nyuuzyou/wikis huggingface dataset:
Kazuya (SSBU)/Command input/Command input 2

==Overview==
==Hitboxes==
!Shieldstun
|0.5×
|0.5×
|0.5×
|0.5×
|0.5×
|0.5×
|0.5×
|—
|—
|—
|—
|—
|—
|}
==Timing==
The first 5 frames of Wind God Fist or Electric Wind God Fist precede this move, during which the attack button needs to be held in order to execute Dragon Uppercut.
Upper body intangible	1-5, 7-22
Full intangibility 	4-5 (from EWGF only)12-19
Dragon Uppercut start	6
Clean hit 	20
Mid hit 	21
Late hit 	22
Latest hit 	23, 24, 25
Interruptible 	53
Animation length 	66
!Hitboxes 
|-
!Full (from WGF) 
|-
!Full (from EWGF) 
|-
!Upper body 
Category:Kazuya (SSBU)
Category:Special moves (SSBU)
Kazuya (SSBU)/Command input/Command input 3

==Overview==
==Hitboxes==
!Hitstun
|+7 frames
|—
|—
|+7 frames
|—
|—
|+7 frames
|—
|—
|—
|—
|—
|}
==Timing==
Intangibility 	4-9
Hit 1 	10, 11, 12
Hit 2 	34-36
Interruptible 	67
Animation length	78
|-
Category:Kazuya (SSBU)
Category:Special moves (SSBU)
Kazuya (SSBU)/Command input throw

==Overview==
==Throw and Hitbox Data==
===Grab===
|}
===Throw===
|}
|}
==Timing==
===Grab===
Grab 	7
Interruptible 	37
Animation length	73
===Throw===
Invincibility 	1-81
Turnaround 	10
Hit 1 	32-33
Hit 2 	80
Throw release 	81
Interruptible 	105
Animation length	118
|-
Category:Kazuya (SSBU)
Category:Throws (SSBU)
Kazuya (SSBU)/Crouch attack

==Overview==
==Hitboxes==
The ID 0 hitbox can only hit opponents lying down, and does not lock them.
!Hitstun
|+16 frames
|+16 frames
|+16 frames
|+22 frames
|}
==Timing==
The move can loop into itself by pressing the attack button repeatedly. Upon hitting three times with the move, any subsequent hits push Kazuya back with a speed of 1 (in units per frame) until it is interrupted.
Lower arm intangible	6-8
Hitboxes 	7-8
Repeat window 	16-26
Interruptible 	27
Animation length 	34
!Hitboxes 
|-
!Lower arm 
|-
!Repeat 
==Trivia==
*Alongside Minecart, Kazuya's , and Heaven's Door, this is one of the only moves in Ultimate with a hitbox that can only hit opponents lying down.
Category:Kazuya (SSBU)
Category:Down tilts (SSBU)
Kazuya (SSBU)/Dash attack

==Overview==
==Hitboxes==
The ID 4 hitbox can only hit opponents that are lying down.
|}
==Timing==
Only the lower portions of both legs are made intangible.
Left leg intangible 	4-7
Right leg intangible	4-7, 13-19
Clean hit 	15-16
Late hit 	17-19
Interruptible 	48
Animation length 	62
!Hitboxes 
|-
!Left leg 
|-
!Right leg 
==Trivia==
*Alongside Minecart, Kazuya's , and Heaven's Door, this is one of the only moves in Ultimate with a hitbox that can only hit opponents lying down.
*For both the clean and late hits, the ID 2 hitbox is fully covered by the ID 3 one, and they feature no differences other than their size and position, effectively rendering the ID 2 hitbox pointless.
Category:Kazuya (SSBU)
Category:Dash attacks (SSBU)
Kazuya (SSBU)/Double dash attack

