The ignore ground shield thing isn't actually redundant. Shields can still be hit by air only attacks, so this flag makes sure grounded opponents won't be hit a frame early if they're holding up their shield.
@@jordanguelbert7754 -ridiculous gimmick -another anime swordsman -another traditional fighting game character Strangely enough, the salt would be lovely🤤
most of kazuya's moves all came from the first tekken, all the models had little polygons so that meant proportions weren't really a concern, of course that didn't helped them when they were trying to make those moves work with the more advanced 3d models.
@@boxbox0000 It's actually because the animations aren't meant to be seen in slow motion. In the same way that smear frames helps 2d animation *FEEL* quicker and more snappy when they're applied, Tekken characters have a lot of moves that break their models to achieve a similar affect. Even the newer characters do that sometimes
This is kind of what I've been saying for Kazuya: it's not the damage or the combos or the tough guy that makes him busted; no, it's the sheer amount of moves with invulnerability. It makes moves that would normally be pretty unsafe to just throw out extremely disjointed.
With his down tilt(not crouch jab) you can actually cancel the move with shield button from coming out and hitting so you can abuse the invincibility and forward twirl and grab or just do another move.
@@flamingpaper7751 I'm pretty sure they specifically went out of their way one patch to remove the infinite (I think it was something about extending the time between consecutive skewers, it was a while ago so I can't quite remember what)
Just like the Tekken animation. Look at Ryu/Ken's light DTilt, and it looks like their leg should be broken, but that's just how their crouching LK looks in SF2
A couple other things cause this character just has soooo much to him: - Kazuya's standing down tilt is able to be canceled with shield during startup. - Crouch dash is able to turn into a "crouch walk" by running and immediately hitting down on the c-stick with tilt stick on. - If you use electric wind god fist on someone's shield, they are forcibly pushed out of it, I think this isn't found anywhere else in the game
Electric wind god fist will apply horizontal knock-back to shielding opponents. Kind of like a wind box. I don’t know if the shield is forced to drop but electric wind god fist is guaranteed safe on shield.
I'm not surprised Kazuya has the strongest reflector cuz it's the hardest to use. No way you're reflecting anything without a crazy hard read or it's a wicked slow projectile. You have to do the whole input after reacting to a projectile, no way.
on top of that you're doing a double tap forward input *towards* the projectile coming at you, literally giving yourself less time to get the move out depending on how fast your thumb is
It's a killer Byleth check in they're spamming their bow. Since the arrows have only two charge lengths they are stupid easy to read. And since the attack is practically a one-frame hitbox it's literally impossible for Byleth to do anything about it. Another good use is against Snake and his remote missiles, although I guess that would fall under the category of 'wicked slow'
The one day I decided to check Ultimate's frame data website because this video didn't exist yet, and it releases a couple hours later. By the way, I decided to check because of Kazuya's forward tilt being apparently ridiculously fast in comparison to Ganondorf's, and still so strong. In the end, it's not, hitboxes come out 2 frames slower. However, the animation is very different: Ganondorf has his leg up by frame 2 (hitboxes come out frame 10) while Kazuya winds up his attack almost entirely without lifting his leg: he only lifts it on frame 11, one frame before the hitboxes come out. This is what makes it FEEL ridiculously fast, despite being actually slower. Both moves are too fast for human reaction time, but Kazuya's animated in a way that makes it a lot more stealthy and deadly if you wanted to have any hope of reacting to it. By the way, Ganondorf's is stronger. On Training mode, from the spawn, Mario crosses the battlefield/fd lines at around 130%, while for Kazuya is at 145% But then again, Ganondorf's jab doesn't deal like 50% damage so yeet
Kazuya jab does a consistent 18% because anyone with fingers will be able to escape 10 hit combo (just like in tekken) so they do a simmilar amount of damage with jab (Gannon does 15ish)
@@markercrayon457 yeah full combo tends to whiff a lot, in practice you won't really pull off the thing, but, I mean, you encounter very special and unique players online. The Smash 4 Little Macs haven't gone away, just taken on a different form.
I’ve found previously that using down air while falling through a platform can allow you to spike opponents beneath you and land on the platform somewhat easily. It’s nowhere near as good as the spike on nair but if you miss the timing it’s a somewhat safe option if your opponent is below you.
