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I feel like K.Rool tripping from blocking EWGF kills any matchup potential he has against this character lol
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36 isnt enough. he has multiple moves that do north of 20. hell sweep and others can break it alone. its not a game k roll wants to play.That would probably be very relevant if this was pre-8.0.0 K. Rool.
However, his belly armor is able to take so much hits now, specifically 36.2 HP of damage (technically it is 18.1 HP, but since the armor splits damage between itself and K. Rool, it is effectively double that). Pre-patch, it was 28.2 HP.
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Incin is one of my favorite characters to fight Kazuya with. His aerials all do enough damage to not worry about the armor too much, and indeed, a single Revenge does dummy damage/kills Kazuya super early, if you pull it off. Darkest Lariat is also one of the best moves for edgeguarding Kazuya thanks to its long-lasting hitbox, so Incin can also exploit Kazyua's weak recovery.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.
So, for the uninitiated, EWGF forces a shield drop and pushback whose distance+duration is based on weight. This ranged from -1 on Bowser/K.Rool to +7 on Pichu if I counted correctly.I feel like K.Rool tripping from blocking EWGF kills any matchup potential he has against this character lol
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So, I also tried testing this too, but I could not replicated it. I thought maybe slopes could play a role (for the off chance the Dojo's FD form is somehow tilted), but that didn't work either. The only thing I can think of is maybe mods are messing with the values? I doubt it, though.So, for the uninitiated, EWGF forces a shield drop and pushback whose distance+duration is based on weight. This ranged from -1 on Bowser/K.Rool to +7 on Pichu if I counted correctly.
But this trip chance I didn't know about.
- Is it just K.Rool, all characters, or some set?
- What is the % chance? It didn't happen for me.
- Is it pure random, or is some other factor in play?
Joker down Gun works well too. And Sonic spring is amazing!Kazuya's got the weight to survive, but he hates people capable of edgeguarding him. Ness, Min Min, for sure. Snake, Steve, Plant? Brawler, Gunner? Pyra? DDD? Hard Knuckle is okay.
It feels like Ganon jab might be an important move in the matchup, just because it's "fast enough" relative to Kazuya's moveset and has all this range and power for a jab. Funnily, the lack of a rapid jab might work out in his favor.Watching decent is changing my tune quite a bit. Ideally spaced aerials are enough to get around Kazuya anti-air in most cases (he has to have a perfect WGF/Dragon callout), and his aerials are very abusive to Kazuya's recovery. Killing Kazuya before 100% is just too big of a deal to overlook.
Not only that, but the Links and Belmonts can overwhelm Kazuya with projectiles.If you are a Link or Belmont, you don't care; you have time to block/avoid a reflected boomerange, it doesn't do much damage to you anyway, and it's just one of several tools.
Mewtwo's ability to act very quickly out of Shadow Ball makes it different enough from single projectile users to not be easily written off. Also, while it's an unconventional projectile, Mewtwo also technically has Disable, which works wonders on all the autofacing characters.Not only that, but the Links and Belmonts can overwhelm Kazuya with projectiles.
Sure, Kazuya may be able to reflect the cross you sent out, but now there's an ax and holy water headed his way. His reflector is so unorthodox that its very hard for him to reflect lots of different projectiles in a quick succession.
Conversely, K.Rool's crown is a huge commitment. Sure he can send a canon ball at Kazuya too, but both projectiles are so slow and have so much end lag that Kazuya will be able to deal with it no problem.
Kazuya may have a problem with zoners, but it'll be the ones that can fill the screen with projectiles. Think of the Links, Belmonts, Banjo, or Mega Man.
One really good projectile like Shadow Ball isn't enough on its own.
I think it's been aggregately agreed upon that this character is pretty difficult to use and has the largest standard moveset in the game, alongside what is likely the most technical grounded movement and a really, really high skill ceiling that demands a lot of execution.It really does seem (just from initial perspective) that outside of his "gimmicks" Kazuya doesn't seem to have much answer to a lot of the characters in the game and it seems that, many of his weaknesses are easily exploited by a vast load of characters. The more I see of this character, the more I think of how easily exploited and countered he is going to be.
