Samus vs Kazuya

Kazuya Matchup (Samus)

Samus vs Kazuya

Samus vs Kazuya is about cutting off crouch dash and grounded entries with projectiles, then relying on guaranteed punishes, juggling, and ledge traps before close-range chaos starts.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

This matchup becomes dangerous the moment Kazuya gets to start a grounded close-range guess, because one clean entry from crouch dash pressure or a high-reward starter can snowball through Samus’s landing and recovery in one sequence.
That is why Samus does better here by using short Charge Shot levels, missiles, and Bomb to stop Kazuya’s ground path first, then forcing jump or shield and converting with fair, uair, and grab, rather than standing still for max Charge Shot over and over.
The frame table also shows that Kazuya’s jab strings, forward tilt, up tilt, down tilt, dash attack, smash attacks, and Up B are all real shield-punish windows for Samus, especially through Up B (4f). The key is to take those guaranteed cuts and immediately reset back toward center instead of willingly extending a close-range brawl.
For kills, it is more reliable to narrow Kazuya’s landing and ledge options into Charge Shot, fair, uair, or Up B than to force a raw finish through his weight, and once he reaches Rage Drive percent, Samus should avoid sitting still at close range.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSamus OOS Candidate MovesBarely Missed Moves
Jab 1 (1)6-11
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (+1)
Jab 1 (2)29Unblockable
Jab 27-15
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
Jab 37-20
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)
Jab (1)10-25
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)
Jab (2)12-23
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)
Jab (3)23-24
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)
Jab (4)15-24
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)
Jab (5)18-25
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)
Jab (6)16-26
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)
Forward Tilt12-17
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (+3)
Up Tilt9/24-14/-18
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
Down Tilt16-15
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
Dash Attack15-19
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (+1)
Forward Smash25-16/-13
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
Up Smash12-22
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)
Down Smash17-16
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
Up B5+15-22
  • Up B (4f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (11f)
  • OOS Bair (12f)
  • OOS Dair (20f)

Win Condition Checklist

  • Use short Charge Shot levels, Homing Missile, and Bomb to block crouch dash lanes and make Kazuya jump or shield before he reaches his ideal ground range.
  • After blocking jab strings, forward tilt, up tilt, down tilt, dash attack, smash attacks, or Up B, take the listed punish with Up B (4f), OOS Uair (8f), OOS Fair (9f), or Grab (10f).
  • Once Kazuya is above you, keep chasing landings with uair and fair, carry him to the ledge, and deny the grounded reset where his explosive options become live again.
  • After Kazuya passes 100%, do not overcommit to static shield at close range. Use Bomb and retreating movement to stay outside Rage Drive while finishing through ledge pressure.

Actions to Avoid

  • Standing still in midrange to charge only for max Charge Shot and giving Kazuya time to line up crouch dash or a projectile reflect read from the ground.
  • Staying in place to keep scrapping after landing a shield punish and voluntarily sitting inside Kazuya’s command throw and high-damage close-range range.
  • Leaving open landing space directly under Kazuya because you rushed the juggle and let him touch back down into his best grounded threat zone.
  • Holding shield passively at ledge or point blank once Kazuya has Rage Drive available and letting his low-angle kill options or command grab become the whole exchange.

Reference Links

Related Pages