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'''Individual Characters''': [[Characters/SuperSmashBrosGanondorf Ganondorf]] | [[Characters/SuperSmashBrosBayonetta Bayonetta]] | [[Characters/SuperSmashBrosJoker Joker]] | [[Characters/SuperSmashBrosHero Hero]] | [[Characters/SuperSmashBrosSteve Steve]] | [[Characters/SuperSmashBrosSephiroth Sephiroth]] | [[Characters/SuperSmashBrosPyraMythra Pyra / Mythra]]\\

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'''Individual Characters''': [[Characters/SuperSmashBrosGanondorf Ganondorf]] | [[Characters/SuperSmashBrosBayonetta Bayonetta]] | [[Characters/SuperSmashBrosJoker Joker]] | [[Characters/SuperSmashBrosHero Hero]] | [[Characters/SuperSmashBrosSteve Steve]] | [[Characters/SuperSmashBrosSephiroth Sephiroth]] | [[Characters/SuperSmashBrosPyraMythra Pyra / Mythra]]\\Sephiroth]]\\



->See his page [[Characters/SuperSmashBrosSteve here]]
[[/folder]]

[[folder:78 – Sephiroth]]
->See his page [[Characters/SuperSmashBrosSephiroth here]]
[[/folder]]

[[folder:79 / 80 – Pyra / Mythra (Homura / Hikari)]]
->See their page [[Characters/SuperSmashBrosPyraMythra here]]
[[/folder]]

[[folder:81 – Kazuya]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ssbu_kazuya.png]]
[[caption-width-right:250:[[DemonOfHumanOrigin The Iron Fist of Darkness]]]]
[[caption-width-right:250:[[labelnote:Business Suit]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_kazuya_business_suit.png[[/labelnote]]]]
!!!!!!'''Voiced by:''' Masanori Shinohara
'''KAZUYA GETS READY FOR THE NEXT BATTLE!'''
->'''Home Series:''' ''VideoGame/{{Tekken}}''

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->See his page [[Characters/SuperSmashBrosSteve here]]
[[/folder]]

[[folder:78 – Sephiroth]]
->See his page [[Characters/SuperSmashBrosSephiroth here]]
[[/folder]]

[[folder:79 / 80 – Pyra / Mythra (Homura / Hikari)]]
->See their page [[Characters/SuperSmashBrosPyraMythra here]]
[[/folder]]

[[folder:81 – Kazuya]]
%%While the official site lists Steve/Alex as the fighter's name, only Steve appears in the character select screen icon.
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ssbu_kazuya.org/pmwiki/pub/images/ssbu_steve.png]]
[[caption-width-right:250:[[DemonOfHumanOrigin The Iron Fist of Darkness]]]]
[[caption-width-right:250:[[labelnote:Business Suit]] https://static.
[[caption-width-right:250:[[{{Terraform}} World Crafter]]]]
[[caption-width-right:250:[[labelnote:Alex]]https://static.
tvtropes.org/pmwiki/pub/images/ssbu_kazuya_business_suit.png[[/labelnote]]]]
!!!!!!'''Voiced by:''' Masanori Shinohara
'''KAZUYA GETS READY FOR
org/pmwiki/pub/images/ssbu_alex.png [[{{Terraform}} World Crafter]][[/labelnote]]]]
[[caption-width-right:250:[[labelnote:Zombie]]https://static.tvtropes.org/pmwiki/pub/images/ssbu_zombie.png [[NocturnalMooks Night Roamer]][[/labelnote]]]]
[[caption-width-right:250:[[labelnote:Enderman]]https://static.tvtropes.org/pmwiki/pub/images/ssbu_enderman.png [[HumanoidAbomination End Dweller]][[/labelnote]]]]

'''STEVE ROCKS
THE NEXT BATTLE!'''
BLOCK! / ALEX SWAPS IN! / ZOMBIE SPAWNS IN! / ENDERMAN STEPS FROM THE SHADOWS!'''
->'''Home Series:''' ''VideoGame/{{Tekken}}'' ''VideoGame/{{Minecraft}}''



-->'''Debut:''' ''VideoGame/{{Tekken}}'' [UsefulNotes/{{Arcade|Game}}], 1994
-->'''Nintendo debut:''' ''[[VideoGame/Tekken6 Tekken 3D: Prime Edition]]'' [Platform/Nintendo3DS], 2012
-->'''Creator:''' Namco
-->'''Publisher:''' Creator/BandaiNamco

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-->'''Debut:''' ''VideoGame/{{Tekken}}'' [UsefulNotes/{{Arcade|Game}}], 1994
''VideoGame/{{Minecraft}}'' [[[Platform/MicrosoftWindows Windows]] / [[Platform/AppleMacintosh Macintosh]]], 2009 (Enderman, 2011; Alex, 2014)
-->'''Nintendo debut:''' ''[[VideoGame/Tekken6 Tekken 3D: Prime Edition]]'' [Platform/Nintendo3DS], 2012
''VideoGame/{{Minecraft}}'' [Platform/WiiU], 2015
-->'''Creator:''' Namco
Creator/{{Mojang}}
-->'''Publisher:''' Creator/BandaiNamco
Creator/XboxGameStudios



->'''Specials:''' [[EyeBeams Devil Blaster]], [[MegatonPunch Devil Fist]], [[PowerGivesYouWings Devil Wings]], [[MeteorMove Heaven's Door / Rage Drive]], [[VideoGameDashing Crouch Dash]] (Follow-ups: [[ElementalPunch (Electric) Wind God Fist]], [[{{Shoryuken}} Dragon Uppercut]], [[HurricaneKick Spinning Demon to Left Hook]])
->'''Final Smash:''' [[BeamSpam Final Blaster]]

->''"[[PreMortemOneLiner This will be your burial ground!]]"''[[note]](Translated from Japanese)[[/note]]

to:

->'''Specials:''' [[EyeBeams Devil Blaster]], [[MegatonPunch Devil Fist]], [[PowerGivesYouWings Devil Wings]], [[MeteorMove Heaven's Door / Rage Drive]], [[VideoGameDashing Crouch Dash]] (Follow-ups: [[ElementalPunch (Electric) Wind God Fist]], [[{{Shoryuken}} Dragon Uppercut]], [[HurricaneKick Spinning Demon to Left Hook]])
[[ItemCrafting Mine/Craft]]/[[TemporaryPlatform Create Block]], [[MinecartMadness Minecart]], [[NotQuiteFlight Elytra]], [[StuffBlowingUp TNT]]
->'''Final Smash:''' [[BeamSpam Final Blaster]]

->''"[[PreMortemOneLiner This will be your burial ground!]]"''[[note]](Translated from Japanese)[[/note]]
[[DeathTrap House of Boom]]

->''[[UnexpectedCharacter "Even I didn't think this day would come."]]''
-->-- '''Masahiro Sakurai'''



The Cold-Blooded Oppressor of G Corporation and first champion of the King of Iron Fist Tournament, Kazuya Mishima is one of the cornerstone characters of the ''VideoGame/{{Tekken}}'' series by Creator/BandaiNamco, making him the company's second fighter after VideoGame/PacMan. He was introduced during the 2021 [=E3=] "WebVideo/NintendoDirect" on June 15, and details on how he plays were revealed in a "Mr. Sakurai Presents" video that aired on June 28, 2021. He was then released on the following day, June 29, 2021, as part of the Version 12.0 update.\\
\\
Kazuya is the son of Heihachi Mishima, an ambitious master of Mishima-ryu Karate and president of the [[MegaCorp Mishima Zaibatsu]]. As a child, he was thrown from a cliff by his [[AbusiveParents abusive father]] in a DieOrFly training exercise, daring his son to climb out from the ravine if he wished to live. This traumatizing event not only instilled Kazuya's lifelong hatred for his father, but it also awoke the latent "Devil Gene" in him, which granted him the powers of a demon while feeding off of his anger. When Heihachi later held the first King of Iron Fist Tournament - a competition between the world's greatest fighters and more with the offer of control over the Zaibatsu for the winner, Kazuya entered and exacted his revenge, setting into motion a multi-generational family feud that, in time, would force the entire world to pick sides.\\
\\
Like his ''Street Fighter'' and ''Fatal Fury'' contemporaries, Kazuya borrows heavily from his home series; but ''unlike'' them, ''Tekken'' is a 3D fighting game series with a stronger emphasis on combos. This shows in his unique fighting style, which boasts the largest number of normal attacks out of the entire cast, giving him a wide array of tools to attack opponents with barrages of blows. His special attacks let him tap into the Devil Gene for even more powerful attacks. He is on the slower and heavier side, and not all of his attacks will work against all opponents or in every situation, but players who master his deep intricacies can adapt to any situation and even turn a losing battle around and make a comeback.

to:

The Cold-Blooded Oppressor of G Corporation and first champion of the King of Iron Fist Tournament, Kazuya Mishima is one of the cornerstone Various characters of from the ''VideoGame/{{Tekken}}'' series block-building WideOpenSandbox game, as well as '''''the''''' best-selling video game of all time, ''Minecraft''. The game was developed by Creator/BandaiNamco, making him Creator/{{Mojang}}, which was later bought by Microsoft's Creator/XboxGameStudios. This makes them the company's fifth character to have been created by a non-Japanese developer[[note]]After Diddy Kong, King K. Rool, Dark Samus, and Banjo-Kazooie.[[/note]], the second fighter character to come from an entirely non-Japanese IP after VideoGame/PacMan. He was introduced during Banjo and Kazooie, the 2021 [=E3=] "WebVideo/NintendoDirect" on June 15, first character to be created by a Swedish developer, and the second Microsoft fighter, also after Banjo and Kazooie, and could be argued to be the first playable indie character, when taking into account ''Minecraft''[='=]s origin as an indie game. They were announced in a brief livestream on October 1, 2020 with additional details made available in a livestream on how he plays October 3, 2020 ahead of the ''Minecraft'' Live event. They were revealed in a "Mr. Sakurai Presents" video that aired on June 28, 2021. He was then released on the following day, June 29, 2021, October 13, 2020 as part of the Version 12.9.0 update.\\
\\
Kazuya
\\\
Steve
is the son of Heihachi Mishima, an ambitious master of Mishima-ryu Karate default appearance. The other skins are based on Alex, the default female avatar; the Zombie, a common undead enemy; and president of the [[MegaCorp Mishima Zaibatsu]]. As Enderman, a child, he was thrown from a cliff by his [[AbusiveParents abusive father]] in a DieOrFly training exercise, daring his son to climb out from the ravine if he wished to live. This traumatizing event not only instilled Kazuya's lifelong hatred for his father, but it also awoke the latent "Devil Gene" in him, bizarre humanoid being, which granted him also respectively makes them the powers of a demon while feeding off of his anger. When Heihachi later held second and third common enemies to be playable after the first King of Iron Fist Tournament - a competition between the world's greatest fighters and more with the offer of control over the Zaibatsu for the winner, Kazuya entered and exacted his revenge, setting into motion a multi-generational family feud that, in time, would force the entire world to pick sides.\\
\\
Like his ''Street Fighter'' and ''Fatal Fury'' contemporaries, Kazuya
Piranha Plant.\\\
Steve's fighting style
borrows heavily from his home series; but ''unlike'' them, ''Tekken'' is a 3D fighting game series with a stronger emphasis on combos. This shows in his unique fighting style, which boasts the largest number of normal attacks out of the entire cast, ''Minecraft'', giving him a wide array whole new way of fighting in ''Smash''. He is reliant on materials mined from the stage to craft into tools to attack opponents and weapons for his attacks, with barrages the materials he can gather depending heavily on the stage he is on: heavily wooded stages such as Kongo Jungle will yield lots of blows. wood, while a metallic stage such as the Great Fox on Corneria or Venom will provide a lot of iron[[note]]Battlefield and Omega stages will instead provide materials in a static order, regardless of the stage it is based on[[/note]]. His special weapons also have limited durability and will need to be repaired or replaced to keep up with his opponent, which he can do at a crafting table which he can summon, if need be. His ability to place blocks also opens up whole new strategies, from blocking attacks let him tap into to edge-guarding by placing blocks in the Devil Gene for even more powerful attacks. He is on the slower and heavier side, and not all path of his attacks will work against all opponents or in every situation, but players an opponent attempting to recover. A Steve player who master his deep intricacies can adapt to any situation and even turn a losing battle around maintain their arsenal and make the best use of his crafting skills and block-placing abilities is a comeback.true force to be reckoned with.



