How to Train the Kazuya Amiibo in Smash Ultimate (2026)

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Because this guide is modern and accurate to the meta as of 2026, it should be referenced over our older training guides.

By Techmode5, Guest Contributor

Introduction

Kazuya is a very powerful amiibo thanks to his insane combo game and crazy damage output. He has a comeback mechanic at 100% and he is heavy enough to reliably survive that long. He has so many different tools that it can be hard to balance them.

Rage

When he reaches 100% he enters rage state, and during this, all of his attacks deal 1.10x damage, his grab, down special, and dragon uppercut changes to rage dive, the rage dive deals a ton of damage and kills early. It can only be done once per stock and goes away if he misses grab too much and takes too much damage. The dragon uppercut rage dive deals way more damage and can kill incredibly early compared to the other rage dives.

Important: Fighter Values

There are so many moves that can lead to incredibly rewarding combos — down smash, grab, any tilt attack, side special, etc. The moves like Electric Wind God Fist, Wind God Fist, Gates of Hell, Dragon Uppercut, and Spinning Demon Left Hook all count as the same value called Fighter 3, and thus it only requires you to spam any one of these moves to raise the use of them all. He will choose which ones to use himself; you cannot influence that.

He has an AI bug where he tries to recover onto the stage rather than to the edge and it makes him vulnerable to an easy punish. This is fixed by zeroing out RTC, so he will grab the edge instead of jumping onto the stage.

The Important Moves

Up Smash: An important move in his arsenal. It serves as an excellent anti-air, it kills, and amiibo have a hard time shielding and parrying it. It also sends them up into a vulnerable position. I would recommend a lot of it (30–50).

Neutral Air: This is a great landing option and can be paired with max meteor smasher for landing straight into comboing the opponent (30–60).

Fighter Value 3: You only really want fighter value 3 maxed. Fighter value 3 controls the use of the crouch dash cancel moves like EWGF, WGF, Gates of Hell, Dragon Uppercut, Left Hook. You can raise this value by repeatedly using any of those moves — I would recommend using left hook because it is more forgiving on the timing.

Ground Moves

Down Smash: A decent move that deals decent damage and can lead to EWGF to start combos. He is hardcoded to use it at the edge for spikes anyway so you do not need to worry about that. It is completely optional but I would suggest adding a little (5–15).

Forward Smash: This move is a mixed bag — it has a blue screen hitbox at the fist, has super armor, deals crazy amounts of damage and can kill insanely early, but it is slow, easily parried, and it has a lot of end lag. I would not recommend using this move too much. If you do add this move, try to keep it fairly low (1–5).

Forward Tilt: Do not worry about the other tilt attacks as they do not mean anything even if you have accidentally used them a tiny bit, just don’t prioritize tilt attacks because they can mess with his fighter values. Forward tilt is an exception — it sends the opponent at a very nasty angle if used at the edge, comes out fast with low end lag, and does a lot of damage. Keep it low (3–10).

Down Special: A great command grab because it kills, deals a ton of damage, has a lot of super armor, and sends the opponent into the air to Kazuya’s advantage. I highly recommend using this move a lot because he is fairly stubborn to use it (10–25).

Up Special: This move can kill at high percents and is fast, but that is it. If he misses it he is put into a vulnerable position. He needs to stay on the ground to do his best work and up special will force him into the air. I recommend not using it.

Side Special: This move stuns the opponent for an insane amount of time and is his most rewarding combo starter, often leading to his best kill option: dragon uppercut. But he gets spammy with it if you use it too much. Generally, you want to use this move a lot (10–25).

Neutral Special: This move often catches the opponent off guard and racks up cheap damage. He is hardcoded to use it at the edge and is generally good at sniping opponents for early kills near the blast zone. You definitely want this but not too much because he gets very spammy with it (5–15).

Air Moves

Forward Air: Decent but I would recommend not paying attention to it too much. It mainly just deals a tiny bit of damage (4–10).

Back Air: This move kills at high percents and is an excellent “get back” move. It deals a lot of damage and can send the opponent offstage for potential sniping. I recommend it a lot (20–30).

Down Air: Use this move carefully because the balance is tricky. This move is optional — if you don’t want to try to balance it then just don’t use it. It is a great move if used sparingly; it helps him against juggles (particularly against Ness) and catches the opponent off guard sometimes. The tricky part is it’s easily punished if it gets shielded or he misses it. Low priority (5–10).

Side Special Air: Avoid this move because the amiibo cannot use it well at all.

Up Special Air: Try to avoid this move because he cannot use it well.

Neutral Special Air: Decent because it can rack up some cheap damage and prevent the opponent from approaching too fast. Use very little (3–8).

Down Special Air: This move is underrated — he is stubborn to use it but when he does it is great. It has super armor, is a command grab, doesn’t trigger the rage dive (the 1.1x damage multiplier remains active after this if he is in rage mode), kills at high percents, and deals good damage. I recommend this move a lot (20–50).

Up Air: This move is okay, but it’s mainly just a damage dealer. I would recommend just ignoring it or keeping it low priority (0–10).

Extra Training Details

Attack Out Cliff: Kaz does not need it because he has plenty of useful tools to use at edge rather than offstage.

Grab: You want him to be grabby because at low percents it can start rewarding combo strings and potentially just outright steal a stock from the opponent. Even at high percents where combos are not possible, his throw options deal a lot of damage and can send the opponent offstage for a snipe or ledge trap.

Feint Shooter: This value should be as high as possible and it can be raised easily by using the rage blaster or ray gun items often. It controls the use of projectiles at a distance.

Kaz works best when he is reacting to the opponent rather than attacking first. Around 50 offense works well against every other character except Incineroar.

The Incineroar Matchup

Everything is the same as previously stated in the guide, except offense and side special. Against Incineroar, Kazuya needs to play defensively and reactively. Low offense (30–45) helps this because he will attempt to spot dodge Alolan Whip and then punish with good close range combo strings. Lower side special (8–15) helps prevent him from approaching with it often, as Alolan Whip beats Kazuya’s side special.

Incineroar matchup style drawbacks: Being more defensive, he struggles against Mii Gunner, Ness, Snake, and Min Min more because of this.

Advanced Values

Feint Master: To my current knowledge this affects rolling behaviors and should be as low as possible.

Critical Hitter: This affects the blue screen effect moves, for example the tip of forward smash and rage dive. I would recommend it as high as possible but it does not do too much as far as I have seen.

Training Tips

If you are having trouble with doing the inputs, I highly recommend using the special slow smash setting as it will help ease the timing of the inputs greatly.

1 Comment

  1. “Kaz works best when he is reacting to the opponent rather than attacking first.” They made even the amiibo AI faithful to Tekken.

    Like

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