==Overview==
==Hitboxes==
!Hitstun
!Shieldstun
|+10 frames
|1.1×
|+10 frames
|1.1×
|+10 frames
|1.1×
|+10 frames
|1.1×
|+10 frames
|1.1×
|+10 frames
|1.1×
|}
==Timing==
To execute the attack, after tilting the control stick in one direction, the player has to tilt it again in the same direction and press the attack button within a maximum window of 11 frames, overriding forward smash inputs.
Reflector 	7-17
Left leg intangible	7-15
Hitboxes 	13, 14-15
Interruptible 	41
Animation length 	64
!Reflector 
|-
!Hitboxes 
|-
!Left leg 
==Reflector parameters==
Size 	10u
Bone 	legl
Offsets 	[4, 2, 0]
Damage threshold 	80%
Damage multiplier 	2.4
Speed multiplier 	1.8
Lifetime multiplier	0.8
Category:Kazuya (SSBU)
Category:Dash attacks (SSBU)
Kazuya (SSBU)/Down-back tilt

==Overview==
==Hitboxes==
!Shieldstun
|1.7×
|1.7×
|1.7×
|1.7×
|1.7×
|1.7×
|}
==Timing==
Right leg intangible	13-15
Hitboxes 	13-14, 15
Interruptible 	40
Animation length 	61
!Hitboxes 
|-
!Right leg 
Category:Kazuya (SSBU)
Kazuya (SSBU)/Down-forward tilt

==Overview==
Kazuya's down forward tilt is composed of 2 kicks that resemble Ken's Inazuma Kick. They deal 17.5% when they all connect.
For the technical data of each individual hit, see:
*Kazuya (SSBU)/Down-forward tilt/Hit 1
*Kazuya (SSBU)/Down-forward tilt/Hit 2
Category:Kazuya (SSBU)
Kazuya (SSBU)/Down-forward tilt/Hit 1

==Overview==
==Hitboxes==
!Hitstun
|+4 frames
|+4 frames
|+4 frames
|+8 frames
|+8 frames
|+8 frames
|}
==Timing==
Right leg intangible 	8-11
Continuability window 	2-23
Earliest continuable frame	12
Interruptible 	37
Animation length 	48
!Hitboxes 
|-
!Right leg 
|-
!Continuability 
==Trivia==
*The ID 4 hitbox is fully covered by the ID 5 one, and they feature no differences other than the ID 5 hitbox covering a larger area, effectively rendering the ID 4 hitbox pointless.
Category:Kazuya (SSBU)
Category:Forward tilts (SSBU)
Kazuya (SSBU)/Down-forward tilt/Hit 2

==Overview==
==Hitboxes==
The early hit is coded to ignore grounded shielding opponents without affecting them altogehter, instead of hitting them through like unblockable attacks. As a result, shielding opponents are not hit by the move until the mid hit. In the case of other moves with defensive hitboxes (such as counterattacks), the early hit ignores them if the user is on the ground, but not if they are in the air.
!Shieldstun
|—
|—
|—
|—
|1.5×
|1.5×
|1.5×
|1.5×
|1.5×
|1.5×
|}
==Timing==
Right leg intangible	14-16
Hitboxes 	14, 15, 16
Interruptible 	44
Animation length 	48
!Hitboxes 
|-
!Right leg 
==Trivia==
*Alongside Minecart, this is one of the only two moves in Ultimate with a hitbox that ignores shielding opponents without hitting them.
Category:Kazuya (SSBU)
Category:Forward tilts (SSBU)
Kazuya (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move resets Kazuya's horizontal momentum and changes his vertical speed multiple times, first setting it to 2.5 on frames 1-2, then 2 on frames 3-4, 1.5 on frames 5-6, 1 on frames 7-8, 0.5 on frames 9-10, -1 on frames 12-14, -2 on frames 15-18, and finally -3.5 from frame 19 onward. Manual horizontal movement is also disabled throughout it.
Hit 1 	17-18
Hit 2 (early, late)	19, 20-39
Ending autocancel 	50-
Interruptible 	58
Animation length 	57
|-
===Landing lag===
Hitbox 	1-2
Interruptible 	36
Animation length	43
Category:Kazuya (SSBU)
Category:Down aerials (SSBU)
Kazuya (SSBU)/Down smash