'''Neutral Special:''' [[EyeBeams Devil Blaster]]
->Kazuya transforms into his Devil form and fires a laser beam which can pierce through multiple opponents. He can angle the beam before firing it, and performing this move in the air causes him to temporarily stall in place.
'''Side Special:''' [[MegatonPunch Devil Fist]]
->Kazuya dashes forward with a lunging fist strike. While risky, performing this move up close causes the opponent to enter into a crumple state, leaving them open for further combos.
'''Up Special:''' [[PowerGivesYouWings Devil Wings]]
->Kazuya uses his Devil form wings to launch himself upwards, damaging anyone directly above him.
'''Down Special:''' [[MeteorMove Heaven's Door / Rage Drive]]
->Kazuya transforms and grabs the opponent while flying upwards, and slams them down. Much like Bowser's side special, the opponent can influence where both they and Kazuya land if they are at low enough percentages. The move can also be used as a suicide attack, although Kazuya will be KO'ed first and the opponent will be given time to recover if they can. While Kazuya is under the influence of Rage, Heaven's Door is buffed into his Rage Drive, dealing more damage but at the cost of ending his Rage. In addition to its ''Smash'' input, Kazuya can perform a Rage Drive with a grab or by performing its original input (Crouch Dash + hold A button) - doing the latter method increases its damage output.
'''Input Special:''' [[VideoGameDashing Crouch Dash]]
->By performing the Shoryuken motion, Kazuya can perform the ''Tekken'' series' stable wavedashing mechanic. The dash allows him to bypass projectiles and some attacks due to his lowered height while he advances forward. Kazuya also has access to three different follow-ups after the dash is complete, outside of chaining them together. Pressing A has him perform a '''Wind God Fist''', an uppercut that launches enemies in the air. As in ''Tekken'', pressing A at the exact same time as the down-forward input is done leads to the stronger '''Electric Wind God Fist''', which stuns the opponent and can lead to further follow-ups. Pressing B leads to the '''Spinning Demon to Left Hook''', a string which leaves Kazuya temporarily invulnerable and deals good damage. Holding A normally yields the '''Dragon Uppercut''', a powerful kill move with some invulnerability, but doing it while under the effects of Rage leads to the aforementioned Rage Drive with increased damage.
'''Final Smash:''' [[BeamSpam Final Blaster]]
->Kazuya fires a short-ranged laser; if it lands, he transforms into his true Devil form from ''Tekken 7'' and unleashes a massive barrage of lasers from his eyes and wings.
----

to:

'''Neutral Special:''' [[EyeBeams Devil Blaster]]
->Kazuya transforms into
Special''': [[ItemCrafting Mine/Craft/Create Block]]
->By default, when used on the ground, Steve's neutral special mines the ground beneath
his Devil form feet for materials. On regular stages, the materials gathered are dependent on the nature of the stage (wooded stages yield wood, rocky stages yield stone, metallic stages yield iron, etc.). When used in front of a crafting table (which appears next to him at the start of a match and fires a laser beam which can pierce through multiple opponents. He can angle be summoned to him by holding shield+B), the beam before firing it, neutral special crafts new tools for Steve to use, in order of ascending power: wood, stone, iron, gold, and performing this move in diamond. In midair, the air causes him to temporarily stall neutral special places a block underneath Steve's feet, creating makeshift floors and walls. The materials used in place.
these blocks are placed in order of ascending strength and value: soil, stone, and iron.
'''Side Special:''' [[MegatonPunch Devil Fist]]
->Kazuya dashes forward with
Special''': [[MinecartMadness Minecart]]
->Steve uses
a lunging fist strike. While risky, performing this move up close causes unit of iron, he crafts and rides a minecart that he can use to ram opponents. Hopping out of the opponent to enter into a crumple state, leaving minecart and letting it hit opponents will not deal damage, but trap them open in the minecart for further combos.
a few moments instead. If Steve has wood, he can lay down tracks in front of him to increase the minecart's movement range. If he also has redstone and gold, he can create powered rails that increase the minecart's speed and ramming power.
'''Up Special:''' [[PowerGivesYouWings Devil Wings]]
->Kazuya
Special''': [[NotQuiteFlight Elytra]]
->Steve equips the Elytra, a pair of wings, and
uses his Devil form wings a firecracker to launch propel himself upwards, damaging anyone directly above him.
into the air. After the firecracker burns out, the player can use the control stick to change Steve's gliding trajectory. The Elytra falls off after a few seconds, which will leave Steve vulnerable until he touches the ground.
'''Down Special:''' [[MeteorMove Heaven's Door / Rage Drive]]
->Kazuya transforms
Special''': [[StuffBlowingUp TNT]]
->If Steve has soil, he crafts a TNT block
and grabs the opponent while flying upwards, and slams them down. Much like Bowser's side special, the opponent can influence where both they and Kazuya land if they are at low enough percentages. The move can also be used as a suicide attack, although Kazuya will be KO'ed first and the opponent will be given time to recover if they can. While Kazuya is under the influence sets it up directly in front of Rage, Heaven's Door is buffed into his Rage Drive, dealing more damage but at the cost of ending his Rage. In addition to its ''Smash'' input, Kazuya can perform a Rage Drive with a grab or by performing its original input (Crouch Dash + hold A button) - doing the latter method increases its damage output.
'''Input Special:''' [[VideoGameDashing Crouch Dash]]
->By performing the Shoryuken motion, Kazuya can perform the ''Tekken'' series' stable wavedashing mechanic. The dash allows him to bypass projectiles and some attacks due to his lowered height while he advances forward. Kazuya also has access to three different follow-ups after the dash is complete, outside of chaining them together. Pressing A has him perform a '''Wind God Fist''', an uppercut that launches enemies in the air. As in ''Tekken'', pressing A at the exact same time as the down-forward input is done leads to the stronger '''Electric Wind God Fist''', which stuns the opponent and can lead to further follow-ups. Pressing B leads to the '''Spinning Demon to Left Hook''', a string which leaves Kazuya temporarily invulnerable and deals good damage.
him. Holding A normally yields the '''Dragon Uppercut''', a powerful kill move with some invulnerability, but doing it special attack button while under moving will allow Steve to use redstone to create a fuse, and releasing the effects of Rage leads to button creates a wooden pressure plate that remotely detonates the aforementioned Rage Drive with increased damage.
TNT. The TNT will also explode after a few seconds or if hit by a fire attack.
'''Final Smash:''' [[BeamSpam Final Blaster]]
->Kazuya fires
Smash''': [[DeathTrap House of Boom]]
->Steve places
a short-ranged laser; if it lands, he transforms giant piston in front of him. Any opponents hit by the piston are thrown into his true Devil form from ''Tekken 7'' a crafted house filled with TNT and unleashes a massive barrage of lasers from his eyes Creepers. The house blows sky high as Steve turns to the camera and wings.
----
eats some steak.



->See [[Characters/TekkenKazuyaMishima Kazuya's page]] for more information on the character in his origin series.

to:

->See [[Characters/TekkenKazuyaMishima Kazuya's page]] for more information on the ''Characters/{{Minecraft}}'' character page for more info on Steve, Alex, and Enderman in his their origin series.
->See Characters/MinecraftOverworldHostileMobs for more info on Zombie in its
origin series.



