Kazuya (SSBUDE)

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Kazuya () is a playable character in Super Smash Bros. Ultimate: Definitive Edition.
==Changes from Ultimate==
*His Spinning Demon to Left Hook is now moved as a held B variant due to the inclusion of a new tap B variant.
*Kazuya has two brand new command inputs in the form of Lighting Uppercut and Ultimate Tackle.
==Moveset==
*Kazuya has a unique fighter ability called Rage. It is indicated by Kazuya being enveloped in a red aura after reaching 100% (25% of his total health in Stamina Mode). In the Tekken series, Rage increases the damage output of his moves, which is emulated with a 1.1× damage multiplier in SSBU. It also grants access to the unique Rage Drive, which will end the Rage state when executed. There is no time limit on the Rage state, although it will end if Kazuya receives more than a certain amount of damage or misses Rage Drive repeatedly. Rage will end when ((Number of missed grabs or down specials × 110) + (Damage taken during Rage × )) ≥ 650. In context, with no missed Rage Drives, it will take 36.93% to force Kazuya out of Rage.
*Kazuya has universal armor against attacks with low knockback, known as Tough Body. It guards against up to 14 units.
*Several of Kazuya's moves, including his special moves, smash attacks, and up throw, briefly turn him into Devil Kazuya. While the transformation itself is purely aesthetic, it indicates the attack being particularly strong. A majority of these moves also activate Special Zoom under certain conditions or feature heavy armor.
*When throwing an opponent in a 1v1 with any of his throws aside from his up throw, the camera briefly shifts to a unique angle similar to the Tekken equivalent. On two-dimensional stages (such as Flat Zone X) or in situations where the new angle would result in an obstruction of the fighters by level geometry (such as under a Battlefield platform), the camera will zoom in but otherwise not shift angles.
*Kazuya utilizes unique visual effects from his series and, like Ryu, Ken, and Terry, utilizes unique hit sound effects derived from Tekken 6 onward.
*Also like Ryu, Ken, and Terry, Kazuya automatically turns to face the opponent in 1v1 matches.
**However, Kazuya is unique in that he does not always face the camera. This aspect comes from Tekken, where Kazuya is in an orthodox stance regardless of camera placement.
*With the exception of moves that cause Special Zoom, Kazuya's moves cause no hitlag. This is an emulation of the Tekken series' lack of freeze frames on hit.
*Kazuya possesses the most directional moves of any character, with diagonal directions set to additional standard attacks, and command inputs for others (such as Crouch Dash). He also has the only command input throw.
*Kazuya's jumpsquat is set at 7 frames compared to the universal 3 frame jumpsquat shared by other characters.
*Kazuya possesses a special midair jump. When jumping in midair, Kazuya will ascend in a floatier, curved trajectory with significantly more height, similar to the midair jumps of Ness, Mewtwo, Lucas, and Sora. Unlike the listed characters, Kazuya's double jump cannot double jump cancel.
=== Ground attacks ===
Attack 	Name 	Description 	Damage
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	3%
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	3%
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	2% (combo), 9% (last)
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	3%
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	3%
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	4%
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	1.5%
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	1.5%
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	5%
Standard attack 	Flash Punch Combo / 10-Hit Combo	Flash Punch Combo (two button taps, then a delayed tap): Two quick punches from his left hand followed by a stronger punch from his right hand. This functions as a standard neutral attack, with the third hit knocking opponents back.
