

Like neutral and forward aerials, it is a fast aerial overall, having numerous combo routes out of the move. His up aerial has a very wide vertical range, hitting grounded opponents even when rising with the move. It deals high damage, has good range and KOs rather early when sweetspotted, making it a viable mixup in his kit. Back aerial is the hardest aerial for Kazuya to use consistently due to his auto-turnaround mechanic in 1v1 fights, although it is also his strongest aerial. Forward aerial has a similar attribute of being very quick to interrupt, but also has decent horizontal range in front of Kazuya while having respectable knockback, making it useful as a poking option and combo starter overall. Neutral aerial is unique in that it meteor smashes both grounded and aerial opponents, while also being very quick to interrupt, granting it the ability to combo into other attacks almost flawlessly, rising or landing with the move. While his aerial movement is very lackluster, Kazuya's aerials in their own right have varied uses.

This gives Kazuya a very strong close-range game once he does close the gap, as his kit is filled with mixups and routes which leaves the opponent on their toes, having to keep guessing what he's going to do next. Additionally, many of his ground moves have high shieldstun multipliers, making them surprisingly safe on shield if properly spaced in spite of their high lag. He also has options that counter shields, such as shield-breaking options with down smash and Tsunami Kick, as well as some attacks that outright beat shields, such as the last hit of the 10-hit Combo, and Electric Wind God Fist, which uniquely forces opponents out of their shield. His kit is filled with numerous combo starters that deal high damage and hitstun, and several of his attacks are able to be interrupted halfway through, which creates multiple combo routes to go by, with even the more simple ones being able to dish out at least 30%. One of Kazuya's biggest strengths is his punish game once he closes the gap, being able to dish out large amounts of damage due to his very large and varied moveset. Acting as a command grab, this makes Kazuya very threatening to shield against or even approach, as his high damage capabilities grant him the ability to net stocks starting at very early percentages. He also gains a strengthened version of Heaven's Door called Rage Drive, which deals massive damage and can KO most characters before 80% near the ledge. To start off, Kazuya's damage output on all of his attacks increases by 1.1×, which improves his already outstanding damage output and combo game. This is an ability that activates when Kazuya takes 100% (or is down to 25% of his health in Stamina mode), which grants a multitude of buffs. Kazuya's most noteworthy attribute is arguably his comeback mechanic in the form of Rage. Kazuya also possesses one of the lowest jumps in the game: while this assists his combo game due to his attack's launch angles, this is counterbalanced by his jumpsquat, which is uniquely 7 frames long instead of 3. Apart from a very high double jump (similar to Mewtwo or Ness), Kazuya's dash speed is below average, and his air and walk speeds are very slow. His attributes reflect his ground-focused playstyle, as Kazuya's movement speed is very sluggish in general and requires use of his kit to properly close the distance. He possesses an impressive variety of microspacing options and ways to close in the distance, including a kick capable of reflection, a quick dash that grants intangibility, and attacks that move him slightly forward or backwards, allowing him to control his grounded movements better than most of the cast.
#Tekken tag tournament 2 devil kazuya series#
Reflecting both his weight class and series of origin, many of his attacks possess astounding damage outputs and knockback values, though both his movement and attack speed are lackluster, which renders his approach relatively limited. Kazuya is a surprisingly heavy brawler, being the 8th heaviest character in the game, who focuses heavily on ground offense, courtesy of his wide array of grounded moves and command specials which consists of almost nothing but grabs, throws, punches, and kicks. 5 Classic Mode: Fighting Fists with Fists.This move can only connect when an opponent is in the air for whatever reason.