* AdaptationPersonalityChange: {{Downplayed|Trope}}. Kazuya remains [[ArrogantKungFuGuy as arrogant and brutal as ever]], but he notably lacks most of the [[PreBattleBanter banter]] that characters in ''Tekken'' are famous for, with the only full sentence he speaks being a PreMortemOneLiner for his Final Smash (quoted above).
* AmbidextrousSprite: {{Averted|Trope}}. Unlike his fellow traditional fighting game representatives, ''Tekken'' uses a control system that assigns a button to each limb. As such, in ''Smash'' as well as in ''Tekken'', Kazuya's stance does not change in relation to which direction he faces. This means that all his attacks contain a consistent limb for whatever moves he's using; for example, he will always use his right hand to perform his signature Wind God Fist, while his left hand is for his [[{{Shoryuken}} Dragon Uppercut]]. His fixed stance in ''Ultimate'' goes in direct contrast to the [[VideoGame/StreetFighterXTekken last 2D fighting game he was in]], which played this trope straight.
* AnimeHair: Being part of the Mishima family, he possesses some wicked hairdo, having his hair upswept into a spike at the back of his head.
* AntiFrustrationFeatures:
** He jumps more slowly than the rest of the cast, so that those who play with tap jump on will have an easier time performing his multiple up tilts.
** The timing for the Electric Wind God Fist is more forgiving than it is in ''Tekken''. Wavedashing's execution was also made slightly easier, as the player does not need to return the left stick to neutral, making it closer to performing a {{Shoryuken}} input.
** His portrait in the character select screen is smaller, so his waist can be seen, allowing players to have some way of distinguishing his pants alts.
** In ''Tekken 7'', missing a Rage Drive or a Rage Art would automatically end Rage for the user. Here, Kazuya can attempt and miss it several times before it ends.
* ArrogantKungFuGuy: Very. As any character in ''Tekken'' can attest to, Kazuya is far from modest.
* AscendedMeme: His "crouch dash" move is a reference to the Wavedashing technique in ''Tekken'', which the infamous technique from ''Melee'' got its name from. He's also shown performing and cancelling successive back dashes, referencing a famous technique dubbed "Korean Backdashing" by ''Tekken'' players.
* AttackReflector: Kazuya's Left Splits Kick attack can send projects back at the opponent.
* AwesomeButImpractical: His Jab Combo is his 10-Hit Combo, a NoHoldsBarredBeatdown that looks cool, and does a lot of damage, like its ''Tekken'' self. Also like its ''Tekken'' self, it's not a True Combo[[labelnote:*]]A True Combo, as the name implies, is a combo the character can not escape without some sort of ComboBreaker.[[/labelnote]], and an opponent can use ''Smash''[='=]s Directional Influence mechanic[[labelnote:*]]The ability to drift in midair while in a Disadvantage State, in order to avoid further damage, among other uses.[[/labelnote]] to [[https://www.youtube.com/watch?v=ydqrQgO7FdI easily escape it]].
* BadassInANiceSuit: His alternate costume gives him his suave business suit and [[BadassLongcoat long leather jacket]] ensemble from ''Tekken 7''.
* BattleIntro: Based on one of his intros in ''Tekken 7'', Kazuya decends in his Devil Form arms crossed, back facing his oppoent, looks back and takes his stance while coming out of his Devil Form.
* BigOlEyebrows: Got them from [[HereditaryHairstyle his father]].
* BigScrewedUpFamily: The Mishima family as a whole is ''[[DysfunctionJunction very screwed up]]'', to the point of a full-on war[[note]]This isn't an exaggeration either: Kazuya's son, Jin Kazama, arguably the "nicest" Mishima, started World War III with the specific goal of wiping out his entire family and luring out the precursor of the Devil Gene so the world would be freed from their destructive influence[[/note]].
* BilingualDialogue: Speaks in Japanese in every language track, which fits ''Tekken'' - many of its characters speak their native languages. As of ''Ultimate'', this makes him one of three fighters to speak in Japanese regardless of region - the other two being the ''FFVII'' fighters.
* BoringButPractical:
** His normal moves aren't that flashy compared to other fighters (they're basic martial arts moves with only an ember effect to emphasize the impact), and even his moves which have him turn into his Devil form don't really have him do things that haven't already been done by other fighters (firing a laser beam, using wings to elevate, punching, dunking people into the ground, etc.). However, he has a lot of moves in his arsenal, arguably making him the most versatile fighter in the series due to how many options he has at his disposal, and on top of that he is very strong. Put into the hands of a player who understands his particular characteristics and skillset, he becomes an absolute beast to fight against.
** More specifically, his Flash Punch Combo is this compared to his 10-Hit Combo. The latter is longer, more damaging, and cooler (the former just being two jabs, and a straight). That said, the latter can be escaped, and the former is generally more reliable if you get the timing down, not to mention the stronger knockback makes it much more viable to score a KO with.
* BreakingOldTrends:
** He's the first fighter to neither have a victory theme nor have the ''Smash'' announcer declare his victory. The announcer from ''Tekken 7'' does this instead.
** While Ryu, Ken, and Terry take inspiration from their original (or second) games for their ''Smash'' appearances, Kazuya instead takes inspiration from the (then) most recent game in his series, ''Tekken 7''. This is evident in how his ''Tekken 7'' outfit has a Fighter Spirit while his original outfit doesn't.
* CloseRangeCombatant: While he does have ''some'' ranged attacks through his Devil Blaster and Final Blaster, both of them are slow and clunky to execute while lacking sheer damage-racking potential, working best as launching finishers. The vast majority of his moveset absolutely ''needs'' him to get close to an opponent in order to truly damage them, with his strongest attacks requiring him to be practically staring them in the face before executing, which is already hard enough due to [[MightyGlacier how utterly slow his movement speed is normally]], but the tradeoff for this is that every one of his melee moves have high damage potential, and several on their own have strong launch power, so being good enough to close the gap will ensure you will be laying the hurt.
* ComebackMechanic: He brings in ''Tekken 7's'' Rage mechanic, which triggers when he's at least 100% or has 25% stamina left. It increases his damage by 1.1 times, and, if he chooses, he can sacrifice the Rage Mode for a powerful Rage Drive which is done with his throw, his down special, or Crouch Dash Hold A (which is based on the original input). However, while just like Sephiroth's OneWingedAngel SuperMode in that it won't decay over time, unlike it which specifically requires a KO (of Sephiroth or by him) to be lost, the Rage charge can also be lost by taking enough extra damage or whiffing an attempted Rage Drive repeatedly.
* TheComicallySerious: Much like Sephiroth, the cold-blooded, no-nonsense villainous bastard Kazuya is also susceptible to the comical shenanigans given in ''Smash'' via its environment and background, and it also has a similar hilarious effect. The difference is that ''Tekken'' already subjects Kazuya to this environment, mainly due to the non-canonical endings for Tekken's fighters like Kazuya's dad Heihachi for prime examples. Heihachi's ending in ''Tekken 5'' sees him launch a rocket with Kazuya, Jin, and Jinpachi tied against its surface. And his ending in ''Tekken 6'' has him binding Kazuya and Jin within astronaut suits before sending them off of a shuttle into outer space... unfortunately for Heihachi, however, Kazuya is able to [[TakingYouWithMe drag Heihachi (also wearing an astronaut suit) into space with him, leaving the three to crash back down to Earth like shooting stars.]]
* CompetitiveBalance: As noted by Sakurai during Kazuya's character showcase, ''Tekken'' is a grounded 3D fighter with a huge emphasis on frame data and micro-spacing, in contrast to ''Smash'' being a fast-paced 2D fighter with more emphasis on aerial movement and vertical positioning. If Kazuya were imported directly into ''Smash'' as he was in his home series, he wouldn't be a very powerful fighter as even the fastest moves in ''Tekken'' are considered "okay" at best and "slow" at worst compared to the rest of the ''Smash'' roster, requiring a lot of concessions to be made for his moveset, not just for accessibility, but also for viability. One result of these changes is that ''all'' of his moves were changed to have some of the fastest attack speeds in the game, since otherwise he'd have great difficulty actually executing most of his moves against other fighters.
* CorruptCorporateExecutive: After dethroning Heihachi, he took over the Mishima Zaibatsu and began several illegal operations within the company. He would later gain control over G Corporation to counter his son Jin Kazama's takeover of the Mishima Zaibatsu, gaining the support of the masses due to his son starting a global war, when in reality, he wishes to use G Corporation to take out Jin and his rivals to {{take over the world}} himself.
* DemonOfHumanOrigin: Kazuya inherited the Devil Gene from his mother, which allows him to transform into a powerful demon known as Devil Kazuya, or just Devil. For his Smash attacks and Specials, he undergoes a PartialTransformation, and unleashes the Devil Gene's full power in his Final Smash.
* DifficultButAwesome:
** He has an utterly ''massive'' movelist, even moreso than Ryu, Ken, and Terry. He has a built-in wavedash, diagonal tilts, "while rising" moves (performed when getting up from a crouch), and Electric Wind God Fist, one of the hardest {{Just Frame|Bonus}} attacks in the game. He's also a CloseRangeCombatant with a MightyGlacier build. Said moveset makes him a very versatile character with many answers for various situations, and several of the moves are designed to make up for his slow movement, whether through bursts of speed or stunning moving opponents. It should be noted that this iteration of Kazuya is easier than in his home game -- where he also embodies this trope, with the 10-Hit Combo simply being his standard jab combo, his Electric Wind God Fist having a more forgiving frame window, and all of his Devil Moves being assigned to his Smash Attacks and Specials, and he's ''still'' an incredibly difficult to truly master fighter due to just how many moves he has that all have their specialties for combat.
** In terms of individual moves, the 10-Hit Combo is incredibly powerful, and if Kazuya is able to land the full string on an opponent at a decent percentage, it's enough to kill them outright. However, the move has slow startup, many gaps in which a faster player can dodge or shield (he can even pass through his opponent while maintaining the combo if he starts too close), and it requires Kazuya to commit to the entire string, leaving him unable to defend himself if his opponent escapes.
** Devil Fist, despite being a move that propels Kazuya forward, is best used at point-blank range to an opponent, placing them in a crumple state, and creating a cross-up that allows for free attacks. While the move otherwise has decent damage and knock back, it has poor frame data on block and can only crumple enemies close to the ground, making it very situational to use effectively.
** As noted by more competitive players, for him to stay on top of the tier list, his combo game and overall neutral option is heavily reliant on the Kazuya player being able to perform the [[{{SignatureAttack}} Electric Wind God Fist]] consistently. Said move, while having a slightly more lenient input (having 2 frames allowance in between the directional input and the A button instead of simultaneous input), overall still requires the strictest timing out of all the moves in the whole game. That said, like how it performs in ''Tekken'' proper, mastering it gives one of the best whiff punishers in the entire game, and an effective combo starter or kill confirm.
** Left Splits Kick (→→+A) acts as an AttackReflector, letting Kazuya literally kick projectiles back at his opponent. Its input makes it awkward to use for spacing due to Kazuya dashing forward, and the short duration of its hitboxes make it harder to actually reflect things with it, but players who can pull it off consistently are rewarded with the strongest reflect in the game, causing the returning projectile to deal more than twice its original damage.
* DownloadableContent: The fifth member of Fighters Pass Vol. 2, released on June 29th of 2021. Buying this fighter also comes with the Mishima Dojo stage, 39 songs from ''Tekken'', and a unique DLC Spirit Board, where ten Spirit Battles for ''Tekken'' characters await.
* ExpyCoexistence: He's ''Tekken''[='=]s equivalent of ''VideoGame/VirtuaFighter''[='=]s Akira Yuki, who appears in ''Ultimate'' as an Assist Trophy. [[https://www.videogameschronicle.com/files/2021/06/kazuya-smash-3.jpg An official screenshot]] shows the two about to face off.
* EyeBeams: His Devil Gene gives him the ability to fire beams out of a third eye that grows on his forehead. His Final Smash has him tapping into his Devil Gene power to unleash BeamSpam upon his enemies from [[EyesDoNotBelongThere eyes that grow on his torso and wings]].
* FaceHeelTurn: His transformation from a hero to a villain in the ''Tekken'' series is referenced in his reveal trailer, first tossing Ganondorf off of a cliff and into a volcano, much like how the first ''Tekken'' game saw him do the same to his [[AbusiveParents abusive father]] Heihachi... followed by throwing other ''heroic'' characters afterward, paralleling how later ''Tekken'' games show him growing more power-hungry and at odds with other Mishima family members who are nowhere near as evil as Heihachi.
* {{Flanderization}}: PlayedForLaughs. Within ''Tekken''[='=]s canon, Kazuya throwing Heihachi off a cliff was simply a repayment in kind to Heihachi doing it to him as a child, and had only done this twice over the series; however, in his introduction trailer, he does this to (presumably) ''every'' character he defeats, despite lacking a similar history with these characters.
* GracefulLoser: Applauds the winner, even though he clearly doesn't look too pleased about losing.
* GuestFighter: The 17th third party character overall and the second fighter from Bandai Namco. He's also the second third party villain after Sephiroth.
* HeartbeatSoundtrack: While he's in Rage, the controller will begin to rumble in rhythm to a heartbeat.
* HomeStage: ''Ultimate'': Mishima Dojo, a mountain-side dojo where Heihachi Mishima is fought as the sub-boss in ''Tekken 7''.
* KnightOfCerebus: The second villain introduced as DLC after Sephiroth, and he is also especially this after the more light-hearted Pyra[=/=]Mythra. He is first seen tossing [[Franchise/TheLegendOfZelda Ganondorf]] into a volcano (after some suspense), before battling the rest of the cast and visually throwing other heroic characters into the same volcano, including [[VideoGame/FZero Captain Falcon]], [[VideoGame/KidIcarus Pit]], [[VideoGame/{{ARMS}} Min Min]], [[Franchise/FireEmblem Marth]], and Franchise/{{Kirby}}.
* {{Leitmotif}}: A new remix and the arcade version of his boss fight theme from ''Tekken 2'', "Kazuya Mishima, Devil Kazuya", can be heard in his trailer. These are also included along with the console version, "Emotionless Passion". Also contained in the ''Tekken'' music list is a remix of "Desperate Struggle", the final theme which plays for the battle between Heihachi and Kazuya in the ending of ''Tekken 7''.
* LightningBruiser: He's a bit of a {{Zig|zagging Trope}}-zagged example. In terms of general stats, he's a MightyGlacier, being a slow-moving heavyweight fighter who doesn't launch easily and has all his attacks have high damage and launch potential at the cost of generally slow move start-up speeds, but ''unlike'' the average mighty glacier, the actual attack speed of those moves are so high, combined with having decent flinching effects, that once he gets going, he can perform combos faster and harder than a straightforward lightning bruiser. Likewise, he has a pretty decent recovery, with it being, on average, better than Mario if you count his double jump & up special.
* LimitBreak: Final Blaster; Kazuya performs the Rage Art he can perform as Devil in ''Tekken 7'', from the BeamSpam, to the volcanic background, and down to the PreMortemOneLiner exclaimed on its activation quote as Kazuya prepares to open fire!
* MechanicallyUnusualFighter:
** Just like Ryu, Ken, and Terry, he brings with him a plethora of combo-input-based attacks that grant a higher number of attacks than is normal for ''Smash''. ''Unlike'' those three, who as 2D-game fighters are limited to combos based on four direction keys and 2 attack buttons, Kazuya originates from a 3D fighting game that utilizes an eight-directional movement stick and four attack buttons, giving him an utterly ''massive'' selection of potential moves, moreso than any other character in ''Smash''. While his Devil Gene powers are restricted to acting as super moves through his Specials, Smash Attacks, and Final Smash to make things a bit simpler, that still leaves a large selection of the nearly ''100'' base moves usable in his original game, including diagonal inputs, two extra crouch attacks, and "while rising" inputs.[[labelnote:*]]It's done by putting an input while going from a crouching state to a standing state.[[/labelnote]]
** He technically has two sets of specials; his devil moves which are performed with regular B-button inputs, and his crouch dash specials which require a dragon-punch input on the movement stick. These include his [[SignatureAttack Wind God Fist]], Spinning Demon, and Dragon Uppercut.
** He is the sole exception to the standardization of jumpsquat frames in ''Ultimate'', having 7 frames of jumpsquat instead of 3.
* MightyGlacier: Kazuya is a very powerful fighter whose versatile moveset allows him to rack up a significant amount of damage in relatively few hits. His attacks are faster than most examples to make up for how many he has; however, he is still a heavyweight and he uniquely has the slowest jumpsquat in the game, taking more than double the time to jump compared to every other character.
* AMoltenDateWithDeath: As seen in his trailer, he disposes of all his opponents (sans Kirby) by tossing them off a volcano.

to:

* AdaptationPersonalityChange: {{Downplayed|Trope}}. Kazuya remains [[ArrogantKungFuGuy as arrogant AdaptationalBadass:
** The Zombie is able to wield weapons in ''Minecraft'' itself, but uncommonly. It cannot place blocks, sprint, or even jump outside of jumping up one-block inclines,
and brutal as ever]], but he notably lacks most of it even catches fire in sunlight. Here, it can do everything Steve can do without issue. Similarly, the [[PreBattleBanter banter]] that characters in ''Tekken'' are famous for, with the only full sentence he speaks being a PreMortemOneLiner for his Final Smash (quoted above).
* AmbidextrousSprite: {{Averted|Trope}}. Unlike his fellow
Enderman's traditional fighting game representatives, ''Tekken'' uses a control system weakness to water is no longer an issue. Justified in that assigns a button they're really skins rather than the mobs in question.
** In general, the ability
to each limb. As such, place blocks gets a step-up to being able to place blocks mid-air without needing to place it first on a floating support block. They can also double-jump, grab onto ledges and negate FallDamage without any modifications like enchanted armor or mods.
* AdaptationalWimp: The Enderman is capable of a lot more
in ''Smash'' its home series, where it can be a fairly dangerous enemy. Here, it trades the ability to teleport and take blocks out of the ground for being the same as well as the other fighters. Justified in ''Tekken'', Kazuya's stance does not change in relation to which direction he faces. This means that all it's really a skin rather than an actual Enderman.
* AdaptationNameChange: [[DownplayedTrope Downplayed;]] while Steve is the character's canon name, official sources usually spell it with a question mark (as in "Steve?", referencing a tweet ''Minecraft'' creator Notch made in response to a follower asking what the player character's name was). The same goes for Alex, also.
* AndYourRewardIsEdible: One of Steve's Victory screens shows him noshing on a Steak.
* AntiFrustrationFeatures: Despite Steve's [[MechanicallyUnusualFighter extremely different functions as a playable character]], many aspects of
his attacks contain a consistent limb for whatever moves he's using; for example, moveset are streamlined so that it's still fun to use without it being anger-inducing or overly complicated. To wit:
** When crafting weapons,
he will always use his right hand to perform his signature Wind God Fist, while his left hand is for his [[{{Shoryuken}} Dragon Uppercut]]. His fixed stance in ''Ultimate'' goes in direct contrast to the [[VideoGame/StreetFighterXTekken last 2D fighting game highest-quality materials out of what he was in]], currently has on him. Conversely, when creating blocks, he will always use the lowest quality material available first. This is so he doesn't have to manually shift through what he has in order to use what would be most efficient in the middle of a hectic match.
** Additionally, in order to reduce the materials needed and frequency in
which played this trope straight.
* AnimeHair: Being part of the Mishima family, he possesses some wicked hairdo, having his hair upswept into a spike at the back of his head.
* AntiFrustrationFeatures:
** He jumps more slowly than the rest of the cast, so that those who play with tap jump on will have an easier time performing his multiple up tilts.
** The timing for the Electric Wind God Fist is more forgiving than it is in ''Tekken''. Wavedashing's execution was also made slightly easier, as
the player does not need has to return the left stick to neutral, making it closer to performing a {{Shoryuken}} input.
** His portrait in the character select screen is smaller, so his waist can be seen, allowing players to have some way of distinguishing his pants alts.
** In ''Tekken 7'', missing a Rage Drive or a Rage Art would
craft new tools, upgrading automatically end Rage for affects all tools rather than just one. So if the user. Here, Kazuya player makes a diamond sword, that means they also get the diamond axe, shovel, and pickaxe.
** He
can attempt and miss it several times before it ends.
* ArrogantKungFuGuy: Very. As any character in ''Tekken'' can attest to, Kazuya is far from modest.
* AscendedMeme: His "crouch dash" move is a reference
spawn the crafting table to his current position by pressing Shield + Special Attack, similar to the Wavedashing technique in ''Tekken'', which the infamous technique from ''Melee'' got its name from. He's also shown performing and cancelling successive back dashes, referencing a famous technique dubbed "Korean Backdashing" by ''Tekken'' players.
* AttackReflector: Kazuya's Left Splits Kick attack can send projects back at the opponent.
* AwesomeButImpractical: His Jab Combo is
ink recharge input for Inklings. This allows him to craft his 10-Hit Combo, a NoHoldsBarredBeatdown that looks cool, and does a lot of damage, like its ''Tekken'' self. Also like its ''Tekken'' self, it's not a True Combo[[labelnote:*]]A True Combo, as the name implies, is a combo the character can not escape weapons without some sort of ComboBreaker.[[/labelnote]], and worrying about an opponent can camping where the table is initially spawned. It does cost some materials to do this, though (but it will prioritize using less-valuable materials first).
** Regardless of terrain features, there's still a consistency on the frequency of materials to be mined. Eventually, the player ''will'' get a diamond, along with some iron and the other materials necessary to make their moveset function[[note]]Steve can't
use ''Smash''[='=]s Directional Influence mechanic[[labelnote:*]]The ability his down air at all without iron, so he needs to drift in midair while in a Disadvantage State, have access to it in order to avoid further damage, among other uses.[[/labelnote]] to [[https://www.youtube.com/watch?v=ydqrQgO7FdI easily escape it]].
* BadassInANiceSuit: His alternate costume gives him his suave business suit
have a complete moveset[[/note]]. Battlefield and [[BadassLongcoat long leather jacket]] ensemble Omega-type stages in particular will always give materials in a set order and ratio regardless of the stages' terrain or original form, removing any potential RNG-shenanigans from ''Tekken 7''.
messing up a match, especially in a more competitive setting.
** The rails spawned while riding the Minecart and the TNT can be made with and will prioritize using lesser materials, but both can be crafted purely with iron, allowing Steve to fully use his moveset even on "iron-only" stages.
** The Elytra uses no materials at all, ensuring that Steve can always use it as a recovery move even if he is completely empty of materials.
** Anyone hit by a TNT explosion will have reduced knockback if they triggered the explosion themselves by stepping on the pressure plate. This is so that Steve has a better chance of survival if he decides to [[TakingYouWithMe step on the plate himself to blow up someone else]].
** Losing a stock will not cause a loss of materials. This means that rare gold or diamond you found won't be wasted if you get knocked out right after mining it. Additionally, upon respawning they'll be given three iron ingots if they don't have any. [[{{Downplayed}} However, you will always reset back to wooden tools upon respawning]].
* AnvilOnHead: Steve's Down Air has him dropping and riding an anvil as it falls straight down. It can be canceled partway through, and requires one piece of iron to use, otherwise the attack won't go through. It's also used in the down throw, but once again requires one iron, so if you don't have one, the attack simply pushes a fighter into the ground.
* BadGuysDoTheDirtyWork: Steve's Final Smash involves sending the target into a structure filled with hordes of hostile mobs (namely Creepers and Zombies) and blocks of TNT and trapping them there.
* BarrierWarrior: He can use blocks to create walls of material to block recovering opponents, or to control where they're going.
* BattleIntro: Based on Steve mines some blocks in front of him.
* BigEater: One of Steve's taunts is to eat a steak. Spamming it makes him eat it repeatedly. He'll also eat a steak at the end of his Final Smash and as
one of his intros in ''Tekken 7'', Kazuya decends in his Devil Form arms crossed, back facing his oppoent, looks back Victory Screens.
* BlackEyesOfEvil: The Zombie's eyes are a soulless black, a reflection of its undead state
and takes his stance while coming out of his Devil Form.
* BigOlEyebrows: Got them from [[HereditaryHairstyle his father]].
* BigScrewedUpFamily: The Mishima family as a whole
it is ''[[DysfunctionJunction very screwed up]]'', to the point of a full-on war[[note]]This isn't an exaggeration either: Kazuya's son, Jin Kazama, arguably the "nicest" Mishima, started World War III with the specific goal of wiping out his entire family and luring out the precursor one of the Devil Gene so the world would be freed from their destructive influence[[/note]].
prime hostile mobs.
* BilingualDialogue: Speaks in Japanese in every language track, BoringButPractical: One of Steve's abilities is to place blocks below his feet, which fits ''Tekken'' - many is an aspect of its characters speak their native languages. As of ''Ultimate'', this makes him one of three fighters to speak in Japanese regardless of region - the other two being the ''FFVII'' fighters.
* BoringButPractical:
** His normal moves aren't that flashy compared to other fighters (they're basic martial arts moves with only an ember effect to emphasize the impact), and even his moves which have him turn into his Devil form don't really have him do things that haven't already been done by other fighters (firing a laser beam, using wings to elevate, punching, dunking people into the ground, etc.). However, he has a lot of moves in his arsenal, arguably making him the most versatile fighter in the series due to how many options he has at his disposal, and on top of that he is very strong. Put into the hands of a player who understands his particular characteristics and skillset, he becomes an absolute beast to fight against.
** More specifically, his Flash Punch Combo is this compared to his 10-Hit Combo. The latter is longer, more damaging, and cooler (the former just being two jabs, and a straight). That said, the latter can be escaped, and the former is generally more reliable if you get the timing down, not to mention the stronger knockback makes it much more viable to score a KO with.
* BreakingOldTrends:
** He's the first fighter to neither have a victory theme nor have
''Minecraft'' gameplay that's considered iconic enough for the ''Smash'' announcer declare his victory. The announcer from ''Tekken 7'' does this instead.
** While Ryu, Ken, and Terry take inspiration from their original (or second) games for their ''Smash'' appearances, Kazuya instead takes inspiration from the (then) most recent game in his series, ''Tekken 7''. This is evident in how his ''Tekken 7'' outfit has a Fighter Spirit while his original outfit doesn't.
* CloseRangeCombatant: While he does
team to have ''some'' ranged attacks through his Devil Blaster and Final Blaster, both of them are slow and clunky to execute while lacking sheer damage-racking potential, working best as launching finishers. The vast majority of his moveset absolutely ''needs'' rework every single stage to allow for it. Placing blocks sounds rather boring on paper, but it allows him to get close alter the battlefield to an opponent in order to truly damage them, with his strongest attacks requiring him to be practically staring them in the face before executing, which is already hard enough due to [[MightyGlacier how utterly slow his whim, blocking movement speed is normally]], but the tradeoff for this is that every one of his melee moves have high damage potential, and several on attacks as well as creating platforms to assist in recovery. Likewise, since they count as platforms, a quick-fingered player can use them to recover their own double jump and extend combos all the way to the top of the screen. Is it fancy or flashy? Not in the slightest. Is it efficient and versatile? Absolutely.
* BreakableWeapons: All of the weapons
have strong launch power, so being good enough to close the gap will ensure you will be laying the hurt.
* ComebackMechanic: He brings in ''Tekken 7's'' Rage mechanic, which triggers when he's at least 100% or has 25% stamina left. It increases his damage by 1.1 times, and, if he chooses, he can sacrifice the Rage Mode for
a powerful Rage Drive which is done with his throw, his down special, or Crouch Dash Hold A (which is based on durability limit, just like the original input). game. However, while just like Sephiroth's OneWingedAngel SuperMode in that it won't decay over time, unlike it which specifically requires once you've broken a KO (of Sephiroth or by him) weapon, there's no swapping to an older weaker weapon, so you'll be lost, the Rage charge can also be lost by taking enough extra damage or whiffing an attempted Rage Drive repeatedly.
* TheComicallySerious: Much like Sephiroth, the cold-blooded, no-nonsense villainous bastard Kazuya is also susceptible to the comical shenanigans given in ''Smash'' via its environment and background, and it also has a similar hilarious effect. The difference is that ''Tekken'' already subjects Kazuya to this environment, mainly due to the non-canonical endings for Tekken's fighters like Kazuya's dad Heihachi for prime examples. Heihachi's ending in ''Tekken 5'' sees him launch a rocket
stuck with Kazuya, Jin, and Jinpachi tied against its surface. And his ending in ''Tekken 6'' has him binding Kazuya and Jin within astronaut suits before sending using your fists until you craft a new one. Thankfully, if you have the materials available, you can restore the durability without having to wait for them off of a shuttle into outer space... unfortunately for Heihachi, however, Kazuya is able to [[TakingYouWithMe drag Heihachi (also wearing an astronaut suit) into space with him, leaving the three to crash back down to Earth like shooting stars.]]
break.
* CompetitiveBalance: As noted by Sakurai during Kazuya's character showcase, ''Tekken'' is a grounded 3D fighter with a huge emphasis on frame data and micro-spacing, in contrast to ''Smash'' being a fast-paced 2D fighter with more emphasis on aerial movement and vertical positioning. If Kazuya were imported directly into ''Smash'' as he was in his home series, he wouldn't be a very powerful fighter as even the fastest moves in ''Tekken'' are considered "okay" at best and "slow" at worst compared to the rest of the ''Smash'' roster, requiring a A lot of concessions to be made for his moveset, not just for accessibility, but also for viability. One result of these changes is that ''all'' of his moves were changed to have some of the fastest attack speeds in the game, since otherwise he'd have great difficulty actually executing most of his moves against other fighters.
* CorruptCorporateExecutive: After dethroning Heihachi, he took
''Minecraft'' mechanics are carried over faithfully, but are modified for the Mishima Zaibatsu and began several illegal operations within the company. He would later gain control sake of balance.
** All blocks, once placed, disappear
over G Corporation to counter his son Jin Kazama's takeover of the Mishima Zaibatsu, gaining the support of the masses due to his son starting a global war, when in reality, he wishes to use G Corporation to take out Jin and his rivals to {{take over the world}} himself.
* DemonOfHumanOrigin: Kazuya inherited the Devil Gene from his mother, which allows him to transform into a powerful demon known as Devil Kazuya, or just Devil. For his Smash attacks and Specials, he undergoes a PartialTransformation, and unleashes the Devil Gene's full power in his Final Smash.
* DifficultButAwesome:
** He has an utterly ''massive'' movelist, even moreso than Ryu, Ken, and Terry. He has a built-in wavedash, diagonal tilts, "while rising" moves (performed when getting up from a crouch), and Electric Wind God Fist, one of the hardest {{Just Frame|Bonus}} attacks in the game. He's also a CloseRangeCombatant with a MightyGlacier build. Said moveset makes him a very versatile character with many answers for various situations, and several of the moves are designed to make up for his slow movement, whether through bursts of speed or stunning moving opponents. It should be noted that this iteration of Kazuya is easier than in his home game -- where he also embodies this trope, with the 10-Hit Combo simply being his standard jab combo, his Electric Wind God Fist having a more forgiving frame window, and all of his Devil Moves being assigned to his Smash Attacks and Specials, and he's ''still'' an incredibly difficult to truly master fighter due to just how many moves he has that all have their specialties for combat.
** In terms of individual moves, the 10-Hit Combo is incredibly powerful, and if Kazuya is able to land the full string
time. Any block they're standing on an opponent at a decent percentage, it's enough to kill them outright. However, the move has slow startup, many gaps in which a deteriorates faster player to prevent camping.
** They
can dodge or shield (he create blocks offstage; however, there is a limit how far you can even pass through his opponent while maintaining the combo if he starts too close), and it requires Kazuya to commit to the entire string, leaving him go before you are unable to defend himself if his opponent escapes.
** Devil Fist, despite being a move that propels Kazuya forward, is best used at point-blank range to an opponent, placing them in a crumple state, and creating a cross-up that allows for free attacks. While the move otherwise has decent damage and knock back, it has poor frame data on block and can only crumple enemies close
make more blocks. Blocks closest to the ground, making blast zones will also disappear quicker.
** TNT is made out of dirt and cobblestone instead of gunpowder to reduce the amount of resources that players need to keep track of.
** The materials mined from stages are generally determinate from which kind of surface
it very situational is, such as sand being mined from sandy floors or cobblestone being mined from rocky structures, but on Battlefield and Omega stages, the materials are miscellaneous and pre-determined no matter the stage to use effectively.
** As noted by
prevent Steve from having any advantage or disadvantage in a more competitive players, for him to stay on top of the tier list, his combo game setting. Plus, metals like iron and overall neutral option is heavily reliant on the Kazuya player being able gold are conveniently mined as ready to perform the [[{{SignatureAttack}} Electric Wind God Fist]] consistently. Said move, while having a slightly more lenient input (having 2 frames allowance in between the directional input and the A button use ingots instead of simultaneous input), overall still requires the strictest timing out as Ore blocks/Raw materials which need to be smelted.