I love how they kept all the model breaking animations that help the Tekken animation looks good in Smash. Goes to show that Sakurai is more of a fighting game fan that the average player.
Ok so I'm not the only one thinking his model was acting a bit sus on some of these Like i was really out here thinking he was buff only for the models to have noodle arms lmaoo
@@CloutmasterPhluphyy That's actually intentional. In Tekken, they have a lot of model breaking so they makes attacks feel more powerful and sell the velocity of each hit. It does look a bit weirder in Smash but if you watch Tekken, you barely notice it.
I love that Bandai Namco just took the vast majority of his animations straight from Tekken 7, meaning that we get to experience the majesty that is his back-breaking Spinning Roundhouse at 7:17. It's so funny to look at in slow motion lol
18:08 if the white hitbox is the sour one and you only get it at the very tip of the move's distance, the game isn't punishing you for "perfect spacing", it's punishing you for poorly spacing the move. Not everyone is Marth, achieving the legendary concept of [perfect spacing] by hitting the extreme ends of their hitboxes.
Ryu, Ken, and Kazuya. All three of these characters have a move that is a karate chop and all three of these characters can break Shields with their karate chop. For Ryu and Ken it is their down throw but for kazuya it is his down smash because kazuya needs to be better than everyone
I find his reflector to be a bit hard to get out and land in the moment compared to other reflectors so I guess the extra damage is a bit warranted but it’s still insane, lol.
I remember my friend had a fully charged down smash with Marth and if he hit me it would have tippered and killed me at 131% but since I was kazuya I was going a dash attack my legs were intangible so I won. He was at 160%.
A few things you missed: -If Electric Wind God Fist (EWGF) hits a shield, it pushes the opponent out of their shield, however it wont deal any damage. It can still break shields though. I think this is the only move in the game that does this? -Down tilt has a lot of hitstun growth but barely any knockback growth, meaning you can follow up with more moves as your opponent's damage builds up. Pretty unique mechanic as well.
Reason it gets them out of their shields is because in tekken you are +5 frames on block meaning you just broke their defense and you can create a mix-up vortex on your enemy. Great attention to detail.
His 10-hit combo reminds me of making an unnecessarily complicated redstone machine in Minecraft then realizing there is a simpler way to do it and not removing all of the original parts. Edit: all of his moves.
Yup, welcome to Tekken, the Mishima Ten Hit is a classic, its also kinda terrible because anyone with a brain can just escape it, just like this one where you can SDI out of it in a flash
Does anybody else think it's odd that Kazuya has passive armor when Ridley and Ganondorf, two characters known for being nigh unkillable and impervious to most forms of damage don't?
@@wittynickname4870 Watch the video, Intangible means you completely get rid of the hitbox that comes into contact with an intangible hitbox Hero uses snooze Palutena uses backair The snooze won’t hit Palutena (intangibility on bair) Invincibility is when it just fazes through, as though there is no hitbox at all Hero uses snooze Dk uses ftilt Dk is hit by snooze (invincibility on ftilt)
19:54 If someone is tripped, you can still hit the Sweet Spot of Side B and stun the opponent with that without them getting launched away. Thats how the Pseudo Infinite works (I mean Side B in Down Back Tilt and repeated as often as the opponent doesnt want to do anything)
23:12 I like to think that Demon's Taunt was put in as a hard reference to the fact that every character in Tekken has a shit ton of moves yet you'll only be using about 25% of their entire moveset.
@@lunarkomet ??? Tekken has the deepest gameplay I hav ever seen, i could compare it to chess honestly. Try tekken for even a year or two and you still wouldn't have a full grasp on the games fundamentals.
Hit confirm, the character. I mean 3 moves that crumple, one that crumples but has not use other than the hit that comes after, and one that stuns. Combined with his ability to break shield, and his sheer amount of intangibility, armored command grab, comeback mechanic. The only things that keep him from being absolutely broken is how slow his moves are and how hard he is to play well.
aside from just loving all the attention to detail with bringing Kazuya's moves to ssb, he feels like what Little Mac should be if Mac wasn't horribly designed for a game like this
Aerial unblockable hitboxes might sound like it makes no sense but it actually makes it so the hitbox goes through air counter moves and air moves with armor.