==Overview==
==Hitboxes==
The scripts only specify shieldstun multipliers for the ID 0 and 1 hitboxes, but they apply to all hitboxes due to a glitch.
!Hitstun
!Shieldstun
|+5 frames
|1.2×
|+5 frames
|1.2×
|+5 frames
|—
|+5 frames
|—
|+5 frames
|1.2×
|+5 frames
|1.2×
|+5 frames
|—
|+5 frames
|—
|+5 frames
|1.2×
|+5 frames
|1.2×
|+5 frames
|—
|+5 frames
|—
|}
==Timing==
The damage-based armor has a threshold of 6%.
Charges between 	2-3
Damage-based armor	7-15
Arm intangible 	17-19
Clean hit 	17, 18
Late hit 	19
Interruptible 	47
Animation length 	65
!Hitboxes 
|-
!Body 
|-
!Arm 
Category:Kazuya (SSBU)
Category:Down smashes (SSBU)
Kazuya (SSBU)/Down tilt

==Overview==
==Hitboxes==
Only the ID 0 hitbox has a hitstun modifier specified in the scripts, but it applies to all hitboxes due to a glitch.
!Hitstun
|+17 frames
|—
|—
|—
|}
==Timing==
===Attack===
The move can be canceled by pressing a shield button during frames 2-11, causing it to transition on frame 13.
Cancel transition	13
Intangibility 	13-15
Hitboxes 	16-18
Interruptible 	46
Animation length 	58
|-
===Cancel===
Transition from attack	13
Interruptible 	21
Animation length 	51
Category:Kazuya (SSBU)
Category:Down tilts (SSBU)
Kazuya (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	75
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Kazuya (SSBU)
Category:Edge attacks (SSBU)
Kazuya (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	8-9
Late hit 	10-14
Ending autocancel 	25-
Interruptible 	31
Animation length 	56
|-
===Landing lag===
Interruptible 	11
Animation length	23
Category:Kazuya (SSBU)
Category:Forward aerials (SSBU)
Kazuya (SSBU)/Forward crouch attack

==Overview==
==Hitboxes==
The scripts only specify a hitstun modifier for the ID 0 hitbox, but it applies to all hitboxes due to a glitch.
!Hitstun
!Shieldstun
|+11 frames
|1.1×
|—
|1.1×
|—
|1.1×
|+11 frames
|1.1×
|—
|1.1×
|—
|1.1×
|}
==Timing==
Full intangibility 	5-14
Right leg intangible	5-16
Right arm intangible	5-19
Hitboxes 	14, 15-16
Interruptible 	51
Animation length 	63
!Hitboxes 
|-
!Full 
|-
!Right leg 
|-
!Right arm 
Category:Kazuya (SSBU)
Category:Down tilts (SSBU)
Kazuya (SSBU)/Forward smash

==Overview==
==Hitboxes==
*The hitboxes have different shieldstun multipliers coded, but due to a glitch, the 1.75× multiplier for the last hitbox ends up applying to both of them.
*The ID 1 hitbox triggers a Special Zoom on hit.
!Shieldstun
|0.1×
|1.75×
|}
==Timing==
The damage-based armor has a threshold of 10%.
Charges between 	5-6
Damage-based armor	7-24
Hitboxes 	25-26
Interruptible 	67
Animation length 	85
|-
==Special Zoom parameters==
Duration 	40 frames
Slowdown magnitude 	4
Zoom rate 	4
Camera Y offset 	1u
Time before zoom 	3 frames
Background duration (non-1v1)	30 frames
Category:Kazuya (SSBU)
Category:Forward smashes (SSBU)
Kazuya (SSBU)/Forward throw

==Overview==
==Throw and Hitbox Data==
The hitboxes use different data if Kazuya is giant (more specifically, if he is at 1.4× of his size or more).
|}
|}
==Timing==
Invincibility 	1-42
Hit 1 	11-12
Hit 2 (early, late)	39, 40-41
Throw release 	42
Interruptible 	76
Animation length 	89
|-
Category:Kazuya (SSBU)
Category:Forward throws (SSBU)
Kazuya (SSBU)/Forward tilt

