6x modifier, meaning Mewtwo cannot reflect a fully charged one back.
However, this might mean that there's a Shadow Ball sweetspot, where it's big enough to beat Crouch Dash but small enough to win the Reflector tennis war. That, of course, will also potentially change based on staleness. Also, smaller SBs are significantly less potent for KOs, meaning playing the safe route might reduce the chances of Mewtwo taking a stock on a grounded Kazuya.
I think the trade goes in Mewtwo's favor. As mentioned earlier, Kazuya's reflect is generally fairly gimmicky to pull off due how it is inputted, harder to land than Min Min up smash reflect imo. It pretty much requires to make a hard read on when the opponent throws out the projectile.The interaction between Mewtwo Shadow Ball and Kazuya Crouch Dash/Reflect is worth researching.
Kazuya can crouch dash through uncharged Shadow Balls, but a fully charged SB is too large, travels too slowly, and wiggles too much for the upper body invincibility to work against it.
But as Thinkaman mentioned, Kazuya's reflect is a 2.6x modifier, meaning Mewtwo cannot reflect a fully charged one back.
However, this might mean that there's a Shadow Ball sweetspot, where it's big enough to beat Crouch Dash but small enough to win the Reflector tennis war. That, of course, will also potentially change based on staleness. Also, smaller SBs are significantly less potent for KOs, meaning playing the safe route might reduce the chances of Mewtwo taking a stock on a grounded Kazuya.
can also circle camp Kazuya all day just like ZSS and Sonic, in addition, Mythra is great at juggling people when they're in disadvantage due to her disjointed up air that autocancels three frames after the hitboxes end, can autocancel from a short hop fastfall and can combo and kill due to its high base knockback. Kazuya does not like being put in a juggle situation at all and it's difficult for him to escape disadvantage compared to the Shotos and Terry even with his stall and fall.Although it's hard to say for determine viability and it will likely take months before dedicated users fully learn and optimize him due to just how different and unique he his. But for now I think may be likely struggles from. Min Min can play outside Kazuya's reach a and deny everything he wants to do
.Sonic and ZSS can circle camp him all day like they can with most other slow and relatively short ranged fighters.
Shulk also can play outside Kazuyas reach and use Monado switching to possibly cheat his way out of many of Kazuyas combos and setups. Monado Arts will be a pain for Kaz to deal with anyway. Want to circle around him?.Use Speed Art. Want to negate his tough guy and armour? Use Buster. Want to cheat disadvantage vs him and disrupt combos? Use Sheild Art
Kazuya will need to bait and punish Bowser. Probably lots of characters fit this distinction.Bowser is going to be a horrid match up from my experience last night. Bowser doesn't care about Kazuya's armor and can just scoop you way faster with his slam than Kazuya can. Kazuya struggles HARD to get back on stage against Bowser too. Bowser can just spit fire to tack on a lot of % and then just sit and wait for you to hit anything then do his spinning fortress to tack on more damage. I was also getting scooped even with well spaced back tilts against shields. It's insane I was getting grabbed but alas I was.
Bowsers mobility is also oppressive. He's way faster in every regard and can just dance in and out to bait a you then chew you up with grab combos that Kazuya just cannot escape at all.
That's entirely the problem though. Bowser is still far too fast (Hilariously enough) for Kazuya to get in effectively without getting juked or just outright clobbered in the process. Again, this is online experience and may be far easier offline but all last night every time I went for a punish I'd get scooped, had fire spat at me or get OOS'd fortressed as he could often shield before my moves even came out.Kazuya will need to bait and punish Bowser. Probably lots of characters fit this distinction.
Kazuyacord is already looking into counter play.unlike other characters that sometimes get circle camped, the difference is your margin of error vs kazuya vs say mac or ganon is much, much smaller. and if he gets you, you are taking 70 if not more or even death.
rleiably circle camping kazuya is not a good approach imo especially when he has those dash cancels.
other issue with circle camping is a competent stage banner should take this into a count and not let you go to pokemon stadium or Bf more than once a set.