I'm trying to figure out the exact movements of Kazuya's 10-hit combo. Correct me if I make a mistake. Jab 1: Left punch Jab 2: Another left punch Jab 3: Right punch Jab 4: High backfist Jab 5: Straight left kick Jab 6: Axe kick Jab 7: Low right kick Jab 8: Low left kick? Jab 9: A punch to the gut Jab 10: Spinning uppercut Did I get them right?
I think the point of the large amounts of strange intangibility is to emulate dodging in Tekken. Since in Tekken, you can dodge left and right(or clockwise and counter-clockwise). It's still a bit weird Smash wise though.
Fun fact: look closely at dragon uppercut. Even closer. Specifically frame 1 of the hitbox. Notice how the big red circle goes below his foot a tiny bit? **That move hits the ledge. It can two-frame**
I would suggest you do a video or Ryu and Ken, but that might be a lengthy video since while they have tons of unique moves that could warrant 2 videos, they have lots of moves that are identical (some have very minor functional differences that don't even need to exist, like how Ken's PTilt causes several more frames of hitstun but has identical frame data and damage otherwise, or how Ken's Jab 3 is bigger for literally no reason), and thus should stay together.
Why would they do that? Maybe a character that can stand in the air or something. I don’t really see it. The last character is definitely going to be crazy though
Doesn't it just feel like they did their very best to make a new definitive best character in the game? (like Meta Knight and Bayonetta). Only time will tell how good he is in practice.
Now I'm curious. Of his down forward tilt has hotboxes that ignore shield but only on aerial opponents could he hit Pit and Dark Pit out of their down B if they use it in the air? Since it does act like a shield against melee attacks. Also fun fact. Kazuya's sweet spot forward smash is the strongest forward smash in the game barely beating out Ganondorf's.
Would you make a video on some moves instead of complete characters? Some moves I would love to understand what the hell is going on are Samus' upSmash, Link's Nair, ZSS' flip kick and some other oddities.
"His side taunt does A BIT of damage"
Bro, it does 21%! That's more than 80% of moves in smash!
It’s more than Sheik’s entire kit
@@EnharmonicYT at the same time
@@drodrig1 with spirits
His down smash does 20%
@@peepoodave_qwerty and custom balance
"Jab hitboxes are quite underwhelming in this game"
- Pre-Kazuya Rekzius
19:07 that looks so fucking silly, he's just *laying down angrily* but he has a hitbox
ua-cam.com/video/w_rpY5gcSkk/v-deo.html
I mean puff has a hitbox when she sleeps
He's basically Beerus
bro NEVER lets his guard down
@@ballisticboo7808 *HE
Looking forward to seeing all this intangibility
Sakurai really added another Swordie with all that intangibilty
@@xolotltolox7626 He's just a swordie who's arms and legs turn into swords
@@atruepanda1782
Terry used to be my favorite sword character
And armor :>
There's less of him not there then actually is
Next DLC will just be an intangible box, which just has one move that's a disjointed hitbox.
A disjointed one with super armor that can go through aerial shields.
And the move is a shield breaker that breaks shields in one hit, but only hits aerial opponents
It’s The Duane from rivals of aether workshop
OMEGA TOM HANKS FOR SMASH
Didnt I hear this in WhyDo's vid?
The ignore ground shield thing isn't actually redundant. Shields can still be hit by air only attacks, so this flag makes sure grounded opponents won't be hit a frame early if they're holding up their shield.
"You can't shield on the air" I hope Sakurai is setting that up for the final DLC
Fear
Bell Kirby final DLC character confirmed?😳
No… aerial grabs
@@jomaq9233 Ah, so a guilty gear character.
@@jordanguelbert7754
-ridiculous gimmick
-another anime swordsman
-another traditional fighting game character
Strangely enough, the salt would be lovely🤤
I like how kazuya’s limbs and sometimes his entire body just twist all over the place in most of his moves
most of kazuya's moves all came from the first tekken, all the models had little polygons so that meant proportions weren't really a concern, of course that didn't helped them when they were trying to make those moves work with the more advanced 3d models.