==Overview==
==Hitboxes==
!Shieldstun
|0.8×
|0.8×
|0.8×
|0.8×
|}
==Timing==
Hitboxes 	12-16
Lower leg intangible	12-16
Interruptible 	41
Animation length 	61
!Hitboxes 
|-
!Lower leg 
==Trivia==
*The ID 0 hitbox uses the same position as the ID 1 hitbox with a smaller radius and no other differences, making the distinction between them pointless.
*Although this move cannot be angled, it has hitbox data for upward and downward angled variants within Kazuya's character files, with no difference other than the action names (AttackS3Hi and AttackS3Lw).
Category:Kazuya (SSBU)
Category:Forward tilts (SSBU)
Kazuya (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	40
Animation length	50
===Dash grab===
Grab 	9-10
Interruptible 	44
Animation length	54
===Pivot grab===
Grab 	10-11
Interruptible 	44
Animation length	54
Category:Kazuya (SSBU)
Category:Grabs (SSBU)
Kazuya (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Flash Punch Combo / 10-Hit Combo	
Neutral attack 2 	Flash Punch Combo / 10-Hit Combo	
Neutral attack 3 (delyaed) 	Flash Punch Combo 	
Neutral attack 3 	10-Hit Combo 	
Neutral attack 4 	10-Hit Combo 	
Neutral attack 5 	10-Hit Combo 	
Neutral attack 6 	10-Hit Combo 	
Neutral attack 7 	10-Hit Combo 	
Neutral attack 8 	10-Hit Combo 	
Neutral attack 9 	10-Hit Combo 	
Neutral attack 10 	10-Hit Combo 	
Forward tilt 	Oni Front Kick 	
Back tilt 	Flash Tornado 	
Up tilt 1 	Twin Pistons 	
Up tilt 2 	Twin Pistons 	
Down tilt 	Nejiri Uraken 	
Up-forward tilt 1 	Roundhouse to Triple Spin Kicks 	
Up-forward tilt 2 	Roundhouse to Triple Spin Kicks 	
Up-forward tilt 3 	Roundhouse to Triple Spin Kicks 	
Up-forward tilt 4 	Roundhouse to Triple Spin Kicks 	
Down-forward tilt 1 	Tsunami Kick 	
Down-forward tilt 2 	Tsunami Kick 	
Down-back tilt 	Stature Smash 	
Up-back tilt 	Jump Side Kick 	
Crouching attack 	Crouch Jab 	
Forward crouching attack 	Tombstone Crusher 	
Back crouching attack 	Crouch Spin Kick 	
Uncrouching attack 	Demon God Fist 	
Dash attack 	Leaping Sidekick 	
Double dash attack 	Left Splits Kick 	
Forward smash 	Glorious Demon God Fist 	
Up smash 	Devil Twister 	
Down smash 	Lion Slayer 	
Neutral aerial 	Jumping Knuckle 	
Forward aerial 	Searing Edge 	
Back aerial 	Jumping Sobat 	
Up aerial 	Rising Toe Kick 	
Down aerial 	Demon Scissors 	
Down aerial landing 	Demon Scissors 	
Neutral special 	Devil Blaster 	
Side special (grounded) 	Devil Fist 	
Side special (aerial) 	Devil Fist 	
Up special 	Devil Wings 	
Down special (grounded grab) 	Heaven's Door 	
Down special (aerial grab) 	Heaven's Door 	
Down special (falling) 	Heaven's Door 	
Down special (landing) 	Heaven's Door 	
Down special (rage grab) 	Rage Drive 	
Down special (rage falling) 	Rage Drive 	
Down special (rage landing) 	Rage Drive 	
Down special (rage input grab) 	Rage Drive 	
Down special (rage input landing)	Rage Drive 	
Command input 1 	Wind God Fist 	
Command input 1 	Electric Wind God Fist 	
Command input 2 	Dragon Uppercut 	
Command input 3 	Spinning Demon to Left Hook 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Input grab 	Gates of Hell 	
Pummel 	Sternum Smash 	
Forward throw 	Double Face Kick 	
Back throw 	Steel Pedal Drop 	
Up throw 	Air Inferno 	
Down throw 	Stonehead 	
Input throw 	Gates of Hell 	
Command input 	Crouch Dash 	
Side taunt 	Demon's Wrath 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Kazuya (SSBU)
Category:Hitboxes (SSBU)
Kazuya (SSBU)/Neutral aerial