** The crafting cost
of all the items is generally much lower than ''Minecraft''. For example, an iron block is made of a single iron ingot instead of 9 and anvils are made of one iron ingot instead of a total of 31.
* DifficultButAwesome:
** The vast majority of Steve's moveset revolves around ResourcesManagementGameplay, making him incredibly complex at a first glance. Even some of his basic attack
moves in rely on the whole game. That said, like how it performs in ''Tekken'' proper, mastering it gives one use of BreakableWeapons and, by association, a destructible ItemCrafting table to upgrade or reconstruct said weapons once discarded (both actions require the best whiff punishers in player to gather materials around the entire game, and an effective combo starter or kill confirm.
** Left Splits Kick (→→+A) acts as an AttackReflector, letting Kazuya literally kick projectiles back at his opponent. Its input makes it awkward to use for spacing due to Kazuya dashing forward, and the short duration of its hitboxes make it harder to actually reflect things with it, but players who can pull it off consistently are rewarded
stage beforehand, with the strongest reflect nature of the stage itself dictating which substances you are most likely able to collect). This potentially gives the character some glaring weaknesses, but also innumerous tools that utilize collected resources for match control, like blocks that can alter the battlefield's landscape, stronger weapons, explosive traps, a versatile vehicle, and so on.
** The "TNT" move takes a while to set up and is highly visible as a physical entity
in the game, causing arena, but has a large blast radius and does tremendous damage and knock-back to whoever it hits (and unlike the returning projectile to deal more than twice its original damage.
Villager's "Timber!" move, will automatically detonate itself after a short period). However, it can also damage ([[HoistByHisOwnPetard and even KO]]) Steve himself.
* DownloadableContent: The fifth second member of Fighters Pass Vol. 2, released on June 29th October 13th of 2021. 2020. Buying this fighter also comes with the Mishima Dojo Minecraft World stage, 39 7 songs from ''Tekken'', ''Minecraft'', and a unique DLC Spirit Board, where ten nine Spirit Battles for ''Tekken'' ''Minecraft'' characters await.
* ExpyCoexistence: He's ''Tekken''[='=]s equivalent {{Expy}}: On top of ''VideoGame/VirtuaFighter''[='=]s Akira Yuki, who appears Enderman's appearance being a dead ringer for Slender Man, it is also shown in ''Ultimate'' as an Assist Trophy. [[https://www.videogameschronicle.com/files/2021/06/kazuya-smash-3.jpg An official screenshot]] shows the two about to face off.
* EyeBeams: His Devil Gene gives him the ability to fire beams out of a third eye that grows
its debut trailer sneaking up on his forehead. His Final Smash has him tapping Steve while he's asleep and ominously peeking into his Devil Gene power to unleash BeamSpam upon his enemies from [[EyesDoNotBelongThere eyes that grow on his torso and wings]].
Snake's box, which also fit Slender Man's modus operandi.
* FaceHeelTurn: His transformation from FallingDamage: While that's [[AvertedTrope obviously not a hero to a villain thing]] in the ''Tekken'' series ''Smash'', it is subtly referenced in his reveal trailer, first tossing Ganondorf off as an audio cue. If Steve lands on the ground after being airborne for long enough, the same damage "crunch" noise plays.
* FreezeFrameBonus: During the "House
of a cliff and into a volcano, much like how Boom" Final Smash, once the perspective switches to the first ''Tekken'' game saw him do person view, you can see the same Zombie on the left side fall into a cobweb and get stuck for a brief moment before the camera looks away.
* GeoEffects: Steve's "Mine" special provides different resources based on what terrain he mines from, similar
to his [[AbusiveParents abusive father]] Heihachi... followed by throwing other ''heroic'' characters afterward, paralleling how later ''Tekken'' games show him growing more power-hungry Olimar's Pikmin Pluck functioned in ''Brawl''. For example, using Mine on [[VideoGame/StarFox64 Corneria]], which takes place atop the spaceship Great Fox, will almost always result in large quantities of iron, which can be converted into durable blocks and at odds with other Mishima family members who are nowhere near as evil as Heihachi.
* {{Flanderization}}: PlayedForLaughs. Within ''Tekken''[='=]s canon, Kazuya throwing Heihachi off
weapons. Conversely, a cliff was simply a repayment in kind to Heihachi doing it to him as a child, and had place like [[VideoGame/DonkeyKongCountry1 Kongo Jungle]] that entirely consists of wooden platforms will only done this twice over hand out weak, basic wood. This gameplay aspect is averted in the series; Omega and Battlefield variations, where every material type is accessible in a preset order, keeping things fair.
* GoldColoredSuperiority: Zigzagged. Gold is one of the materials that can be used to craft tools;
however, golden weapons are actually weak and fragile (much like gold is in real life), but they are light enough to allow a faster rate of attack, making them ideal for combos.
* GoodOldFisticuffs: If ever you find yourself without a weapon, such as breaking your starting wood weapons before you can get the materials to craft new ones, Steve will fight using
his introduction trailer, he does this to (presumably) ''every'' character he defeats, despite lacking fists. It's not as effective as when using a similar history with these characters.
* GracefulLoser: Applauds the winner, even though he clearly doesn't look too pleased about losing.
weapon, but they're still capable of dealing some damage.
* GuestFighter: The 17th third party 15th third-party character overall and in ''Smash'', originally created by Mojang. Mojang was later bought by [[Creator/XboxGameStudios Microsoft]], making this the second fighter character to come from Bandai Namco. He's also the second third party villain after Sephiroth.
latter.
* HeartbeatSoundtrack: While he's in Rage, {{Hammerspace}}: In true ''Minecraft'' fashion, while their inventory space is still limited, the controller will begin to rumble ''Minecraft'' crew can carry a ton of materials and items without being slowed down in rhythm to the slightest, pulling them out of nowhere when needed. By default, outside of their block inventory and tools, they carry a heartbeat.
flint and steel, a bucket of lava, one regular-sized piston and a giant one for their Final Smash, a minecart, a fishing rod along with 8 fence posts, as well as a Cooked Beef and a bed.
* HitboxDissonance: Some of Steve's "barehanded" attacks are much larger than they look. This isn't unlike players' attack range in ''Minecraft'', however.
* HomeStage: ''Ultimate'': Mishima Dojo, Minecraft World, a mountain-side dojo stage with randomly generated elements between its layout, season, and background characters.
* IdleAnimation: In an aversion to a series standard since ''Melee'', Steve is the only character to not have an idle animation as another nod to ''Minecraft'',
where Heihachi Mishima is fought as the sub-boss in ''Tekken 7''.
* KnightOfCerebus:
player character is equally non-expressive while idling. The second villain introduced as DLC after Sephiroth, closest he and he Alex have to one is also especially blinking, a feature only found in ''Minecraft Earth'' and ''Minecraft Bedrock Edition''.
* ImprobableWeaponUser: Similar to the Villager/Isabelle, Steve/Alex use many non-combat tools in their moveset, like buckets, fishing rods, pistons, anvils, and even flint stones to create fire.
* InventoryManagementPuzzle: Just like their home game, there is a maximum limit to how much crafting material you can carry. In
this after case, once the more light-hearted Pyra[=/=]Mythra. He limit is first seen tossing [[Franchise/TheLegendOfZelda Ganondorf]] into a volcano (after some suspense), before battling reached, any newly mined materials will simply be chucked behind them and disappear. Unlike the rest original game, however, this limit doesn't include crafted weapons.
* ItemCrafting: One
of the cast main aspects to Steve's character is crafting and visually throwing upgrading weapons, which he does by acquiring resources from his other heroic characters into main aspect -- mining. For the same volcano, including [[VideoGame/FZero Captain Falcon]], [[VideoGame/KidIcarus Pit]], [[VideoGame/{{ARMS}} Min Min]], [[Franchise/FireEmblem Marth]], sake of simplicity, weapon-crafting is streamlined to only take a few seconds and Franchise/{{Kirby}}.
craft all weapons at once, while every other craftable object is simply spawned instantly. As his tactics depend on gathering materials, stage terrain determines what attacks are usable and how strong you can make your weapons. The available material types, in order of strength, are: wood, stone, iron, gold, and diamond. Redstone can also be mined for use with the Side and Down Specials.
* LeanAndMean: The Enderman alt, true to the mob in question, has the skinniest limbs of the four variants (though not quite as long as they are in ''Minecraft'', mind you).
* {{Leitmotif}}: A new remix Their reveal trailer featured a remix/medley of "Halland" and the arcade version of his boss fight "Dalarna" from ''VideoGame/MinecraftDungeons''. His victory theme from ''Tekken 2'', "Kazuya Mishima, Devil Kazuya", can be heard in his trailer. These are also included along with is the console version, "Emotionless Passion". Also contained in the ''Tekken'' music list is a remix of "Desperate Struggle", the final theme which sound that plays for the battle between Heihachi and Kazuya when completing a challenge achievement in the ending of ''Tekken 7''.
''Minecraft Java Edition.''
* LightningBruiser: He's When equipped with diamond equipment, Steve has speed and durability close to a bit JackOfAllStats, but hits like a GlassCannon. Balanced by the fact that he has to mine a lot of a {{Zig|zagging Trope}}-zagged example. In terms materials before he strikes diamond (about 30 for Final Destination, Battlefield, and their variants, for example).
* LimitedAnimation: Similar to Mr. Game & Watch, the gang retain the very stiff and minimal movements
of general stats, their origin game. Animation quirks include:
** Complete lack of visual emotion and joint movement.
** A grab that traps an opponent in a tiny fenced off corral that suddenly appears rather than holding them physically.
** Their "roll" has them simply shift forward while standing up.
** Their animation when launched matches their normal air animations. That is, staying completely upright flailing their limbs based on their horizontal movement, rather than tumbling like everyone else, ''even in a Star KO''.
** The climbing animation is exactly the same as in ''Minecraft'', which is to say, there isn't one. Steve just floats up vertically while pressed against the ladder.
* LuckilyMyShieldWillProtectMe: Performing a Perfect Shield will have Steve bring out a special shield to block the attack, just like in his game.
* MagikarpPower: Steve starts out with a set of wooden equipment that does the job but breaks quickly. He must take time to mine material and craft it into more effective and durable weapons with rarer material making for better tools.
* ManInAKilt: One of Steve's alternate costume is the Scottish Steve skin, where he wears a kilt.[[note]]Because all ''Minecraft'' player characters use the same model, however, it appears bifurcated like pants.[[/note]]
* MechanicallyUnusualFighter: Thanks to taking mechanics almost wholesale from ''Minecraft'' proper, Steve is one of the most differently functioning fighters to exist in the game. Sakurai notes that Steve's moveset is ''so'' unusual, that he and his team had to rework every single stage in the game to accommodate the new mechanics.
** His Neutral Special has three different versions depending on where Steve is.
*** If
he's a MightyGlacier, being a slow-moving heavyweight fighter who doesn't launch easily and has all his attacks have high damage and launch potential at on the cost of generally slow move start-up speeds, but ''unlike'' the average mighty glacier, the actual attack speed of those moves are so high, combined with having decent flinching effects, that once he gets going, he can perform combos faster and harder than a straightforward lightning bruiser. Likewise, he has a pretty decent recovery, with it being, on average, better than Mario if you count his double jump & up special.
* LimitBreak: Final Blaster; Kazuya performs the Rage Art he can perform as Devil in ''Tekken 7'',
ground, he'll start mining/digging for materials, either from the BeamSpam, ground below him or a wall he's next to. These materials are shown on a gauge above his character icon, and are required to use the majority of his moveset. What materials are more likely to be gathered depends on the terrain of the stage that Steve is on. For example, if Steve is on a wooden platform like those in Kongo Falls, he's much more likely to gather a lot of wood, whereas if he's on a metal surface such as on the Great Fox spaceship in Corneria or Venom, he'll gain a lot of iron. Battlefield and Omega form stages are exempt from this rule, and will provide materials in a set order and ratio to avoid any RNG from messing up a match.
*** In the air, Steve can place blocks directly below his feet. These blocks serve as temporary obstacles and platforms that break either after a set amount of time or from attacks, with their durability depending on the material used to make them. This gives Steve the unique ability to essentially alter the stage to his whim, and he can potentially use these blocks to recover by building a bridge back
to the volcanic background, stage, make a wall to trap or ledge-guard foes, and down much more. These blocks, however, cannot be placed offscreen, and the closer to the PreMortemOneLiner exclaimed blast line they're placed, the faster they'll break.
*** Finally, when used near a Crafting Table, Steve will create new weapons and tools from the best materials he has
on its activation quote as Kazuya prepares hand. Said Crafting Table initially appears where Steve spawns at the start of a match, and can potentially be destroyed by foes, but it can be summoned to open fire!
* MechanicallyUnusualFighter:
his current position by pressing the Shield and Special Attack buttons, so opponents can't just camp where the Table is placed to stop Steve from using it. In a MirrorMatch, players can also use Crafting Tables for themselves regardless of who owns them.
** Just All of Steve's weapons and tools [[BreakableWeapons are breakable]], and will be unusable after a set amount of uses, whether from material gathering or attacking. Unlike Robin with their Levin and Bronze Swords, if his stronger tools break, he'll have nothing to fall back on, leaving him with just a weak punch until he creates new ones at a Crafting Table.
** Steve can additionally move around while attacking with his sword, quite
like Ryu, Ken, and Terry, he brings Mega Man with him a plethora of combo-input-based attacks that grant a higher number of attacks than is normal for ''Smash''. his Mega Buster. ''Unlike'' those three, who as 2D-game fighters are Mega Man, this attack will function entirely while the button is held down. This allows Steve to move forward and backward while swinging the sword, and he can even do so while jumping.
** He has another variation of his forward and back air if buffered out of a short-hop, being a sword swing that behaves like the neutral air but with the animation of the former two aerials.
** His Up Special sees the return of gliding from ''VideoGame/SuperSmashBrosBrawl'', albeit in a more
limited and balanced fashion: while it is effective at recovering horizontally, even allow for mix-ups with the ability to combos based manuver around attacks, but can only go so far vertically until it stalls. In addition, the Elytra wings will break at some point if it goes on four too long, forcing Steve into freefall.
** His Down Special places a block of TNT. Simple enough, except doing it ''again'' near the TNT places a pressure plate that automatically detonates the TNT when pressed. It can be activated not only by any player but also by certain rolling objects such as Steve's own Minecart. Additionally, if Steve has redstone he can make a redstone circuit between the TNT and pressure plate, allowing him (or someone/something else) to trigger it from a safer distance.
* MeteorMove: Steve's forward aerial uses the pickaxe and will send struck opponents downwards.
* MinecartMadness: Steve's side-special has him bring out a minecart and place tracks as he goes. The cart and tracks require materials, with how much you can move around determined by the amount available to place. If you have the right materials, you can also place a powered rail to start off your ride, which causes you to speed off in a chosen
direction keys and 2 attack buttons, Kazuya originates from a 3D fighting game that utilizes an eight-directional movement stick and four attack buttons, giving him an utterly ''massive'' selection of potential moves, moreso than any other while the character in ''Smash''. frantically places rails along the way, ''à la WesternAnimation/WallaceAndGromit''. While his Devil Gene powers you are restricted free to acting as super moves through his Specials, Smash Attacks, exit the cart at any time, if you exit and the cart runs into another fighter, they get pulled in for the ride, potentially off the stage edge, with them needing to struggle to break out, their damage percentage determining the difficulty of doing so.
* {{Mook}}: The Zombie and the Enderman are based on common enemies in their game of origin, and are collectively the second and third playable mook characters after Piranha Plant. Their
Final Smash to make things a bit simpler, that still leaves a large selection of traps the nearly ''100'' base moves usable opponent in his original game, including diagonal inputs, two extra crouch attacks, and "while rising" inputs.[[labelnote:*]]It's done by putting an input while going from a crouching state to a standing state.[[/labelnote]]
** He technically has two sets of specials; his devil moves which are performed
structure with regular B-button inputs, and his crouch dash specials which require a dragon-punch input on the movement stick. These include his [[SignatureAttack Wind God Fist]], Spinning Demon, and Dragon Uppercut.
** He is the sole exception to the standardization
bunch of jumpsquat frames in ''Ultimate'', having 7 frames of jumpsquat instead of 3.
* MightyGlacier: Kazuya is
them, along with a very powerful fighter whose versatile moveset allows him to rack up a significant amount of damage in relatively few hits. His attacks are faster than most examples to make up for how many he has; however, he is still a heavyweight and he uniquely has the slowest jumpsquat in the game, taking more than double the time to jump compared to every other character.
* AMoltenDateWithDeath: As seen in his trailer, he disposes of all his opponents (sans Kirby) by tossing them off a volcano.
Creepers.