@@boxbox0000 It's actually because the animations aren't meant to be seen in slow motion. In the same way that smear frames helps 2d animation *FEEL* quicker and more snappy when they're applied, Tekken characters have a lot of moves that break their models to achieve a similar affect. Even the newer characters do that sometimes
That’s actually how tekken itself is animated
@@DrBodyshot kinda weird considering they just made slow mo a thing in tekken 7
They ripped some animations straight from the tekken games, that’s why
1% of the hitboxes: meh
9% of the hitboxes: ok that’s neat
90% of the hitboxes: WHY
This is kind of what I've been saying for Kazuya: it's not the damage or the combos or the tough guy that makes him busted; no, it's the sheer amount of moves with invulnerability.
It makes moves that would normally be pretty unsafe to just throw out extremely disjointed.
*intangibility, not invulnerability
Kazuya is basically Gannondorf with a projectile, speed, a comeback mechanic, and 4-hit 0-deaths.
Very balanced.
Yep, proves that if Ganon was actually good people would have complained anyway
With his down tilt(not crouch jab) you can actually cancel the move with shield button from coming out and hitting so you can abuse the invincibility and forward twirl and grab or just do another move.
Optimal taunt
Why does Kazuya have Balrog's kkb
The twirl is invincible? How come the twirl doesn't light up blue in training mode? He only lights up when the arm is coming out for me.
@@rouge-ish324 Its funny
@@tyrenace6597 Not 100% sure on that, Ive been using the trick a bit mostly to setup a grab or uptilt
Getting ready to see a lot of blue hurtboxes
Quick correction, his Side B does give you the crumple even if they're in the tripped animation.
Crumpling is kind of a weird mechanic. Could honestly use its own video if you go into all the details
Same goes for Sing I believe which even works on Jab Lock. It is kinda cool that tripped and jab lock count as a standing state.
@@thelastgogeta That makes Sing Skewer a true doubles infinite
@@flamingpaper7751 Oh my lord.
@@flamingpaper7751 I'm pretty sure they specifically went out of their way one patch to remove the infinite (I think it was something about extending the time between consecutive skewers, it was a while ago so I can't quite remember what)
"The move has three hitboxes, one for grounded [opponents], one for aerial, and one to look cool."
I don't know why this sentence is so funny to me.
7:37 Kazuya just snapped his spine
Just like the Tekken animation. Look at Ryu/Ken's light DTilt, and it looks like their leg should be broken, but that's just how their crouching LK looks in SF2
Just like tekken
It may be the iron fist tournament. But every other part of them is rubber.
A couple other things cause this character just has soooo much to him:
- Kazuya's standing down tilt is able to be canceled with shield during startup.
- Crouch dash is able to turn into a "crouch walk" by running and immediately hitting down on the c-stick with tilt stick on.
- If you use electric wind god fist on someone's shield, they are forcibly pushed out of it, I think this isn't found anywhere else in the game
What do you mean by forcibly pushed out? It goes though shield?
Electric wind god fist will apply horizontal knock-back to shielding opponents. Kind of like a wind box. I don’t know if the shield is forced to drop but electric wind god fist is guaranteed safe on shield.
Doesn't heavy Ryu's f-tilt do something similar to shields?
@@eukarya_ no that just pops ur shield, EWGF doesn't break your shield but you're pushed back and forced out of shield
@@ihopeyouandicanbefriends That's what I meant, it isn't a shield breaker but it ignores shields which the same thing Kazuya does with this attack.
I'm not surprised Kazuya has the strongest reflector cuz it's the hardest to use. No way you're reflecting anything without a crazy hard read or it's a wicked slow projectile. You have to do the whole input after reacting to a projectile, no way.
on top of that you're doing a double tap forward input *towards* the projectile coming at you, literally giving yourself less time to get the move out depending on how fast your thumb is
I don't see it
It's a killer Byleth check in they're spamming their bow. Since the arrows have only two charge lengths they are stupid easy to read. And since the attack is practically a one-frame hitbox it's literally impossible for Byleth to do anything about it.
Another good use is against Snake and his remote missiles, although I guess that would fall under the category of 'wicked slow'
Yup.
Half the time you'll be dashing into projectiles instead, especially at close range.
Or if you kick sephiroth's scintilla/peach's toad. It just friggin murders them.