==Overview==
Kazuya throws a diagonally downward jab, similarly to Little Mac’s neutral aerial. It is the only neutral aerial in the game with the ability to conventionally meteor smash, although it is moderately weak; however, it is very quick to interrupt and has good startup for a spike, which makes it extremely versatile as a combo starter, both when landing or rising with the move. It also serves as an effective gimping tool. The sweetspot uniquely has altered knockback on grounded opponents to where the meteor smash puts them into tumble at any percentage, although on aerial opponents it is a lot weaker, only starting to do so at around 90%. The move is based on the universal jumping left punch from Tekken.
===Ferps tech===
The Ferps tech is an advanced technique exclusive to Kazuya in Ultimate. It was popularized by professional Kazuya player , after whom it is named. By performing a turn around, usually with a RAR, followed by a double jump and a neutral aerial, then fastfalling, Kazuya can land on platforms and be actionable much more quickly than through other methods, such as wavelanding. While still not granting true follow-ups, the technique allows for a significantly wider window to extend his combos, which would otherwise be stunted by the presence of the platform.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	8-9
Late hit 	10-16
Ending autocancel 	25-
Interruptible 	29
Animation length 	48
|-
===Landing lag===
Interruptible 	8
Animation length	30
Category:Kazuya (SSBU)
Category:Neutral aerials (SSBU)
Kazuya (SSBU)/Neutral attack

==Overview==
Kazuya's neutral attacks start with 2 consecutive punches either followed by a delayed straight jab or 7 more hits that form his 10-Hit Combo. The Flash Punch Combo deals 15.0% and the 10-Hit Combo deals 38.0%. The latter is notoriously easy to SDI and escape thanks to the SDI multipliers between 5.0 and 3.5 on hits 3 through 8.
For the technical data of each individual hit, see:
*Kazuya (SSBU)/Neutral attack/Hit 1
*Kazuya (SSBU)/Neutral attack/Hit 2
*Kazuya (SSBU)/Neutral attack/Hit 3
*Kazuya (SSBU)/Neutral attack/Hit 3 last
*Kazuya (SSBU)/Neutral attack/Hit 4
*Kazuya (SSBU)/Neutral attack/Hit 5
*Kazuya (SSBU)/Neutral attack/Hit 6
*Kazuya (SSBU)/Neutral attack/Hit 7
*Kazuya (SSBU)/Neutral attack/Hit 8
*Kazuya (SSBU)/Neutral attack/Hit 9
*Kazuya (SSBU)/Neutral attack/Hit 10
==Quickest loop==
Jab 1 	6-7
Jab 2 	15-16
Jab 3 (delayed) 	19-23, 24-27
Jab 3 	23
Jab 4 	34-35
Jab 5 	47
Jab 6 	71, 72
Jab 7 	86
Jab 8 	105
Jab 9 	121
Jab 10 	150
Interruptible 	23, 35, (54), 47, 64, 78, 102, 114, 136, 154, 192
Animation lengths	52, 52, (70), 53, 73, 89, 110, 132, 148, 174, 200
|-
|-
|-
|-
|-
|-
|-
|-
|-
|-
===Unused rapid jab===
In addition to his 10-Hit Combo and Flash Punch, Kazuya has unused hitbox data for a rapid jab and its finisher in his character files. Interestingly enough, other than the unique SFX for Kazuya's punches, the data is identical to 's rapid jab from Smash 4, including the loop portion using vertical angles instead of keeping opponents on the ground, suggesting it was used as a placeholder before the creation of his 10-Hit Combo.
|}
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
The scripts only specify shieldstun multipliers for the ID 0, 1, and 2 hitboxes, but due to a glitch, they apply to all hitboxes regardless. This is not the case for the hitstun modifiers.
!Hitstun
!Shieldstun
|+8 frames
|1.3×
|+8 frames
|1.3×
|+8 frames
|1.3×
|+8 frames
|—
|+8 frames
|—
|—
|—
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again.
Hitboxes 	6-7
Continuability window	9-22
Interruptibility 	23
Animation length 	52
|-
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
The scripts only specify a hitstun modifier for the ID 0 hitbox, but it applies to all hitboxes due to a glitch.
!Hitstun
|+11 frames
|—
|—
|—
|—
|—
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again.
Hitboxes 	Hitboxes 	7-8
Continuability window	Jab 3 	9
Continuability window	Flash Punch 	10-26
Interruptibility 	Interruptibility	27
Animation length 	Animation length	44
!Hitboxes 
|-
!Jab 3 
|-
!Flash Punch 
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 3