** The reveal video begins with Kazuya throwing Ganondorf off a cliff and into a volcano and, later into the video, various ''Smash'' characters off of the same cliff. This is a reference to Kazuya's ending in ''Tekken 1'' where, after defeating his father Heihachi, subjects him to the same fate he performed on him as a child. Then in ''Tekken 2'', Heihachi pays him back for it by throwing Kazuya into a volcano, and finally in ''Tekken 7'', Kazuya finishes off Heihachi and finally ends it all by throwing him into another volcano after their climactic final battle. Kazuya's PsychoticSmirk also harkens to his ''Tekken 1'' ending, where he gives a look of smug satisfaction after throwing Heihachi.
** Kazuya's splash text '''GETS READY FOR THE NEXT BATTLE''' is written in the same typeface and metallic style as it appears in ''Tekken 7'' after both players have selected their fighter; contrasting the usual font of the splash text for other fighter reveals. It is even accompanied by that game's announcer reciting the original line "''Get'' ready for the next battle!" -- a series staple which was introduced in ''4'' but was not vocalized by each game's announcer until ''5''.
** The first gameplay clip starts with the camera focused on Kazuya as he makes a pose, similar to his pre-battle intro, an element introduced in ''VideoGame/{{Tekken 4}}''. Afterward, there is an overhead view of two Kazuyas before quickly transitioning into the normal camera view, just like how the camera marks the start of a new round in ''Tekken''.
** Before they start exchanging blows, both Kazuyas are seen repeatedly crouching and dashing back-and-forth. This is a reference to high-level ''Tekken'' matches where players control the spacing of their characters.
** Kazuya and Ryu's fight has the camera rotate to a side view, another way ''Tekken'' starts a round.
** There's a shot of Kazuya and King K. Rool about to clash on an overhead shot of the Boxing Ring, as a recreation of the cutscene of Bandai Namco's logo in ''Tekken'' games of Kazuya clashing with Jin. The fact that Kazuya happens to be fighting a large reptile wearing boxing gloves also doubles as a nod to the ''Tekken'' character Alex, a boxing ''velociraptor''.
** Kazuya's Final Smash takes inspiration from the Rage Art he can perform as Devil from the story mode of ''Tekken 7'', down to his activation quote being reused. For a brief moment, the background of the Brimstone & Fire stage -- where he and Heihachi have their final battle -- can be seen as Kazuya readies his lasers.
** As with his fellow fighting game compatriots, his sound effects are taken directly from his home series, and even implement the exaggerated hitsparks of ''Tekken'' as well.
** If Kazuya wins a match, Josh Keller -- the announcer of ''Tekken 7'' -- substitutes Xander Mobus' regular ''Smash'' announcer in declaring Kazuya's victory. He even carries over ''Tekken''[='=]s usage of FullNameBasis when announcing a character's name, as opposed to ''Smash'' mostly remaining on a FirstNameBasis with its roster members. He also has no music attached to his victory, much like in ''Tekken'' which lets the music fade out during the victory screen.
** Unique to Kazuya is the cinematic camera movement when he performs a throw, which are a staple in ''Tekken'', harkening back to the first 3D fighter series, and the ''Tekken'' series' old rival, ''VideoGame/VirtuaFighter''. This only occurs in a one-on-one match.
** On the banner, Kazuya is standing back-to-back with Byleth. Byleth's nickname in their home game is "The Ashen Demon".
** To demonstrate his wavedash mechanic, Kazuya is seen attacking Ken by wavedashing underneath a Hadouken, mirroring a similar scenario from the first CGI trailer of ''VideoGame/StreetFighterXTekken''.
** One of the screenshots uploaded to the website shows Kazuya facing off with [[https://ssb.wiki.gallery/images/5/59/SSBUWebsiteKazuya4.jpg Ryu, Ken, and Terry]]. Besides all being characters from traditional fighting games, it also calls to mind how ''VideoGame/Tekken7'' has {{Guest Fighter}}s from both ''Street Fighter'' and ''Fatal Fury'', not to mention the other crossovers the ''Tekken'' series has had with them.
** His [[https://twitter.com/fffightinfacts/status/1406327632111849478 Spinning Demon move]] causes his body to distort the same way it would in ''Tekken''.
** His home stage, the Mishima Dojo, has a carving on the floor that shows the Heihachi and Kazumi marking shown in ''Tekken 7'', both in story and in stage. It should be noted that Kazuya's name is a combination of theirs in kanji.
** The mechanics of the Mishima Dojo brings to mind Wall Breaks and Ground Breaks introduced in ''Tekken 6''. While there are no Ground Breaks in the stage, there is a ceiling that breaks in the same vein. Also, the Mishima Dojo itself in ''Tekken 7'' does not have either mechanic, but a pre-fight cutscene that plays in Arcade Mode against Heihachi shows him parrying a Jack unit into destroying one of the walls in the arena, making it visually similar to the destroyed areas seen in ''Smash''.
** The lighting of the Mishima Dojo stage closely resembles that of Honmaru from ''Tekken 4'', which returns in ''7'' as a story-exclusive stage that shares the same dimensions as the Mishima Dojo.
** His alternate palette swaps have a good amount of references hidden:
*** For his primary outfit, his P3 alt turns his pants red, similar to the primary colors it had in ''Tekken 5: Dark Resurrection''. His P5 alt turns it blue, bringing to mind his denim jeans from ''Tekken 1''. Lastly, while his black P7 alt is one he has not used yet, it was designed to be a reference to his son, Jin -- even down to being used by the Kazuya representing Jin for the latter's Spirit battle.
*** As for his suit, his P4 alt colors it white, similar to -- again -- the primary colors of his suit from ''Dark Resurrection''. His P6 alt returns the purple colors of his original suit from ''2'' to ''6'', while his gold P8 alt references golden customization options in ''7''.
** The SuperArmor on his Smash attacks can be considered a reference to the Power Crush mechanic in ''Tekken 7'', where one or two attacks in a character's movelist contain similar properties.
** His Left Splits Kick can reflect projectiles, likely a reference to a scene in ''Tekken 7'' where Heihachi knocks away missiles with his bare hands.
** A good amount of Kazuya's tilts are performed by tilting the stick in the same direction the move would normally be performed within ''Tekken'' proper. Could also count as a reference to ''VideoGame/StreetFighterXTekken'', where most of the command normals/non-special moves for the ''Tekken'' roster retain similar inputs from their source material.
** When showing off the Wind God Fist, Sakurai chains two together. In competitive ''Tekken'', chaining multiple Electric Wind God Fists is not only considered a staple combo for Kazuya players, but it is also a good way to practice getting the timing down.
** If an opponent blocks an Electric Wind God Fist, they are pushed back and forced out of shield, with Kazuya being able to act first between the two. This references one of the EWGF's core strengths in ''Tekken'': not only pushing an opponent back, but also being plus on block -- an attack which cannot be punished directly out of a block and allowing Kazuya to keep his momentum going by being able to move first.
** Kazuya's Classic Mode route has him battling opponents who specialize in hand-to-hand combat, bringing to mind how much emphasis is placed on it in his home series. Most of his opponents play with this by acting as stand-ins for other ''Tekken'' representatives, like Little Mac being a stand-in for Steve Fox. Ryu's presence is a reference to ''VideoGame/StreetFighterXTekken'' where he served as Kazuya's rival, while Lucario likely references ''VideoGame/PokkenTournament''. The final opponent of this route is Kazuya himself in the final area of Castle Siege, with an added gimmick that he respawns as Metal Kazuya upon being defeated; the choice of stage and music act as a reference to the final battle of ''Tekken 7'' (and to a lesser extent, ''2'') where Kazuya and his Devil form are the FinalBoss.
** Kazuya's jumps somewhat harken to how ''Tekken'' has handled its jumping mechanics; his initial jump being incredibly close to the ground is closer to how games from ''Tekken 3'' onwards handled them, while the more substantial height he gets off his double jump looks a lot closer to how jumps looked like in the first two games of the series.[[note]]An early issue with 3D fighting games including ''Tekken'' is that the jump physics are not necessarily on point. Affectionately called the Moon Jump, many characters would jump extremely high, often making it hard to hit for both players.[[/note]]
** One of the only lines of dialogue he has in this game is "Begone." (played when performing Heaven's Door), which is a quote used for some of his win poses from ''Tekken 4'' onwards.
* NoSell: Has permanent light armor that nullifies knockback from weak attacks, though not to the same extent as Bowser's.
* OneWingedAngel: The presence of the Devil Gene in his body allows him to transform into a devil himself, complete with wings and a third eye capable of shooting lasers. In ''Smash'', this is used to enhance his Smash attacks and his special moves. His true Devil form appears as his Final Smash, taking inspiration from its appearance in ''Tekken 7''.
* OverlyLongGag: His introduction video shows him repeatedly tossing various ''Smash'' characters off a cliff into the volcano below. By the time he drops Min-Min, her right arm snags on his leg and he has to shake it off. The video ends with him trying to throw Kirby down, only to look down in confusion while Kirby floats off in the background.
* PracticalTaunt: Kazuya's Side Taunt is Demon's Wrath, a four hit combo that is the most powerful taunt attack in the game. [[DownplayedTrope That said]], it has very little actual practical applications in the game, but it can be good for mind games.
* PreMortemOneLiner: As quoted at the top of the page, "This will be your burial ground!" (used in one hell of a MythologyGag before his [[LimitBreak Final Blaster]]). Notably, where other characters usually declare a PreAsskickingOneLiner (including ''[[TheSociopath Sephiroth]]'', whose one-liner[[note]]"Return to the Planet." (Hoshi ni kaere.)[[/note]] doesn't tell the opponent to outright "die"), Kazuya differs from them by ''{{avert|ed Trope}}ing'' NeverSayDie; he doesn't just want to win the fight, [[{{Jerkass}} he genuinely wants his opponent]] ''[[{{Jerkass}} dead]]''!
* PsychoticSmirk: Kazuya displays an impressively evil grin after tossing Ganondorf off the cliff in his reveal trailer. This is also a ShoutOut to his ending from ''Tekken 1'' where he smirks at the camera after dropping his father off a cliff.
* PurpleIsPowerful:
** Kazuya's body radiates with violet energy when he taps into his Devil Gene.
** Kazuya also comes with his signature purple color of his suit.
* RedAndBlackAndEvilAllOver: His Devil Form and Business suit are black, his gloves, left eye, and tie are red, and he's one of the BigBadEnsemble in his home series.
* RedEyesTakeWarning: After being resurrected by G-Corp, Kazuya's left eye turned red. It can also give off a menacing glow (which it does in his render).
* RecurringElement: Within ''Ultimate'', Kazuya marks the third consecutive time (after Ken in the base game and Terry in Fighter Pass 1) that a traditional fighting game character marked the second-to-last reveal for their respective "set".
* RuggedScar: Kazuya is covered from head to toe in scars, including a massive scar on his chest from his fall down a ravine, and various others across his body from when he was brought BackFromTheDead by G-Corp.
* SignatureAttack:
** Wind God Fist, which is performed with the same crouch dash input as in ''Tekken''. It also has a more powerful variant, Electric Wind God Fist, which requires frame-perfect timing on the button input, but has increased damage, speed, invincibility frames, plus on block, and sets up for KO confirms. This is a staple of high-level Kazuya play both in ''Tekken'' and in ''Smash'', and is widely considered to be '''''the''''' signature move for the Mishima clan.
** As Devil Kazuya, he uses the infamous Devil Blaster, a laser beam fired from his third eye.
* SeanConneryIsAboutToShootYou: One of his win poses is a recreation of his ''Tekken 5: Dark Resurrection'' one, where he punches the screen after a jumping sidekick. He even briefly transforms into Devil Kazuya for extra emphasis.
* SuicideAttack: Heaven's Door can be used to grab the opponent and dive both of you off the ledge, which is helped by the fact that you can move forwards or backwards during the animation. Though as Sakurai warns the viewer during the presentation, Kazuya will be the first one to lose a stock if he attempts to do this, so doing this if you're at even stock or at stock disadvantage is not a good idea. In addition, a character with a good recovery game can survive the attempt if they act quickly enough.
* SuperMode: Devil Kazuya, a version of Kazuya that's tapped into the Devil gene, transforming him into a part human, part demon with purple skin, horns, and bat wings. He assumes this when using specials and smash attacks, as well as minor actions like his double jump and up throw.
* SuperSpecialMove: Kazuya's "Final Blaster" is an even stronger version of his standard Devil Blaster, a laser beam fired from his eyes. Final Blaster has him transform into the Devil first, and several other beams across his wings fire in unison with the one from his eyes.
* TokenMinority: He's one of the scant few characters on the roster who hail from Earth; in his case, he is the third Japanese-born fighter playable following Ryu and Joker.[[note]]Fun fact: Kazuya actually ''renounced'' his Japanese citizenship; in a similar vein, Heihachi actually had his revoked by the government.[[/note]]
* VillainProtagonist: While other villains have become heroic, are put into EnemyMine situations, and/or faced with EvilerThanThou threats when they've become playable, Kazuya is notable to ''Smash'' as an unusual villainous protagonist who is still a villain in recent ''Tekken'' installments. He also made a bit of history by being the second third-party villain in ''Smash'' history, debuting in the same pass as the first one, Sephiroth.
* VillainWithGoodPublicity: In the events of ''Tekken 6'' and ''Tekken 7'', he takes control of G Corporation and is seen as the savior from Jin Kazama and his takeover of the Mishima Zaibatsu, which Jin uses to start World War 3. Though once Heihachi spread pictures of Kazuya in his Devil form, the credibility dropped significantly (though he got the Mishima Zaibatsu's public image to also take a hit after sending their satellite crashing down to Earth, leading to them being held responsible for the collateral damage and thus could have allowed people to believe that his Devil form is just an illusion by the Zaibatsu).
* WalkingShirtlessScene: His default outfit leaves his ripped scar-covered torso uncovered.
* WrestlerInAllOfUs: Heaven's Door is basically a Chokeslam.
* TheWorfEffect: Inflicts this onto Ganondorf in his reveal trailer, one of the canonically most powerful villains in ''Smash'' next to Sephiroth.
* WouldHurtAChild: In his reveal trailer, Kazuya drops Kirby off the cliff with one hand. A short while after, Kirby flies up from the fall, while Kazuya is unaware of him.
----