TILTS
3:12 10 Hit-Combo/Flash Punch Combo (Jab 1)
3:23 10 Hit-Combo/Flash Punch Combo (Jab 2)
3:27 10 Hit-Combo/Flash Punch Combo (Laucher)
4:13 10 Hit-Combo (Jab 3)
4:28 10 Hit-Combo (Jab 4)
4:38 10 Hit-Combo (Jab 5)
4:51 10 Hit-Combo (Jab 6)
5:03 10 Hit-Combo (Jab 7)
5:11 10 Hit-Combo (Jab 8)
5:16 10 Hit-Combo (Jab 9)
5:29 10 Hit-Combo (Jab 10)
6:10 Oni Front Kick (F-Tilt)
7:23 Roundhouse to Triple Spin Kicks (Up F-Tilt)
8:07 Twin Pistons (Up Tilt)
8:46 Jump Side Kick (Up Back Tilt)
9:13 Flash Tornado (Back Tilt)
9:44 Stature Smash (Back Down Tilt) Trips
10:02 Nejiri Uraken (Down Tilt)
10:18 Tsunami Kick (Down F-Tilt) Shield breaks
CROUCH ATTACKS
11:22 Crouch Jab (Jab)
12:00 Crouch Spin Kick (Back Tilt)
12:15 Tombstone Crusher (F-Tilt)
12:40 Demon God Fist (Jab while rising) Crumbles
13:17 Leaping Side Kick (Dash Attack)
13:46 Left Splits Kick (Dash Attack v2.0) Reflects
GRABS
14:20 Sternum Smash (Grab)
14:43 Gates of Hell (Command Input Grab)
COMMAND INPUTS
15:02 Crouch Dash (Command Input)
15:20 Wind God Fist (Command Input)
15:57 Electric Wind God Fist (Command Input) Stuns in place
16:10 Dragon Uppercut (Command Input)
16:37 Spinning Demon to Left Hock (Command Input)
AERIALS
17:11 Jumping Knuckle (N-Air)
17:28 Searing Edge (F-Air)
17:40 Jumping Sobat (Back Air)
18:21 Rising Toe Kick (Up Air)
18:46 Demon Scissors (Down Air)
SPECIALS
19:20 Devil Wings (Up B)
19:36 Devil Fist (Side B) Crumbles
20:02 Heaven's Door (Down B)
21:01 Devil Blaster (Neutral B)
20:42 Rage Drive (Command Input)
SMASH ATTACKS
21:20 Devil Twister (Up Smash)
22:02 Glorious Demon God Fist (F-Smash)
22:32 Lion Slayer (Down Smash)
TAUNT
23:21 Demon's Wrath (Side Taunt)
Kazuya is just a dumb character, it's a good thing
Thats a long comment
Im liking this just for the dedication of writing everything
The one day I decided to check Ultimate's frame data website because this video didn't exist yet, and it releases a couple hours later.
By the way, I decided to check because of Kazuya's forward tilt being apparently ridiculously fast in comparison to Ganondorf's, and still so strong. In the end, it's not, hitboxes come out 2 frames slower.
However, the animation is very different: Ganondorf has his leg up by frame 2 (hitboxes come out frame 10) while Kazuya winds up his attack almost entirely without lifting his leg: he only lifts it on frame 11, one frame before the hitboxes come out.
This is what makes it FEEL ridiculously fast, despite being actually slower.
Both moves are too fast for human reaction time, but Kazuya's animated in a way that makes it a lot more stealthy and deadly if you wanted to have any hope of reacting to it.
By the way, Ganondorf's is stronger. On Training mode, from the spawn, Mario crosses the battlefield/fd lines at around 130%, while for Kazuya is at 145%
But then again, Ganondorf's jab doesn't deal like 50% damage so yeet
Kazuya jab does a consistent 18% because anyone with fingers will be able to escape 10 hit combo (just like in tekken) so they do a simmilar amount of damage with jab (Gannon does 15ish)
@@markercrayon457 yeah full combo tends to whiff a lot, in practice you won't really pull off the thing, but, I mean, you encounter very special and unique players online. The Smash 4 Little Macs haven't gone away, just taken on a different form.
for the strenght comparison keep in mind the angles, i think kazuya's sends the opponent at an even lower angle than ganon's
It's amazing how Kazuya's normals are the least normal thing about him
8:18 "doesn't combo into kills at 60"
Oh it sure does buddy
Guaranteed
Same thing I thought
@@elijahdarden1275 up tilt 1 combos into ewgf and ewfg can combo into kills at pretty much any percent
@@ellie8272 Haven't get hit by any of that period.