==Overview==
==Hitboxes==
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again within the continuability window.
Hitboxes 	7
Continuability window	2-7
Continuation frame 	8
Interruptibility 	31
Animation length 	37
|-
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 4

==Overview==
==Hitboxes==
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again within the continuability window.
Hitboxes 	11-12
Continuability window	2-12
Continuation frame 	13
Interruptibility 	41
Animation length 	50
|-
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 5

==Overview==
==Hitboxes==
!Hitstun
|—
|+9 frames
|+9 frames
|—
|—
|—
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again within the continuability window.
Hitboxes 	12
Continuability window	2-12
Continuation frame 	13
Interruptibility 	43
Animation length 	54
|-
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 6

==Overview==
==Hitboxes==
!Hitstun
|+4 frames
|+4 frames
|+4 frames
|—
|—
|+4 frames
|+4 frames
|+4 frames
|—
|—
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again within the continuability window.
Hitboxes (early, late)	24, 25
Continuability window 	2-25
Continuation frame 	26
Interruptibility 	55
Animation length 	63
|-
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 7

==Overview==
==Hitboxes==
!Hitstun
|+9 frames
|+9 frames
|—
|—
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again within the continuability window.
Hitboxes 	14
Continuability window	2-14
Continuation frame 	15
Interruptibility 	42
Animation length 	60
|-
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 8

==Overview==
==Hitboxes==
!Hitstun
|+6 frames
|+6 frames
|+6 frames
|—
|—
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again within the continuability window.
Hitboxes 	19
Continuability window	2-19
Continuation frame 	20
Interruptibility 	48
Animation length 	62
|-
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral attack/Hit 9

==Overview==
==Hitboxes==
The move causes opponents to crumple, with the same duration as a level 2 Focus Attack.
|}
==Timing==
The move can transition into the next jab by either holding the attack button or pressing it again within the continuability window.
Hitboxes 	16
Continuability window	2-16
Continuation frame 	17
Interruptibility 	49
Animation length 	69
|-
Category:Kazuya (SSBU)
Category:Neutral attacks (SSBU)
Kazuya (SSBU)/Neutral special

==Overview==
==Hitboxes==
===Grounded neutral===
!Shieldstun
|1.1x
|1.1x
|—
|}
===Grounded up===
!Shieldstun
|1.1x
|1.1x
|—
|}
===Grounded down===
!Shieldstun
|1.1x
|1.1x
|—
|}
===Aerial neutral===
!Shieldstun
|1.1x
|1.1x
|—
|}
===Aerial up===
!Shieldstun
|1.1x
|1.1x
|—
|}
===Aerial down===
!Shieldstun
|1.1x
|1.1x
|—
|}
==Timing==
===Grounded===
Blaster 	27-43
Interruptible 	83
Animation length	111
|-
===Aerial===
Blaster 	27-43
Interruptible 	68
Animation length	111
|-
Category:Kazuya (SSBU)
Category:Neutral special moves (SSBU)
Kazuya (SSBU)/Side taunt