to:

** In the character debut trailer:
***
The Zombie skin reveal video begins has it breaking a door, in reference to how they do so in the base game on harder difficulties.
*** The appearance of a Zombie shrunken by a Poison Mushroom is a reference to the rarely spawning baby Zombies.
*** The Enderman being shown lifting up a crate references its tendency to pick up and hold random blocks.
*** The Enderman staring at Snake through the hole in his box references how the player is capable of avoiding angering them by wearing something that obscures their face, which in the original game are pumpkins.
*** The Enderman is seen standing under a leaf on the Distant Planet stage that shields it from the rain. In the original game, Endermen [[KillItWithWater are harmed by water from any source]], including rain.
*** Wolf launches the Zombie, which causes a steak food item to appear, referencing how Zombies can drop Rotten Flesh when killed. Also, wolves are typically protective companions players can tame in ''Minecraft''.
*** The scene
with Kazuya throwing Ganondorf off a cliff the Flint and Steel has a cooked chicken appear when the flame vanishes, referencing how you can get fully-cooked food drops by burning to death mobs that have cookable drops.
*** The official name of the reveal trailer is "A New Seed!". "Seeds" are strings of integers within ''Minecraft'''s coding that the game uses to pseudo-randomly generate its worlds. In other words, the trailer's name can be meant to describe that the world of ''Smash Bros.'' is entirely unique and new for Steve and company.
** In ''Minecraft'' proper, Steve can only sleep when he's laying on a bed. This comically remains true in ''Smash''; if Steve is inflicted with the Sleep status, rather than laying on the ground like every other fighter, he quickly deploys a red-colored bed to sleep on, which he puts back into his pockets when he wakes up. Also, just like in ''Minecraft'', Steve doesn't actually close his eyes when sleeping.
** Steve's Forward Smash is a sweeping-slash attack with the sword, which, as noted by Sakurai, is only seen in the Java Edition of ''Minecraft'', rather than the Bedrock Edition that people who only play the console versions are familiar with.
** Sakurai himself notes that it's quite common for ''Minecraft'' players to create {{Death Trap}}s involving TNT to use against mobs and fellow players alike. The "House of Boom" Final Smash takes this to its logical conclusion, tossing the target
into a volcano and, later into giant structure filled with TNT and Creepers, which promptly detonate. The building uses an Iron Door, which only opens when it receives a signal from a button, switch, pressure plate, or Redstone. If you watch the video, various Final Smash slowed down, you can see that there's a pressure plate right outside the door (which the opponent hits on the way in), but there's no such device on the inside, meaning they really are trapped inside.
** One of their taunts has them repeatedly crouch towards the camera, a common form of visual communication among players. Another common visual communication is performing a series of short hops while punching the air, which also appears as a taunt here.
** Whenever launched by a powerful attack, such as their own [=TNT=], they'll stay completely upright while their limbs move based on the horizontal distance they travel, much like in ''Minecraft'' whenever hit by knockback that sends players and entities airborne. This even extends to their Star KO.
** They use an axe for their Up-Tilt, which as stated by Sakurai during their demonstration, players would typically aim upwards when using their axes to cut trees down in ''Minecraft''.
** Each stage has a border limit for blocks to be placed towards, much like the World Border in Java Edition, and a white "No" sign appears when reaching the border in ''Smash'', similar to the Barrier block mapmakers can use in ''Minecraft'' to prevent those in Adventure or Survival mode from moving to out-of-bounds play areas.
** Their Classic Mode route is called "The Journey to the Far Lands". The Far Lands was an EldritchLocation [[MinusWorld spawned by a glitch if the player gets to the edge of the world]] in the early beta versions of ''Minecraft''.
** Steve's ledge balancing animation has him crouched down on the ledge looking downward. This is a reference to how the sneaking mechanic in ''Minecraft'' would prevent you from walking off ledges.
** Steve and Alex have skins from Bedrock Edition's Default Skin Pack as alts: while both get their Tennis skins, Steve also has his Scottish skin.
** When picking up an item, it briefly floats towards them, just like when picking up dropped items in ''Minecraft''. If eating food items, they eat them with the same chomping and burping sound effects like their Cooked Beef taunt.
* NoKnees: Or elbows, for that matter. True to their character designs, none of their limbs bend, resulting in a lot of their animations being reduced to comical flailing in true ''Minecraft'' fashion.
* NonStandardCharacterDesign: Whereas most characters in
''Smash'' characters off of the same cliff. This is a reference to Kazuya's ending in ''Tekken 1'' where, after defeating his father Heihachi, subjects him to the same fate he performed on him as a child. Then in ''Tekken 2'', Heihachi pays him back for it by throwing Kazuya into a volcano, and finally in ''Tekken 7'', Kazuya finishes off Heihachi and finally ends it all by throwing him into another volcano after their climactic final battle. Kazuya's PsychoticSmirk also harkens to his ''Tekken 1'' ending, where he gives a look of smug satisfaction after throwing Heihachi.
** Kazuya's splash text '''GETS READY FOR THE NEXT BATTLE''' is written in the same typeface and metallic style as it appears in ''Tekken 7'' after both players have selected their fighter; contrasting the usual font of the splash text for other fighter reveals. It is even accompanied by that game's announcer reciting the original line "''Get'' ready for the next battle!" -- a series staple which was introduced in ''4'' but was not vocalized by each game's announcer until ''5''.
** The first gameplay clip starts with the camera focused on Kazuya as he makes a pose, similar to his pre-battle intro, an element introduced in ''VideoGame/{{Tekken 4}}''. Afterward, there is an overhead view of two Kazuyas before quickly transitioning into the normal camera view, just like how the camera marks the start of a new round in ''Tekken''.
** Before they start exchanging blows, both Kazuyas are seen repeatedly crouching and dashing back-and-forth. This is a reference to high-level ''Tekken'' matches where players control the spacing of their characters.
** Kazuya and Ryu's fight has the camera rotate to a side view, another way ''Tekken'' starts a round.
** There's a shot of Kazuya and King K. Rool about to clash on an overhead shot of the Boxing Ring, as a recreation of the cutscene of Bandai Namco's logo in ''Tekken'' games of Kazuya clashing with Jin. The fact that Kazuya happens to be fighting a large reptile wearing boxing gloves also doubles as a nod to the ''Tekken'' character Alex, a boxing ''velociraptor''.
** Kazuya's Final Smash takes inspiration from the Rage Art he can perform as Devil from the story mode of ''Tekken 7'', down to his activation quote being reused. For a brief moment, the background of the Brimstone & Fire stage -- where he and Heihachi
have their final battle -- can be seen as Kazuya readies his lasers.
** As with his fellow fighting game compatriots, his sound effects are taken
designs tweaked so they don't look too out of place, Steve, Alex, and the Zombie stand out since they retain their character models directly from his home series, and even implement the exaggerated hitsparks of ''Tekken'' as well.
** If Kazuya wins a match, Josh Keller -- the announcer of ''Tekken 7'' -- substitutes Xander Mobus' regular ''Smash'' announcer in declaring Kazuya's victory. He even carries over ''Tekken''[='=]s usage of FullNameBasis when announcing a character's name, as opposed to ''Smash'' mostly remaining on a FirstNameBasis
''Minecraft''. Coupled with its roster members. He also has no music attached to his victory, much like in ''Tekken'' which lets the music fade out during the victory screen.
** Unique to Kazuya is the cinematic camera movement when he performs a throw, which are a staple in ''Tekken'', harkening back to the first 3D fighter series, and the ''Tekken'' series' old rival, ''VideoGame/VirtuaFighter''. This only occurs in a one-on-one match.
** On the banner, Kazuya is standing back-to-back with Byleth. Byleth's nickname in
their LimitedAnimation, it's almost as if they genuinely stumbled from their home game is "The Ashen Demon".
** To demonstrate his wavedash mechanic, Kazuya is seen attacking Ken by wavedashing underneath a Hadouken, mirroring a similar scenario from the first CGI trailer of ''VideoGame/StreetFighterXTekken''.
** One of the screenshots uploaded to the website shows Kazuya facing off with [[https://ssb.wiki.gallery/images/5/59/SSBUWebsiteKazuya4.jpg Ryu, Ken, and Terry]]. Besides all being characters from traditional fighting games, it also calls to mind how ''VideoGame/Tekken7'' has {{Guest Fighter}}s from both ''Street Fighter'' and ''Fatal Fury'', not to mention the other crossovers the ''Tekken''
series has had into the world of ''Smash Bros.''
* NorseByNorsewest: Alex's third costume is Swedish Alex,
with them.
** His [[https://twitter.com/fffightinfacts/status/1406327632111849478 Spinning Demon move]] causes his body to distort the same way it would in ''Tekken''.
** His home stage, the Mishima Dojo, has
her having blonde hair, a carving on the floor that shows the Heihachi bonnet, and Kazumi marking shown in ''Tekken 7'', both in story and in stage. It should be noted that Kazuya's name is a combination of theirs in kanji.
** The mechanics of the Mishima Dojo brings to mind Wall Breaks and Ground Breaks introduced in ''Tekken 6''. While there are no Ground Breaks in the stage, there is a ceiling that breaks in the same vein. Also, the Mishima Dojo itself in ''Tekken 7'' does not have either mechanic, but a pre-fight cutscene that plays in Arcade Mode against Heihachi shows him parrying a Jack unit into destroying one of the walls in the arena, making it visually similar to the destroyed areas seen in ''Smash''.
** The lighting of the Mishima Dojo stage closely resembles that of Honmaru from ''Tekken 4'', which returns in ''7'' as a story-exclusive stage that shares the same dimensions as the Mishima Dojo.
** His alternate palette swaps have a good amount of references hidden:
*** For his primary outfit, his P3 alt turns his pants red, similar to the primary colors it had in ''Tekken 5: Dark Resurrection''. His P5 alt turns it blue, bringing to mind his denim jeans from ''Tekken 1''. Lastly, while his black P7 alt is one he has not used yet, it was designed to be a reference to his son, Jin -- even down to being used by the Kazuya representing Jin for the latter's Spirit battle.
*** As for his suit, his P4 alt colors it white, similar to -- again -- the primary colors of his suit from ''Dark Resurrection''. His P6 alt returns the purple colors of his original suit from ''2'' to ''6'', while his gold P8 alt references golden customization options in ''7''.
** The SuperArmor on his Smash attacks can be considered a reference to the Power Crush mechanic in ''Tekken 7'', where one or two attacks in a character's movelist contain similar properties.
** His Left Splits Kick can reflect projectiles, likely a reference to a scene in ''Tekken 7'' where Heihachi knocks away missiles with his bare hands.
** A good amount of Kazuya's tilts are performed by tilting the stick in the same direction the move would normally be performed within ''Tekken'' proper. Could also count
Sverigedräkten. Additionally serves as a reference to ''VideoGame/StreetFighterXTekken'', where most ''Minecraft''[='=]s country of origin.
* NotQuiteFlight:
** Steve's up special uses an Elytra, which he combines with fireworks to glide long distances very quickly for a short time reminiscent to ''Brawl''[='=]s gliding mechanic. After launching, you can move up and down, but are unable to turn around outside
the command normals/non-special moves for first few seconds before the ''Tekken'' roster retain similar inputs from their source material.
** When showing off
fireworks go off, and if the Wind God Fist, Sakurai chains two together. In competitive ''Tekken'', chaining multiple Electric Wind God Fists is not only considered a staple combo for Kazuya players, but it is also a good way wings stall out, you are unable to practice getting the timing hover or jump, plummeting down.
** If an opponent blocks an Electric Wind God Fist, they are pushed back and forced out of shield, with Kazuya being able to act first between the two. This references one of the EWGF's core strengths in ''Tekken'': not only pushing an opponent back, but His block-placing ability can also being plus on block -- an attack which cannot be punished directly out of a block and function like this, since you can place them in midair, allowing Kazuya the creation of temporary platforms to keep his momentum going by being able to move first.
** Kazuya's Classic Mode route has him battling opponents who specialize in hand-to-hand combat, bringing to mind how much emphasis is placed on it in his home series. Most of his opponents play with this by acting as stand-ins for other ''Tekken'' representatives, like Little Mac being a stand-in for Steve Fox. Ryu's presence is a reference to ''VideoGame/StreetFighterXTekken'' where he served as Kazuya's rival, while Lucario likely references ''VideoGame/PokkenTournament''. The final opponent of this route is Kazuya himself
stay high up in the final area of Castle Siege, with an added gimmick air or prevent Steve from falling into a pit. The major caveat being that Steve can't place any blocks past a certain point far from the stage, in order to prevent camping far from the main platform.