@@bruhm0ment6000 it's been 2 weeks XD
8:25 kazuya can actually combo first hit of twin pistons into electric lol, then it really becomes scary
Came to find this comment, i was like "ooh boy someone doesn't know quite how crazy this character is yet."
I’ve found previously that using down air while falling through a platform can allow you to spike opponents beneath you and land on the platform somewhat easily. It’s nowhere near as good as the spike on nair but if you miss the timing it’s a somewhat safe option if your opponent is below you.
Plot twist the last dlc character is from strive and can shield in the air so kazyua has the hard counter
I need Potemkin is smash
Armor clad faith smash remix
Leeesssgo Faust
Rekzius, you make so so so useful content!
I love how they kept all the model breaking animations that help the Tekken animation looks good in Smash. Goes to show that Sakurai is more of a fighting game fan that the average player.
Ok so I'm not the only one thinking his model was acting a bit sus on some of these
Like i was really out here thinking he was buff only for the models to have noodle arms lmaoo
@@CloutmasterPhluphyy That's actually intentional. In Tekken, they have a lot of model breaking so they makes attacks feel more powerful and sell the velocity of each hit. It does look a bit weirder in Smash but if you watch Tekken, you barely notice it.
Naw just reusing assets
@@ken7007
They still kept said animation. I never said they made new ones.
@@ken7007 Reusing assets isn't a bad thing. Its good to save on time and budget.
I love that Bandai Namco just took the vast majority of his animations straight from Tekken 7, meaning that we get to experience the majesty that is his back-breaking Spinning Roundhouse at 7:17. It's so funny to look at in slow motion lol
That's some Luffy level moves lol
"Sakurai how many effects should we give Kazuya?"
"Yes"
18:08 if the white hitbox is the sour one and you only get it at the very tip of the move's distance, the game isn't punishing you for "perfect spacing", it's punishing you for poorly spacing the move. Not everyone is Marth, achieving the legendary concept of [perfect spacing] by hitting the extreme ends of their hitboxes.
Not a lot of people know this but if you end a combo with electric wind god fist, you can continue the combo with electric wind god fist
Noe
Ryu, Ken, and Kazuya. All three of these characters have a move that is a karate chop and all three of these characters can break Shields with their karate chop. For Ryu and Ken it is their down throw but for kazuya it is his down smash because kazuya needs to be better than everyone
1:53 this may be a balance attempt but I think this might just be a Tekken thing because in tekken jumps take forever compared to other games
I find his reflector to be a bit hard to get out and land in the moment compared to other reflectors so I guess the extra damage is a bit warranted but it’s still insane, lol.
No
Kazuya: *releases*
Rekzius: Why do I hear boss music?
(looks around) "...oh, wait, no."
"That's just Sephiroth floating in the sky again."
*Garchomp proceeds to plays the piano aggressively*
@@King_Luigi I was just thinking about replying with "Why do I hear One Winged Angel again? Sepiroth was 2 fighters ago"
I remember my friend had a fully charged down smash with Marth and if he hit me it would have tippered and killed me at 131% but since I was kazuya I was going a dash attack my legs were intangible so I won. He was at 160%.
I would love to see a list of the highest shield damage bonus moves
A few things you missed:
-If Electric Wind God Fist (EWGF) hits a shield, it pushes the opponent out of their shield, however it wont deal any damage. It can still break shields though. I think this is the only move in the game that does this?
-Down tilt has a lot of hitstun growth but barely any knockback growth, meaning you can follow up with more moves as your opponent's damage builds up. Pretty unique mechanic as well.
Reason it gets them out of their shields is because in tekken you are +5 frames on block meaning you just broke their defense and you can create a mix-up vortex on your enemy. Great attention to detail.
"the cherry on top of this already cherry filled cake"
His 10-hit combo reminds me of making an unnecessarily complicated redstone machine in Minecraft then realizing there is a simpler way to do it and not removing all of the original parts. Edit: all of his moves.
Yup, welcome to Tekken, the Mishima Ten Hit is a classic, its also kinda terrible because anyone with a brain can just escape it, just like this one where you can SDI out of it in a flash
Does anybody else think it's odd that Kazuya has passive armor when Ridley and Ganondorf, two characters known for being nigh unkillable and impervious to most forms of damage don't?