10-Hit Combo (button tapped or held): A series of 10 hits: two left-hand punches, a right-hand punch, a backhand strike, a left up kick, a right axe kick, a right low sweeping kick, a left low kick, a right electric punch that crumples, and a bursting uppercut. The last hit is unblockable. Each hit moves Kazuya forward, making him travel half the distance of Final Destination for the whole move. The full combo deals a whopping 38%, making it by far the most damaging natural combo neutral attack in the game.	12%
Forward tilt 	Oni Front Kick 	A short kick comparable to Ganondorf's forward tilt. It moves Kazuya forwards about one character distance. 	14.5%
Back tilt 	Flash Tornado 	A tornado kick, similar to Ryu's held neutral attack. 	15%
Up tilt 	Twin Pistons 	Two small uppercuts, with his left hand followed by his right hand. 	6%
Up tilt 	Twin Pistons 	Two small uppercuts, with his left hand followed by his right hand. 	10%
Down tilt 	Nejiri Uraken 	Spins while kneeling, and strikes downwards with his upper arm while moving forwards. Grants intangibility while Kazuya strikes, and moves him forward. 	15%
Up-forward tilt 	Twin Pistons 	Does a high roundhouse kick, followed by three spinning kicks, with the last kick striking at a high angle. 	6%
Up-forward tilt 	Twin Pistons 	Does a high roundhouse kick, followed by three spinning kicks, with the last kick striking at a high angle. 	3%
Up-forward tilt 	Twin Pistons 	Does a high roundhouse kick, followed by three spinning kicks, with the last kick striking at a high angle. 	3%
Up-forward tilt 	Twin Pistons 	Does a high roundhouse kick, followed by three spinning kicks, with the last kick striking at a high angle. 	10.5%
Down-forward tilt 	Tsunami Kick 	A high kick followed by an axe kick, similar to Ken's Inazuma Kick. 	7%
Down-forward tilt 	Tsunami Kick 	A high kick followed by an axe kick, similar to Ken's Inazuma Kick. 	10.5%
Down-back tilt 	Stature Smash 	A low-angled kick in front of him, similar in appearance to Wolf's down tilt. 	9%
Up-back tilt 	Jump Side Kick 	Jumps backwards slightly while performing a side kick high in the air. 	13.5%
Crouch attack 	Crouch Jab 	Requires Kazuya to be fully crouched. A punch while ducking. 	5%
Forward crouch attack	Tombstone Crusher 	Requires Kazuya to be fully crouched before attacking diagonally forwards. Gets on his back and kicks from the floor. 	16.5%
Back crouch attack 	Crouch Spin Kick 	Requires Kazuya to be fully crouched before attacking diagonally backwards. A rotating kick from below. 	11%
Uncrouching attack 	Demon God Fist 	Requires Kazuya to attack during his uncrouching animation. An electrified punch that crumples opponents, similar to Focus Attack. 	12%
Dash attack 	Leaping Sidekick 	Leaps forward and kicks in front of him. 	16% (foot), 14% (leg)
Double dash attack 	Left Splits Kick 	Used by dashing twice in the same direction in quick succession. Moves forward before stretching his left leg upwards, swinging it downwards immediately after. Can reflect projectiles. It is the strongest reflector in the series with a multiplier of 2.4×.	18%, 2.4× (reflected projectiles)
Forward smash 	Glorious Demon God Fist 	In his devil form, lunges forward to throw a straight punch. Grants heavy armor before the punch. Hitting at the tip of the fist deals more damage and causes Special Zoom. 	(fist) (arm)
Up smash 	Devil Twister 	In his devil form, throws an uppercut. Grants heavy armor before the uppercut. 	(clean) (late)
Down smash 	Lion Slayer 	In his devil form, performs a downward knifehand strike. Grants heavy armor before the punch, and deals heavy shield damage. 	(fist) (arm)
=== Aerial attacks ===
Attack 	Name 	Description 	Damage
Neutral aerial	Jumping Knuckle	Throws a diagonally downward jab, similarly to Ryu, Ken, and Terry's down aerials. 	11% (clean fist), 9% (clean arm), 8% (clean body), 6% (late)
Forward aerial	Searing Edge 	An aerial side kick. 	13% (clean), 10% (late)
Back aerial 	Jumping Sobat 	An aerial kick from behind him. 	16% (clean foot), 14% (clean leg), 10% (late)
Up aerial 	Rising Toe kick	A high upwards kick. 	12% (clean), 9% (late)
Down aerial 	Demon Scissors 	From the air, performs a somersault before swinging his leg downward, landing on his back. Acts as a stall-then-fall, with low enough ending lag that Kazuya can recover with his double jump and up special.	Scissors	6% (hit 1), 15% (hit 2), 10% (landing)
