Kazuya vs Pichu

Pichu Matchup (Kazuya)

Kazuya vs Pichu

Kazuya vs Pichu is won by refusing the chase, cashing out every shielded opening, and turning one touch into ledge pressure where Pichu's light weight collapses fast.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets worse for Kazuya the moment he starts chasing Pichu’s size and speed with big swings, because Thunder Jolt, nair, bair, and low-profile burst options make those whiffs extremely expensive.
The win condition is not to win a footrace. Use crouch dash, shield, and short walks to make Pichu initiate first, then turn one blocked or grounded opening into a high-damage punish and immediate ledge carry.
The table shows that jab, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Fair, Bair, Dair, Neutral B, and Down B can all be punished on shield by Up B or grab, while Down Tilt and Nair stay mostly safe and Side B includes plus situations. Those safer options should be tracked into the landing instead of forcing a shield punish every time.
For kills, do not rely only on a raw electric starter in center. Push Pichu to the ledge, let recoil damage keep adding up, and finish with Up Smash, bair, or a hard read on the recovery path.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKazuya OOS Candidate MovesBarely Missed Moves
Jab2-11
  • Up B (5f)
  • Grab (10f)
  • Up Smash (+1)
Forward Tilt5-11
  • Up B (5f)
  • Grab (10f)
  • Up Smash (+1)
Up Tilt7-10
  • Up B (5f)
  • Grab (10f)
  • Up Smash (+2)
Down Tilt7-4
  • None
  • Up B (+1)
Dash Attack6-20
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Forward Smash16/19/22/25/28/31-16
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Up Smash9-21
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Down Smash8/11/15/19/23-21
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Neutral Air3-4/-4
  • None
  • Up B (+1)
Forward Air10/14/18/22-10/-10
  • Up B (5f)
  • Grab (10f)
  • Up Smash (+2)
Back Air5/11/15/19/26/30-16/-16
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Up Air4-8
  • Up B (5f)
  • Grab (+2)
Down Air14-16
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Neutral B18-29/-30
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Side B17-20 to +3
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Up B**
Down B9-27
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Grab6
Dash Grab8
Pivot Grab9

Win Condition Checklist

  • Use crouch dash and shield to make Pichu commit first instead of chasing his movement directly.
  • When you block jab, Forward Tilt, Up Tilt, Dash Attack, the smash attacks, Fair, Bair, Dair, Neutral B, or Down B, punish with Up B or grab from the table.
  • Treat Down Tilt, Nair, and the plus Side B situations as tracking spots, not automatic shield punishes.
  • Once you win one close-range exchange, prioritize ledge carry and kill pressure over restarting center-stage scrambles.
  • At the ledge, cover jump with bair or Up Smash and stay ready for Quick Attack’s re-entry angle before swinging.

Actions to Avoid

  • Swinging bigger and bigger buttons just because Pichu is hard to pin down.
  • Forcing shield punishes on Down Tilt, Nair, or Side B when the spacing or frame state does not allow it.
  • Jumping too high over Thunder Jolt and drifting into Pichu’s uair and bair juggle space.
  • Continuing a center-stage slugfest after one strong punish instead of cashing it into ledge position.
  • Chasing too deep offstage and letting Kazuya’s weak recovery get tested by Quick Attack movement.

Reference Links

Related Pages