That just means Kazuya is more invincible since he jumps into volcanos before. :P
Ah yes Kazuya, the living embodiment of intangibility.
He's like the John Cena of hitboxes
you can't see any
Can’t touch this naaah nanana
@@adomali87yearsago.71 I thought he was intangible?
Actually it's arsene
@@wittynickname4870 Watch the video,
Intangible means you completely get rid of the hitbox that comes into contact with an intangible hitbox
Hero uses snooze
Palutena uses backair
The snooze won’t hit Palutena (intangibility on bair)
Invincibility is when it just fazes through, as though there is no hitbox at all
Hero uses snooze
Dk uses ftilt
Dk is hit by snooze (invincibility on ftilt)
Round and round the super armor we go
where it stops?
Kazuya knows
Surprised you didn’t mention that Left Splits Kick will instantly kill any Sephiroth that tries to counter it.
His down tilt (df1+2 in tekken) can also be cancelled just like in tekken to create mixups
that's a rad attention to detail
D1+2 in Tekken BTW
19:54 If someone is tripped, you can still hit the Sweet Spot of Side B and stun the opponent with that without them getting launched away. Thats how the Pseudo Infinite works (I mean Side B in Down Back Tilt and repeated as often as the opponent doesnt want to do anything)
Jeez, all these animations makes it look like he's breaking all his joints just to fight!
Just like his original games
Thats just accurate to his actual anims in Tekken, some of those are notoriously stupid looking for how much twisting happens
@@syrelian it's to convey power
There's no way Kazuya's gigantic feet fit into the shoes of his alt costume.
23:12
I like to think that Demon's Taunt was put in as a hard reference to the fact that every character in Tekken has a shit ton of moves yet you'll only be using about 25% of their entire moveset.
More complexity doesn't always equate to deeper gameplay, this should be apparent to anyone and yet...
@@lunarkomet it works woth kazuya tho?
@@lunarkomet ??? Tekken has the deepest gameplay I hav ever seen, i could compare it to chess honestly. Try tekken for even a year or two and you still wouldn't have a full grasp on the games fundamentals.
Hit confirm, the character.
I mean 3 moves that crumple, one that crumples but has not use other than the hit that comes after, and one that stuns. Combined with his ability to break shield, and his sheer amount of intangibility, armored command grab, comeback mechanic.
The only things that keep him from being absolutely broken is how slow his moves are and how hard he is to play well.
There’s also Kazuya’s Kooky Hitboxes, Kazuya’s Krazy Hitboxes and Kazuya’s Kinky Hitboxes, as potential titles.
Kinky? Interesting word choice
@@ashmyoshi3912 There’s also Kingly, King-size, and Kissable hitboxes.
@@Yaliso true true
Kazuya's Kinematic Kit
6:00 into the video... And we've only seen the hotboxes for... One move... Yeah Kazuya is a bit much.
"its borderline....not okay,.". Ya, you could say that.
i wish you brought up that you can shield to cancel his downtilt before the hitbox comes out, so that more people would know its a thing you can do
aside from just loving all the attention to detail with bringing Kazuya's moves to ssb, he feels like what Little Mac should be if Mac wasn't horribly designed for a game like this
Aerial unblockable hitboxes might sound like it makes no sense but it actually makes it so the hitbox goes through air counter moves and air moves with armor.
I'm trying to figure out the exact movements of Kazuya's 10-hit combo. Correct me if I make a mistake.
Jab 1: Left punch
Jab 2: Another left punch
Jab 3: Right punch
Jab 4: High backfist
Jab 5: Straight left kick
Jab 6: Axe kick
Jab 7: Low right kick
Jab 8: Low left kick?
Jab 9: A punch to the gut
Jab 10: Spinning uppercut
Did I get them right?
They wanted the hitbox to match the effect on his limbs
Ganondorf : why do you hate me Sakurai Sama?
16:41 pause frame is great
this man's spine is a pool noodle
@@ballisticboo7808 heg
I actually want to se the hit boxes for final smashes
Dare I say this character has THE CRAZIEST hitboxes of ANY character in Ultimate
17:46 roy mains: I see no difference!