Ah well yeah online is going to be rougher for Kazuya because he needs his inputs on point but if you're getting punished so broadly then your overall strategy needs to focus more on defense and to not react to Bowser as if you're a normal smash character. Kazuya fsmash is slow for instance but a well timed crouch dash leads to several spacing options that connect to at least 1 super hit (not necessarily a smash) that then leads to more hits if they fail to recover properly.That's entirely the problem though. Bowser is still far too fast (Hilariously enough) for Kazuya to get in effectively without getting juked or just outright clobbered in the process. Again, this is online experience and may be far easier offline but all last night every time I went for a punish I'd get scooped, had fire spat at me or get OOS'd fortressed as he could often shield before my moves even came out.
Day two experiences, of course. Just so far Bowser was hands down my toughest experience so far. It felt nearly unwinnable online (Especially when bowser's command grab feels virtually unreactable online sometimes and that's how he killed me 9/10 times. Just couldn't seem to dodge it nor can Kazuya just jump to avoid it due to his already mentioned jump squat issues). Just felt like Bowser could punish me on everything. Was rough stuff.
But will keep hitting the grind with him after work tonight. Not disheartened or anything. Day 2, still figuring stuff out and just jotting down initial thoughts/experiences.
To be honest I was hoping Kazuya's EWGF would be used as an excuse to fix something about the game, whether it be the netcode or just how it handles inputs in general.Ah well yeah online is going to be rougher for Kazuya because he needs his inputs on point
I find the both of them quite similar, in both attributes and playstyle. Bowser also has horrific walk speed that means nothing with everything else he has, and of course similarly hits hard. He just trades of some combo potential for more speed and defense. It honestly feels as even as can, they're just both really volatile in their disadvantages so one player being better can make the matchup feel worse than it really is.Kazuya will need to bait and punish Bowser. Probably lots of characters fit this distinction.
How does Mythra circle camp anyone? Her lateral air speed and movement specials aren't fast or far-reaching enough to do this. I'm getting real sick of people lumping her as a stereotypical speedy top tier that can do anything that fighters like ZSS, Sheik and Pikachu can.can also circle camp Kazuya all day just like ZSS and Sonic, in addition, Mythra is great at juggling people when they're in disadvantage due to her disjointed up air that autocancels three frames after the hitboxes end, can autocancel from a short hop fastfall and can combo and kill due to its high base knockback. Kazuya does not like being put in a juggle situation at all and it's difficult for him to escape disadvantage compared to the Shotos and Terry even with his stall and fall.
True! I've grown to respect Bowser and Donkey Kong as their A game is legit. Kazuya can punish most of it, which due to design makes him feel like the aggressor. A character who thrives on keeping things out of neutral.I find the both of them quite similar, in both attributes and playstyle. Bowser also has horrific walk speed that means nothing with everything else he has, and of course similarly hits hard. He just trades of some combo potential for more speed and defense. It honestly feels as even as can, they're just both really volatile in their disadvantages so one player being better can make the matchup feel worse than it really is.
Actually, I'm half pessimistic about K. Rool, unlike the other heavies. (Or DDD who I have no idea about.)I'm curious on the thoughts of Kazuya's matchup with because from my perspective, K.Rool's tools can be quite problematic to much of Kazuya including not only relative superior speed and mobility, but an inclusion of just better range and imo, easier punishment against Kazuya. But I also find the likes of Crown and it's effects to be, at times, detrimental to Kazuya. At times effectively putting a stop or hinder to a few of his combo set ups, or just straight up smacking him in the face mid grab.
That would probably be very relevant if this was pre-8.0.0 K. Rool.i would not be optimistic on K rool matchup with Kazuya. not only becuase crown is easy for him to either step or reflect but because he does so much singular damage that belly armor is going to get eviscerated.