|Fastest CH launch|
|Fastest wall splat|
Kazuya Mishima is characterized by his explosive high-risk high-reward approach to Mishima gameplay. While he retains traditional Mishima tools such as the Flash Punch Combination, a hit-confirmable jab string, Tsunami Kicks, Kazuya has more powerful versions of some moves that define his strengths and gameplan. Kazuya's Hell Sweeps knock opponents down, allowing him to impose oppressive okizeme; Twin Pistons allows him to launch-punish low attacks which most other characters cannot; a faster Electric Wind God Fist with multiple possible inputs allows him to perform advanced techniques such as a 'Perfect Electric Wind God Fist' after landing Abolishing Fist as a counter hit, which is an extremely damaging launcher requiring a frame-perfect Electric Wind God Fist.
Kazuya is extremely threatening with rage because of his powerful rage drive: a high-damage, high-crushing, plus-on-block advancing mid attack which leads to a Devil transformation on hit and a combo on airborne hit. Kazuya also has the option to transform into Devil Kazuya by sacrificing rage without performing the rage drive. Devil Kazuya is a far more powerful version of Kazuya with heightened mixup utility and damage output.
Kazuya's raw damage and oppressive mixup potential comes at the cost of poor poking and sparse selection of universal tools, which heavily limits his range of options in up-close situations. Kazuya demands a particular movement and timing-centric playstyle in order to be successful, requiring players to use his powerful moves with patience and precision in order to control neutral. Once Kazuya is able to knock his opponent down,
Kazuya has a high execution skill ceiling, and an above-average execution barrier - as he possesses no standing launchers at the speed that most characters would without doing a precise EWGF input, which requires practice and is not bufferable. His d/f+2 on counter-hit guarantees an i13 EWGF (f,n,df#2 or f,d,df#2) — this is one of the most damaging launchers in the game, but also one of the most difficult, consisting of three consecutive 1-frame links.
- Excellent punishment (especially from crouch)
- Mix-up from crouch dash
- Range control
- Weak to his left side
- No panic moves
- Few and unreliable pokes
- Strong tools, e.g. EWGF and wave dash, gated behind execution
- Daddy issues