==Overview==
==Hitboxes==
!Hitstun
|+8 frames
|+8 frames
|+8 frames
|+10 frames
|+10 frames
|+9 frames
|+9 frames
|+10 frames
|+10 frames
|}
==Timing==
===Attack===
Hitboxes 	18, 31, 47, 62
Interruptible 	90
Animation length	98
Category:Kazuya (SSBU)
Category:Taunts (SSBU)
Kazuya (SSBU)/Uncrouching attack

==Overview==
==Hitboxes==
The move causes opponents to crumple.
|}
==Timing==
The move can be inputted with a window of 19 frames when Kazuya stands up from a crouch. The upper body intangibility affects his head, bust, and arms.
Upper body intangibility	2-6
Right arm intangibility 	13-14
Hitboxes 	13-14
Interruptibility 	41
Animation length 	60
!Hitboxes 
|-
!Upper body 
|-
!Right arm 
Category:Kazuya (SSBU)
Kazuya (SSBU)/Up-back tilt

==Overview==
==Hitboxes==
|}
==Timing==
Left leg intangible 	7-17
Right leg intangible	7-20
Hitboxes 	14-17
Interruptible 	40
Animation length 	68
!Hitboxes 
|-
!Left leg 
|-
!Right leg 
Category:Kazuya (SSBU)
Kazuya (SSBU)/Up-forward tilt

==Overview==
Kazuya's up forward tilt is composed of 4 roundhouse kicks that deal 22.5% when they all connect.
For the technical data of each individual hit, see:
*Kazuya (SSBU)/Up-forward tilt/Hit 1
*Kazuya (SSBU)/Up-forward tilt/Hit 2
*Kazuya (SSBU)/Up-forward tilt/Hit 3
*Kazuya (SSBU)/Up-forward tilt/Hit 4
Category:Kazuya (SSBU)
Kazuya (SSBU)/Up-forward tilt/Hit 1

==Overview==
==Hitboxes==
!Hitstun
|+10 frames
|+10 frames
|+10 frames
|}
==Timing==
Thighs intangible 	4-7
Calves intangible 	4-16
Hitboxes 	14-16
Continuability window	2-19
Continuation frame 	20
Interruptible 	43
Animation length 	57
!Hitboxes 
|-
!Thighs 
|-
!Calves 
|-
!Continuability 
Category:Kazuya (SSBU)
Category:Forward tilts (SSBU)
Kazuya (SSBU)/Up-forward tilt/Hit 2

==Overview==
==Hitboxes==
The scripts only specify a hitstun modifier for the ID 0 hitbox, and shieldstun multipliers for the ID 0 and 1 hitboxes, but both of these apply to all hitboxes due to a glitch.
!Hitstun
!Shieldstun
|+10 frames
|2×
|—
|2×
|—
|—
|+10 frames
|2×
|—
|2×
|—
|—
|}
==Timing==
Hitboxes (early, late)	11, 12
Continuability window 	2-15
Continuation frame 	16
Interruptible 	46
Animation length 	57
|-
Category:Kazuya (SSBU)
Category:Forward tilts (SSBU)
Kazuya (SSBU)/Up-forward tilt/Hit 3

==Overview==
==Hitboxes==
The scripts only specify a hitstun modifier for the ID 0 hitbox, and shieldstun multipliers for the ID 0 and 1 hitboxes, but both of these apply to all hitboxes due to a glitch.
!Hitstun
!Shieldstun
|+10 frames
|2×
|—
|2×
|—
|—
|}
==Timing==
Hitboxes 	16-17
Continuability window	2-20
Continuation frame 	21
Interruptible 	48
Animation length 	60
|-
Category:Kazuya (SSBU)
Category:Forward tilts (SSBU)