Hello, I am here to request Zelda's Zany Hitboxes. Thank you for making all of these videos!
As a heavyweight main, Kazuya’s release makes me live in constant fear when I play online.
I think the point of the large amounts of strange intangibility is to emulate dodging in Tekken. Since in Tekken, you can dodge left and right(or clockwise and counter-clockwise). It's still a bit weird Smash wise though.
You didn't talk about how jab 10 is unblockable and how ewgf pushes you out of shield but good video
I'm pretty sure i'm not the only one that wants sonic to get covered next
His hitboxes are so weird
And that fsmash holy lord
Fun fact: look closely at dragon uppercut. Even closer. Specifically frame 1 of the hitbox. Notice how the big red circle goes below his foot a tiny bit? **That move hits the ledge. It can two-frame**
Btw, up tilt 1 combos into another up tilt 1, i havent been able to do it consistently but it does work(even on the counter)
I love how Kazuya's taunt does more damage than most of Sheik's kit lmao
Despite a character literally having to many moves to use smash terminology people will still refuse to call "upper back tilt" 7A
Admit it: We all waited for this video to be made as soon as Kazuya was released.
Dlc tier is a real phenomenon
i love how two thirds of this video is just his grounded normals
I would suggest you do a video or Ryu and Ken, but that might be a lengthy video since while they have tons of unique moves that could warrant 2 videos, they have lots of moves that are identical (some have very minor functional differences that don't even need to exist, like how Ken's PTilt causes several more frames of hitstun but has identical frame data and damage otherwise, or how Ken's Jab 3 is bigger for literally no reason), and thus should stay together.
This character is stupid broken… I love him 😍
10:46 it would be cool if this is foreshadowing that the last DLC character can shield in the air, making this property useful.
Why would they do that? Maybe a character that can stand in the air or something. I don’t really see it. The last character is definitely going to be crazy though
He probably has so many moves because he's from Tekken. Characters in that game sometimes get over 100 moves, Kazuya himself has 78.
Bear in mind though alot of these moves are super situational. So you only need to remember like half of these.
This is what I'm here for. Enjoying every upload.
14:08
Those dudes need to remake the strongest single hit in super smash brothers using this reflector
Could the next character be someone known for "shielding" in mid air.
Eggman?
I love how it took 4 months for people to realize Kazuya’s down air spikes too
Fun fact: Kazuya collects sneakers
The intangibility seems to be in large part based on his low and high crush properties in the offending moves, with exceptions
Doesn't it just feel like they did their very best to make a new definitive best character in the game? (like Meta Knight and Bayonetta). Only time will tell how good he is in practice.
Time has told lmao
8:25 this aged like milk
Can't wait for the hour long Kirby Hitbox showcase after the final dlc character is out
Now I'm curious. Of his down forward tilt has hotboxes that ignore shield but only on aerial opponents could he hit Pit and Dark Pit out of their down B if they use it in the air? Since it does act like a shield against melee attacks.
Also fun fact. Kazuya's sweet spot forward smash is the strongest forward smash in the game barely beating out Ganondorf's.
You seemed to miss the part where you mention how freaking broken he is.
About as broken as any high tier
I’ve been frantically checking this channel weekly waiting for this lmao
Haha, I loved the little code comment arrow spinning towards its destination!
I wonder if tsunami kick’s anti-shield property goes through armor/intangibility, or possibly Pit’s Orbitars?
CORRIN OR ROY HITBOXES PLEEEAASSEEE, and thank you for all the work you do!
Still waiting for the Mii fighter hit box episode
I've been waiting for this!
Would you make a video on some moves instead of complete characters? Some moves I would love to understand what the hell is going on are Samus' upSmash, Link's Nair, ZSS' flip kick and some other oddities.
Nintendo: So, how many moves would you like this new smash character to have?
Sakurai: Yes
Bandai Namco: Well, Kazuya has an awful lot of moves. Which ones do you want to incorporate into Smash?
Sakurai: ...what do you mean, "which ones?"
he still has like 80 moves not in lol
Well, he has 80 moves in Tekken 7, so he actually is missing a ton of moves (just not any of his key moves, they all made it in)
Kazuya's spine does not look like it's having a good time
Noteable mention is the ixalan jace which is 3 mana and infinites with doubling season