=== Grab and throws ===
Attack 	Name 	Description 	Damage
Grab 	 	Reaches out with both hands. If the Rage mechanic is active, the resulting throw will be that of Rage Drive with no input needed, although a standard throw can be buffered and executed while preserving Rage.	-
Pummel 	Sternum Smash 	Punches the opponent's sternum while grabbing the opponent. Extremely slow, similar to pummels from previous games, though it is also the most damaging pummel in the game by a large margin. 	3.4%
Forward throw 	Double Face Kick	Kicks the opponent in the face before striking them with his heel, throwing them in the process. 	5% (hits 1-2), 2% (throw)
Back throw 	Steep Pedal Drop	Grabs his opponent by the leg and slams them on the floor behind him. 	14% (hit 1), 0% (throw)
Up throw 	Air Inferno 	Throws the opponent upwards, then transforms into his devil form and shoots a beam diagonally upwards at them. Does not cause a camera angle change in 1v1s unlike his other throws. 	2% (throw), 10% (beam)
Down throw 	Stonehead 	A headbutt. 	7% (hit 1), 1% (throw)
Command Input Throw	Gates of Hell 	Bends the opponent's back, then kicks them away. Done by inputting ↘ ↓ ↘ before pressing the grab button. It sends opponents behind Kazuya and it is extremely damaging for a throw. 	10% (hit 1), 13% (hit 2), 1% (throw)
Dash grab attack 	Ultimate Tackle 	Used by pressing the grab button while running. Tackles the opponent to the ground and punches them in the face four times if done. 	1.7% (hit 1-3), 5.3% (hit 4)
=== Other attacks ===
Attack 	Name	Description 	Damage
Floor attack (front)	 	Kicks behind himself and then in front of himself before getting up.	7%
Floor attack (back) 	 	Kicks around himself before getting up. 	7%
Floor attack (trip) 	 	Kicks behind himself and then in front of himself before getting up.	5%
Edge attack 	 	Performs a crouching shin kick while climbing up. 	10%
=== Special attacks ===
Attack 	Name 	Description 	Damage
Standard special move	Devil Blaster 	Assumes his devil form to unleash an energy beam from his forehead, similar to Robo Beam. In the air, it causes Kazuya to hover briefly. The laser covers a long distance, granting it edgeguarding capabilities, and it also deals rather high knockback. He can also aim it up or down; by default, the laser fires directly forward on the ground, and diagonally down if used in the air (aiming up in this case fires it directly forward). It can travel through two opponents before stopping on a third; the second opponent will take 0.75× damage and the third will take 0.5×.	11% (ground), 12% (ground upwards), 10% (ground downwards), 10% (air), 11% (air upwards), 9% (air downwards)
Side special move 	Devil Fist 	Assumes his devil form to perform a straight lunge that travels through the opponent. If close, he will cause the opponent to crumple, similar to Focus Attack. If the opponent is in the air or gets hit late, they will instead be launched upward. It can be used in the air for a brief forward boost and it doesn't cause helplessness. However, its distance is poor and Kazuya is unable to use Devil Wings after, making his horizontal recovery very poor. 	11% (near), 6% (far)
Up special move 	Devil Wings 	Assumes his devil form to soar upward. He can move forward or back while doing so, and contact with the claws on his wings will damage enemies. It does not cause helplessness, allowing for attacks or an airdodge after, although it has such high ending lag (lasting till after the peak of the jump) that it is ineffective for pursuing opponents for aerial followups. Kazuya cannot use his side special if Devil Wings is already used. 	18% (clean body), 16% (clean top), 16% (clean-mid), 13% (mid), 10% (mid-late), 7% (late)
Down special move 	Heaven's Door 	A grab with heavy armor where Kazuya uppercuts in front of him. If it connects, Kazuya will grab the opponent by the head, fly into the air in his devil form, before diving and slamming them into the ground. The momentum of the grab can be altered with the directional inputs to move forward or back; the opponent can also resist in the same way, being more effective if they are at low percent. It can be used as a sacrificial KO much like Flying Slam, though it causes Kazuya to be KO'd first. If the uppercut misses in the air, it causes Kazuya to hover briefly.