I don't want to be arrogant, heck knows what kind of techs or even patches might come that will change things up. But goodness, the more I see of this character, the more I think he's going to be darn lucky to even reach High Tier. I legitimately think this is going to be a basic Mid Tier at best, easily exploited by a good number of characters and only really held up by his gimmicks.
And gimmicks a Top Tier does not make.
Look at our discussion of this character right now? It's been basically "How to beat Kazuya" "Look at all the things that can be exploited about Kazuya" "Look at how easily he's beaten by several projectiles" etc. etc. etc.
I think we're kind of afraid to admit it, but judging from most of the conversation, I think many of us don't have that high of hope for this character in the long run.
Sometimes characters were overrated on release too, like Smash 4 Roy, Smash 4 Ryu (some thought he was #1), many release characters in Ultimate (like Meta Knight, King K. Rool, Ganondorf, Link, Zelda, pre-buff Corrin, Yoshi, Mewtwo, Young Link, Belmonts). If we look at DLC, then it seems likely that Steve (could be argued, many thought he was top tier though), Pyra/Mythra (could be argued, many thought she was contender for #1 though), Hero (though if you ask current Hero mains many still think he's top tier), potentially Terry. So could go either way.But as it is, I could list off a number of things that have changed since release. Cloud in Smash 4, Bayo in Smash 4, the impression of Joker over time. It's pretty normal!
You toss can Joker in there too. Like this thread goes through this everytime a character who doesn't have standard attributes to what some consider top-tier comes out. The fact that most people can only still make surface observation that lead into " this so & so character probably beat this 4 day old character" as if he's polished right now is just more proof that we hardly anyone know anything about him we severely underrating his tools. Like EWGF and its myriad of follow ups alone puts Kazuya several tiers up by default its universally good against any character. Like his reward off a single combo starter is absurd and is like only character in the game right now that can take you from 0%>80% or 100% or higher in practical conversion. Like lets not pretend whoever is fighting him never get hit because their character out ranges his intangible moves or your bad at using him.I think it's been aggregately agreed upon that this character is pretty difficult to use and has the largest standard moveset in the game, alongside what is likely the most technical grounded movement and a really, really high skill ceiling that demands a lot of execution.
He has been out for under a week.
On top of that, this game's online erodes the kind of precision and input accuracy this character has.
What I'm saying is that what everyone is posting is very, VERY early observations that are probably all going to be demonstrably incorrect/correct in a good amount of time (and that's fine!). If this game had better netcode and/or a training mode that let us simulate a large number of scenarios, early impressions would be a lot more impactful. But as it is, I could list off a number of things that have changed since release. Cloud in Smash 4, Bayo in Smash 4, the impression of Joker over time. It's pretty normal!
While I'm here though, this character has Smash 4 tier Dash > Shield via Crouch Dash and can also walk out of Crouch Dash turning it into a very non-committal strong movement option. https://twitter.com/TTTTTsd_/status/1410633265191428097
You can also use Gates of Hell I believe without expending your Rage Drive, and this is pretty nice considering it boosts the damage of the throw even further. Gates of Hell is a pretty interesting move too! It's not quite as big as Kazuya's enormous dash grab, but the startup is pretty fast (I believe it's Frame 7 like his standing grab?)I've just noticed a weird quirk in Rage; normally grabbing instantly triggers the Rage Drive, but it seems that if you input a throw the instant the grab lands, you can do a regular throw and not use up Rage.
what are you saying? outside of the things that make kazuya, he has no tools? IDk what this means.It really does seem (just from initial perspective) that outside of his "gimmicks" Kazuya doesn't seem to have much answer to a lot of the characters in the game and it seems that, many of his weaknesses are easily exploited by a vast load of characters.
To be fair, early on a lot of talk seemed to go into how to beat Pyra and Mythra too. It's an almost natural cycle. Look at all the strengths, and then look at how to counterplay it. Then probably back to countering the counterplay. It does have the unfortunate effect though of potentially making whatever is being discussed at length seem overwhelming if just by virtue of being most of what you see at a given time.It really does seem (just from initial perspective) that outside of his "gimmicks" Kazuya doesn't seem to have much answer to a lot of the characters in the game and it seems that, many of his weaknesses are easily exploited by a vast load of characters. The more I see of this character, the more I think of how easily exploited and countered he is going to be.
