Matchup Summary (Win Condition and Game Plan)
If Kazuya gets to start close-range grounded guesses even once, Villager’s light weight and slow grab can quickly turn into heavy damage and early stocks, but the route into that range is where slingshot, Lloid Rocket, and Timber work very well.
The danger is autopiloting same-height slingshots in front of him. That gives crouch dash and invincible grounded options cleaner ways to slip underneath and force the distance shut, and once Kazuya passes 100%, Rage Drive makes every close-range reset far more dangerous. Projectiles should be used less for chip and more for fixing his advance path or forcing him into jump. Sending him upward and toward ledge is the stable route.
The full table shows that Jab strings, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smashes, and Up B are clearly punishable with OOS Nair (6f), OOS Uair (9f), Grab (10f), and Up Smash (12f), so any blocked grounded commitment from Kazuya needs to be paid back. The opposite mistake is accepting a point-blank scramble around fast Electric Wind God Fist pressure. Villager has to shorten the amount of time spent brawling at that range.
The win condition is not winning center-stage slugfests. Float him with traps and Uair, carry him to ledge, then keep Bowling Ball, Fair, Bair, and Timber covering his linear recovery over and over. Villager’s own recovery is long enough that stage-side ledgetraps are more reproducible than overcommitting offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Villager OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 (1) | 6 | -11 |
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| Jab 1 (2) | 29 | Unblockable | ||
| Jab 2 | 7 | -15 |
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| Jab 3 | 7 | -20 |
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| Jab (1) | 10 | -25 |
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| Jab (2) | 12 | -23 |
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| Jab (3) | 23 | -24 |
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| Jab (4) | 15 | -24 |
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| Jab (5) | 18 | -25 |
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| Jab (6) | 16 | -26 |
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| Forward Tilt | 12 | -17 |
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| Up Tilt | 9/24 | -14/-18 |
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| Down Tilt | 16 | -15 |
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| Dash Attack | 15 | -19 |
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| Forward Smash | 25 | -16/-13 |
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| Up Smash | 12 | -22 |
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| Down Smash | 17 | -16 |
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| Up B | 5+15 | -22 |
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Win Condition Checklist
- Do not fire slingshot on one height only. Mix Lloid Rocket and Timber as well so Kazuya cannot lock in a clean crouch-dash lane.
- When you block Jab 1 (1), Jab 2, Jab 3, Jab (1)-(6), Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash, or Up B, cash out with OOS Nair (6f) first and confirm whether Uair, Grab, or Up Smash reaches.
- Once you touch him, do not drift back to a center-stage reset. Chase above and ahead of his landing with Uair, Dair, Fair, and Bair until he is forced to ledge.
- After Kazuya reaches 100%, stop insisting on close pressure. Use slingshot from farther out and stage-side traps to stay outside Rage Drive range while still threatening the kill.
- At ledge, do not rely on Bowling Ball alone. Rotate Timber, Fair, and Bair to cover Devil Wings and higher recovery lines.
Actions to Avoid
- Waiting behind only same-height slingshots and letting crouch dash or invincible grounded options slip under them for free entry.
- Dropping guaranteed punishes on Jab strings, Dash Attack, smashes, or Up B and giving Kazuya a full turn after you already made him hit shield.
- Staying in shield-heavy close range once Rage Drive is active and volunteering for command grab and strike guesses.
- Chasing too deep offstage and giving up the safer ledge position just to contest Up B or his jump mixups directly.