If Kazuya's Rage is active, the move (when used on the ground) becomes a more damaging version known as Rage Drive, which consumes the Rage if it lands and deals additional damage to the opponent upon hitting the ground. It replaces various attacks while Rage is active: performing a grab, down special, or → ↓ ↘ + Attack input all performs Rage Drive, though the command input version deals the most damage and knockback.	10% (leap apex hand), 8% (leap apex arm), 10% (fall to bystanders), 17% (throw)15% (Rage Drive fall to bystanders), 11.5% (Rage Drive impact), 13% (Rage Drive throw)18% (command Rage Drive fall to bystanders), 13% (command Rage Drive impact), 16% (command Rage Drive throw)
Command Input 	Crouch Dash 	A dash while crouching. During this, Kazuya has invincibility on his upper body, allowing him to dodge attacks such as Ryu and Ken's Hadoken. It can be done by doing the → ↓ ↘ motion, like in his home series. 	—
Command Input 1 	Wind God Fist 	Dashes forward and does an uppercut. Done by pressing A after Crouch Dash. Sends opponents directly upwards, allowing for followups such as up tilt and up smash.
If the ↘ input and the attack button are pressed at the same time (a 3-frame window: the frame before, on, or after the ↘ input), it will become Electric Wind God Fist (EWGF), inflicting paralysis to the opponent and pushing back opponents that shield. Like in Tekken, Electric Wind God Fist is difficult to perform consistently as it essentially requires a frame-perfect input, but it is significantly more rewarding than a standard Wind God Fist: compared to its regular counterpart, it has significantly increased hitstun and frame advantage.	13.5% (grounded), 13% (aerial), 14.5% (Electric grounded), 14% (Electric aerial)
Command Input 2 	Dragon Uppercut 	An electrified jumping uppercut with his left hand while rushing forwards. Done by holding A after Crouch Dash.
If Rage is active, connecting with the move will instead trigger a more damaging version of the Rage Drive (see above). 	22% (clean), 18% (mid), 16% (mid-late), 14% (late)
Command Input 3 	Spinning Demon 	Does a series of low sweeping kicks while moving forward. Done by pressing B after Crouch Dash. 	6% (hit 1), 3% (hit 2-3)
Command Input 4 	Spinning Demon to Left Hook	Does a low sweeping kick followed by a hook from his left hand. Done by pressing B after Crouch Dash. If the special button is held for less than 5 frames, this move will still trigger even during Rage, but holding special for more than 5 frames will trigger Rage Drive. 	6% (hit 1), 14.5% (hit 2)
Command Input 5 	Lightning Uppercut 	Performs a spin while crouching before delivering a bursting uppercut, dealing high damage and knockback. Done by moving left, then press both A and B at the same time. The move can be interrupted by the opponent, making it a huge risk.
If the move is held, it will become Lightning Screw Uppercut, which, while deals more damage and knockback, it adds a second spin, this time making him invincible. 	12.5% (grounded), 12% (aerial), 15.5% (Lightning Screw ground), 15% (Lightning Screw air)
Final Smash 	Final Blaster 	Kazuya uses Devil Blaster and, if it hits an opponent, the music stops and a cutscene will play where Kazuya announces "This will be your burial ground!", before shooting out multiple lasers from his chest and wings that strike opponents while in a volcanic landscape. 	8% (init), 2% (center first hit), 0.8% (fanning loop hit), 1.2%/1%/0.8%/0.6% (center loop hit, close to far), 10%/8.5%/7%/5.5% (center final hit, close to far)
Side Taunt 	Demon's Wrath 	Starts with a high-angled kick with his left leg, followed by a quick straight punch from his left fist, then a low-angled kick from his right leg, followed by a short punch in front of him with his left fist that launches the opponent. It is the strongest taunt attack in the game. 	6% (hit 1), 3% (hits 2 and 3), 6% (hit 4)
=== Misc. ===
Misc. 	Description 	Description 	Description
On-screen appearance	Appears from a puff of dark smoke in his devil form, then assumes his fighting stance in normal form. 	Appears from a puff of dark smoke in his devil form, then assumes his fighting stance in normal form. 	Appears from a puff of dark smoke in his devil form, then assumes his fighting stance in normal form.