I don't want to be arrogant, heck knows what kind of techs or even patches might come that will change things up. But goodness, the more I see of this character, the more I think he's going to be darn lucky to even reach High Tier. I legitimately think this is going to be a basic Mid Tier at best, easily exploited by a good number of characters and only really held up by his gimmicks.
And gimmicks a Top Tier does not make.
Look at our discussion of this character right now? It's been basically "How to beat Kazuya" "Look at all the things that can be exploited about Kazuya" "Look at how easily he's beaten by several projectiles" etc. etc. etc.
I think we're kind of afraid to admit it, but judging from most of the conversation, I think many of us don't have that high of hope for this character in the long run.
Exactly. Ironically, my single favorite thing about Smash is that it DOESN'T play like most traditional fighting games. It feels more like an action platformer, but that freedom of movement is one of its best qualities. A refreshing alternative to the standard "rock-em sock-em robots" style of side-scroller fighters. Still, I can see why Street Fighter and Tekken have earned their place in the Smash pantheon.Well, yeah, Kazuya is made to be like he's out of Tekken. Problem is, this is Smash Brothers and the two don't necessarily mesh well. Why come to Smash just to play Tekken? Then there's the fact Smash is generally meant to be more accessible while Kazuya...not so much.
Perhaps, but there may also be such a thing as being too faithful to the source material. They seemingly set out to make especially Kazuya not play like Smash, and they apparently succeeded. Whether you think that's a good thing or not may vary. I don't. It's also yet to be seen just how this...graft fairs in an entirely different game. Oddly enough, Terry is probably the one that plays the most like a Smash fighter as well as a showcase in why back specials may not be the best idea.Exactly. Ironically, my single favorite thing about Smash is that it DOESN'T play like most traditional fighting games. It feels more like an action platformer, but that freedom of movement is one of its best qualities. A refreshing alternative to the standard "rock-em sock-em robots" style of side-scroller fighters. Still, I can see why Street Fighter and Tekken have earned their place in the Smash pantheon.
Totally agree. It's awesome to see what some people can do with the "arcade fighter" characters, but as far as I'm concerned, I'm totally incompatible. They're basically wasted space on my character roster. Good thing FP2 was given to me as a gift. Otherwise, I would have been a little peeved to have wasted money on another character I can't use (I'm just really not geared for sequential precision inputs, not in any competitive capacity anyway).Perhaps, but there may also be such a thing as being too faithful to the source material. They seemingly set out to make especially Kazuya not play like Smash, and they apparently succeeded. Whether you think that's a good thing or not may vary. I don't. It's also yet to be seen just how this...graft fairs in an entirely different game. Oddly enough, Terry is probably the one that plays the most like a Smash fighter as well as a showcase in why back specials may not be the best idea.
I sat down in training mode and found the "hits on" frames for all of Kazuya's various moves. I did not do this for follow-up moves like later parts of jabs or his various tilts, only moves that can be done out of neutral or command dash. I did not do cooldowns or i-frames or anything like that; I'm sure team data extraction will have that exact data in the next few days; this is just to get you started understanding the basics of what this guy is allowed to do. I did this all by hand so mistakes are possible, but I think I was pretty careful and double tested when I wasn't sure.
Jab: 6
Ftilt: 12
Dftilt: 10
Dtilt: 16
Dbtilt: 13
Btilt: 11
Ubtilt: 14
Utilt: 9
Uftilt: 14
Crouch jab: 7
Crouch dftilt: 14
Crouch dbtilt: 11
Dash attack: 15
Fsmash: 25 (20 charge release)
Usmash: 12 (7 charge release)
Dsmash: 17 (15 charge release)
Nair: 8
Fair: 8
Bair: 11
Uair: 4
Dair: 17
Standing Grab: 7
Running Grab: 9
Pivot Grab: 9 (I always have a really hard time testing this one)
Neutral Special: 27
Side Special: 16
Up Special: 12
Down Special: 14 (rage mode irrelevant)
Note: all input move frame datas do NOT factor in minimum input time, only the time Kazuya is actually committed
Command dash (dragon punch, no input): 20f commitment
Electric Wind God Fist (dragon punch, A simultaneous): 8
Wind God Fist (dragon punch, A delayed): 8
Dragon Uppercut (dragon punch, A held): 20
Rage Mode Command Grab (dragon punch, A held, in rage mode): 15
Spinning Demon to Left Hook (dragon punch, B): 10
To input EWGF, input f, d, df + A at the same time. If you input A one frame early (simultaneous with d), it still works. If you input A two frames early, you get fsmash. If you input A even a single frame later, you get normal wind god fist (meaning the actual minimum commitment of a normal WGF is 9 frames since you have to spend at least one frame command dashing). However, if you continue holding df, you can input A the frame after the full dragon punch input is made and still get EWGF. Waiting two or more frames still results in normal WGF so if you input correctly the full window to get EWGF is a three frame window to input A. Holding the A input when it is made for 6 or more frames results in Dragon Uppercut (or the big rage mode command grab if you are in rage mode). Note if you input Z simultaneous with the start-up of a command dash, you actually get a standing grab and the command dash doesn't come out.
Special command grab (df, d, df + Z): 7
Demon God Fist (A while rising from crouch): 13
Left Split Kicks (f, f+A): 13
Side taunt: 18
To input Demon God Fist, hold crouch and after releasing crouch input (stick in neutral) input A within 19 frames. You don't even have to see the crouch begin to be released (you can input A the frame after letting go of down), and 19f is long after Kazuya has visually stopped crouching. You can input forward (and probably other things) to cancel your ability to do a Demon God Fist; this is very useful if you want to, say, jab after crouching.
Actually I find doing things like continuous wavedashes rather intuitive thanks to a change from Tekken proper. Normally you have to bring the stick back to neutral between each one, but in Smash you can do what amounts to continuous quarter-circle forward motions after the initial forward one. And since the rest of his moves are mostly single-inputs, comboing with Kazuya feels less about joystick dexterity and more just memorizing your tools.Totally agree. It's awesome to see what some people can do with the "arcade fighter" characters, but as far as I'm concerned, I'm totally incompatible. They're basically wasted space on my character roster. Good thing FP2 was given to me as a gift. Otherwise, I would have been a little peeved to have wasted money on another character I can't use (I'm just really not geared for sequential precision inputs, not in any competitive capacity anyway).
You forgot that the leg's intangible meaning it probably trades with less stuff on averageSo Frame 4 uair. It's odd to use but it's pretty fast. 1 OOS option that is faster is up special from Mario/Dr Mario, GW and Mii brawler with 3 frames.... Is there any other options I'm missing?
It also looks like landing the Heaven's Gate move in the air also does not trigger the Rage Drive. I have to wonder if these bypasses are intentional. Down B in general is kind of funky in that it can hit but not grab prone opponents and is an attack on the very last frames.You can also use Gates of Hell I believe without expending your Rage Drive, and this is pretty nice considering it boosts the damage of the throw even further. Gates of Hell is a pretty interesting move too! It's not quite as big as Kazuya's enormous dash grab, but the startup is pretty fast (I believe it's Frame 7 like his standing grab?)
On the topic of Rage, I don't think it's as big of a deal to Kazuya as Terry's GO is to him. Kazuya's kill power and general damage output are already fantastic. I think its more of a passive bonus that gives him even more tools to work with if he gets to 100% without dying, but I don't think it's something he really needs to make a comeback. It's a lot like Tekken Rage in that regard.
Oh and yes, EWGF is flatly one of the best moves in the game period. I don't think its debatable, it just is. Invincible startup, -1 on block at WORST (vs. Bowser?) HUUUUGE pushback on block, ridiculous reward on hit, you can DI it but he can absolutely follow the DI. Pretty worthy of its Tekken legacy I'd say
It is actually a frame 11 option. Don't forget that this character has a frame 7 jumpsquat, so it is the 7 frames + 4 frame startup of up air.So Frame 4 uair. It's odd to use but it's pretty fast. 1 OOS option that is faster is up special from Mario/Dr Mario, GW and Mii brawler with 3 frames.... Is there any other options I'm missing?