Idle Poses 	Enters a stance with one arm pointed towards the ground, and the other one curled to the side of his midsection. 	Enters a stance with one arm pointed towards the ground, and the other one curled to the side of his midsection. 	
Idle Poses 	Briefly waves his hands in circular motions in front of himself. 	Briefly waves his hands in circular motions in front of himself. 	
Taunts 	Standard 	Crosses his arms and grins while grunting. 	
Taunts 	Side 	Demon's Wrath, a move used by Kazuya from Tekken 4 onwards. One of the few taunts capable of dealing damage, uniquely being capable of KOing under normal circumstances. 	
Taunts 	Down/Up 	Transforms into his devil form and roars while spreading his arms and wings out before transforming back to his normal form. Resembles Devil's tag in animation from Tekken Tag Tournament when paired with Kazuya. 	
Victory Note 	Uniquely, Kazuya is the first fighter in Smash history to not have a victory theme. His victory screens feature the announcer from Tekken 7 (voiced by Josh Keller) saying "Kazuya Mishima wins" instead of the standard Smash announcer. This is a reference to Tekken's win screens, which do not feature any victory fanfares; instead, depending on the installment and game mode, the stage's current music either gradually fades out, continues to play at full volume, or stops immediately during victory animations. If Kazuya wins a team battle as the leader, the regular announcer will call for his team, but no music will play.	Uniquely, Kazuya is the first fighter in Smash history to not have a victory theme. His victory screens feature the announcer from Tekken 7 (voiced by Josh Keller) saying "Kazuya Mishima wins" instead of the standard Smash announcer. This is a reference to Tekken's win screens, which do not feature any victory fanfares; instead, depending on the installment and game mode, the stage's current music either gradually fades out, continues to play at full volume, or stops immediately during victory animations. If Kazuya wins a team battle as the leader, the regular announcer will call for his team, but no music will play.	Uniquely, Kazuya is the first fighter in Smash history to not have a victory theme. His victory screens feature the announcer from Tekken 7 (voiced by Josh Keller) saying "Kazuya Mishima wins" instead of the standard Smash announcer. This is a reference to Tekken's win screens, which do not feature any victory fanfares; instead, depending on the installment and game mode, the stage's current music either gradually fades out, continues to play at full volume, or stops immediately during victory animations. If Kazuya wins a team battle as the leader, the regular announcer will call for his team, but no music will play.
Victory Standard 	Crosses his arms, then looks off to the side (similar to Fox and Falco). Based on one of his victory screens in the original Tekken. 	Crosses his arms, then looks off to the side (similar to Fox and Falco). Based on one of his victory screens in the original Tekken. 	Crosses his arms, then looks off to the side (similar to Fox and Falco). Based on one of his victory screens in the original Tekken.
Victory Side 	Performs two roundhouse kicks, then stomps his foot on the floor while turning into his devil form. He then reverts to normal before holding a fighting stance. Based on one of his victory screens in Tekken 5 and Tekken 6. 	Performs two roundhouse kicks, then stomps his foot on the floor while turning into his devil form. He then reverts to normal before holding a fighting stance. Based on one of his victory screens in Tekken 5 and Tekken 6. 	Performs two roundhouse kicks, then stomps his foot on the floor while turning into his devil form. He then reverts to normal before holding a fighting stance. Based on one of his victory screens in Tekken 5 and Tekken 6.
Victory Up/Down 	Flying kicks in, then punches towards the screen in his devil form, before transforming back to normal while holding the punching pose. Based on one of his victory screens in Tekken 5: Dark Resurrection onwards. 	Flying kicks in, then punches towards the screen in his devil form, before transforming back to normal while holding the punching pose. Based on one of his victory screens in Tekken 5: Dark Resurrection onwards. 	Flying kicks in, then punches towards the screen in his devil form, before transforming back to normal while holding the punching pose. Based on one of his victory screens in Tekken 5: Dark Resurrection onwards.
==Trivia==
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Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Tekken (series)
Category:Super Smash Bros. Ultimate: Definitive Edition