* NotTheIntendedUse:
** Shield + Special Attack summons the crafting table near Steve so
that he respawns as Metal Kazuya upon being defeated; can have easy access to crafting tools. However, the choice of crafting table itself has a hitbox -- and he can use it to take a few hits from incoming attacks.
** The anvil stays on
stage and music act as for a reference little bit after it is summoned. This is meant to stop Steve from spamming the final battle of ''Tekken 7'' (and to a lesser extent, ''2'') where Kazuya and his Devil form are the FinalBoss.
** Kazuya's jumps somewhat harken to how ''Tekken'' has handled its jumping mechanics; his initial jump being incredibly
move while he's close to the ground is closer to how games from ''Tekken 3'' onwards handled them, while ground, but it has the more substantial height he gets off his double jump looks a lot closer advantage of not contributing to how jumps looked like in the first two games of the series.[[note]]An early issue with 3D fighting games including ''Tekken'' is a block's accelerated decay, meaning that Steve can place a block off stage and then immediately down air on it to extend his time off stage.
** Outside Final Destination or Battlefield variants,
the jump physics are not necessarily on point. Affectionately called anvil has the Moon Jump, many characters would jump extremely high, often making it hard to hit for both players.[[/note]]
** One
properties of the only lines of dialogue he has in this game is "Begone." (played Iron surfaces when performing Heaven's Door), mined, which is a quote means it can be used for some to mine Diamond quickly.
** It's incredibly AwesomeYetImpractical, due to massive amounts
of his win poses from ''Tekken 4'' onwards.
* NoSell: Has permanent light armor
setup needed, but the fact that nullifies knockback from weak attacks, though not to Steve's standing on the same extent as Bowser's.
* OneWingedAngel: The presence of
anvil when it drops means you can drop a block, drop the Devil Gene in his body anvil on the block, and use Steve's grab on the opponent to initiate a TakingYouWithMe.
** Combining the anvil and either a dirt or wood block
allows him to transform for [[https://www.youtube.com/watch?v=yg2a-eZGDbg a potent shield break]].
* OurZombiesAreDifferent: In ''Minecraft'', Zombies are standard monsters that walk at a slow shuffle, can only fight by biting when close enough, and [[WeakenedByTheLight burst
into a devil himself, complete with wings and a third eye capable of shooting lasers. flames when exposed to sunlight]]. In ''Smash'', this the playable Zombie is used to enhance his Smash attacks another skin for Steve, and as such can run, mine, use weapons and tools, and is unaffected by sunlight.
* PaletteSwap: The classic blue-shirted Steve is the default look,
and his special moves. His true Devil form appears as his Final Smash, taking inspiration from its appearance in ''Tekken 7''.
* OverlyLongGag: His introduction video shows him repeatedly tossing various ''Smash'' characters off a cliff into the volcano below. By the time he drops Min-Min, her right arm snags on his leg and he has to shake it off. The video ends
DistaffCounterpart Alex is an alternate option, with him trying to throw Kirby down, only to look down in confusion alternate costumes including other skins for each of them, along with a zombie and an Enderman.
* PerpetualExpression: Unlike every other fighter with a visible face, the ''Minecraft'' gang's neutral facial expressions never change beyond blinking no matter what they do, whether it's
while Kirby floats off in the background.
* PracticalTaunt: Kazuya's Side Taunt is Demon's Wrath,
attacking, getting damaged, or celebrating a four hit combo that is the most powerful taunt attack in the game. [[DownplayedTrope That said]], it has very little actual practical applications in the game, but it can be good for mind games.
* PreMortemOneLiner: As quoted at the top of the page, "This will be your burial ground!" (used in one hell of a MythologyGag before his [[LimitBreak Final Blaster]]). Notably, where other characters usually declare a PreAsskickingOneLiner (including ''[[TheSociopath Sephiroth]]'', whose one-liner[[note]]"Return to the Planet." (Hoshi ni kaere.)[[/note]] doesn't tell the opponent to outright "die"), Kazuya differs from them by ''{{avert|ed Trope}}ing'' NeverSayDie; he doesn't just want to win the fight, [[{{Jerkass}} he genuinely wants his opponent]] ''[[{{Jerkass}} dead]]''!
* PsychoticSmirk: Kazuya displays an impressively evil grin after tossing Ganondorf off the cliff in his reveal trailer. This is also a ShoutOut to his ending from ''Tekken 1'' where he smirks at the camera after dropping his father off a cliff.
* PurpleIsPowerful:
** Kazuya's body radiates with violet energy when he taps into his Devil Gene.
** Kazuya also comes
victory. Steve even sleeps with his signature purple color of eyes open when he enters a sleep state.
* PlayingWithFire: Steve's Down Tilt has him use a Flint and Steel to create a fire,
his suit.
* RedAndBlackAndEvilAllOver: His Devil Form
Down Smash utilizes a lava bucket to create two small pools on either side of him, and Business suit are black, his gloves, left eye, Up Smash places a Magma Block overhead before breaking it.
* PowerfulPick: Steve uses the iconic pickaxe for the dash attack
and tie are red, and he's one of forward/back air attacks, along with the BigBadEnsemble in his home series.
* RedEyesTakeWarning: After being resurrected by G-Corp, Kazuya's left eye turned red. It can also give off a menacing glow (which it does in his render).
* RecurringElement: Within ''Ultimate'', Kazuya marks the third consecutive time (after Ken in the base game and Terry in Fighter Pass 1) that a
traditional fighting game character marked the second-to-last reveal for their respective "set".
* RuggedScar: Kazuya is covered from head
use of it to toe mine stone-and-rock-type blocks. The forward air attack in scars, including a massive scar on his chest from his fall down a ravine, and various others across his body from when he was brought BackFromTheDead by G-Corp.
* SignatureAttack:
** Wind God Fist, which is performed with the same crouch dash input as in ''Tekken''. It also has a more powerful variant, Electric Wind God Fist, which requires frame-perfect timing on the button input, but has increased damage, speed, invincibility frames, plus on block, and sets up for KO confirms. This is a staple of high-level Kazuya play both in ''Tekken'' and in ''Smash'', and is widely considered to be '''''the''''' signature move for the Mishima clan.
** As Devil Kazuya, he uses the infamous Devil Blaster, a laser beam fired from his third eye.
* SeanConneryIsAboutToShootYou: One of his win poses is a recreation of his ''Tekken 5: Dark Resurrection'' one, where he punches the screen after a jumping sidekick. He even briefly transforms into Devil Kazuya for extra emphasis.
* SuicideAttack: Heaven's Door
particular can be used a MeteorMove when aimed correctly.
* PragmaticAdaptation: The TNT's recipe is changed
to grab the opponent involve dirt and dive both of you off the ledge, which is helped by cobblestone rather than gunpowder to [[CompetitiveBalance keep fights fair]] and simplify Steve's already complex playstyle a bit.
* PromotedToPlayable: {{Downplayed|Trope}}, due to
the fact that you their skins can move forwards or backwards during be used by the animation. Though player avatar, but this game has a Zombie and an Enderman officially playable outside of a mod.
* PurelyAestheticGender: Just like their home game, there is no difference to playing
as Sakurai warns the viewer during the presentation, Kazuya will be either Steve or Alex, not even variations in voiced dialogue, due to them not having voice acting in the first one to lose a stock if he attempts to do place.
* RidiculouslyCuteCritter: Sakurai calls the Enderman skin
this, so doing as it's unusually short for its race. Fans have taken the same appeal.
* RidiculouslyFastConstruction: One of Steve's victory screens has him build a small but decently-constructed house in a matter of seconds.
* RodAndReelRepurposed: Steve's grab involves the use of a fishing rod, just like Isabelle's side special.
* ScrewThisImOuttaHere: In their trailer, Steve finds Mario in a cave, but quickly hightails it out of there when he spots a Creeper sneaking up.
* SecondPersonAttack: Steve's Final Smash, "House of Boom", shows an impending Creeper attack through the eyes of the target.
* ShovelStrike: When mining for materials on dirt and similar terrain, the tool used is the shovel. Unlike the original game where you can attack with it, here it's limited to just digging.
* TheSilentBob: As Sakurai pointed out in the reveal stream, Steve and Alex don't speak, and the Mook skins are missing their environmental sounds. They express themselves through actions instead, such as Steve jumping in panic when seeing a Creeper behind Mario in the reveal trailer, and their taunts having them jump around and punch the air energetically, crouch repeatedly, or eat a steak.
* TheSnackIsMoreInteresting: Players can invoke
this if you're at even stock or at stock disadvantage is trope by using Steve's "eating steak" taunt in the middle of a match, while the end of his Final Smash has him also eating a steak, not paying attention to the massive explosion behind him.
* StoneWall: An unconventional one compared to King K. Rool, actually. While Steve's weight is slightly below average, he has quite
a good idea. In addition, a character with a good lot of zoning options, amazing recovery as long as he has materials, and his kit is extremely good for edgeguarding.
* StuffBlowingUp:
** Steve's down special has him place down a block of TNT. Using a melee, firearm, or fire attack will ignite it, causing it to explode in a few seconds, while attacking it again will make it explode immediately. You can also set up some redstone and a pressure plate to detonate it nearly-instantly from a distance, with how far the plate is placed being determined by how long you hold the down special button.
** His Final Smash, "House of Boom", has him trap the opponent inside a structure with a bunch of Creepers and TNT that blow themselves up.
* StylisticSuck: The stiff, jerky LimitedAnimation from their home
game can survive is recreated perfectly here, contrasted by the attempt if they act quickly enough.
* SuperMode: Devil Kazuya, a version
detailed animations of Kazuya that's tapped into all the Devil gene, transforming him into a part human, part demon with purple skin, horns, other fighters.[[note]]Save for Mr. Game & Watch, obviously.[[/note]] This is even extended to their official render; while other ''Ultimate'' renders are energetic and bat wings. He assumes this when posed dramatically, the ''Minecraft'' crew are just... standing there.
* TemporaryPlatform: Steve
using specials and smash attacks, as well as minor actions like his double jump and up throw.
* SuperSpecialMove: Kazuya's "Final Blaster" is an even stronger version of his standard Devil Blaster,
neutral special in the air creates a laser beam fired platform using materials from his eyes. Final Blaster has him transform into inventory. It will quickly disappear depending on what was used, how close the Devil first, platform is to the stage's bondaries, and several other beams across his wings fire in unison with the one from his eyes.
* TokenMinority: He's one of the scant few characters
whether or not someone is standing on the roster who hail from Earth; in his case, he is the third Japanese-born fighter playable following Ryu and Joker.[[note]]Fun fact: Kazuya actually ''renounced'' his Japanese citizenship; in a similar vein, Heihachi actually had his revoked by the government.[[/note]]
it.
* VillainProtagonist: While other villains have become heroic, are put into EnemyMine situations, and/or faced with EvilerThanThou threats when they've become playable, Kazuya is notable to ''Smash'' as an unusual villainous protagonist who is still a villain in recent ''Tekken'' installments. He also made a bit of history by being the second third-party villain in ''Smash'' history, debuting in the same pass as the first one, Sephiroth.
* VillainWithGoodPublicity: In the events of ''Tekken 6'' and ''Tekken 7'', he takes control of G Corporation and is
TrademarkFavoriteFood: Frequently seen eating a steak, such as the savior from Jin Kazama and his takeover of the Mishima Zaibatsu, which Jin uses to start World War 3. Though once Heihachi spread pictures of Kazuya in his Devil form, the credibility dropped significantly (though he got the Mishima Zaibatsu's public image to also take a hit after sending their satellite crashing down to Earth, leading to them being held responsible for the collateral damage and thus could have allowed people to believe that his Devil form is just an illusion by the Zaibatsu).
* WalkingShirtlessScene: His default outfit leaves his ripped scar-covered torso uncovered.
* WrestlerInAllOfUs: Heaven's Door is basically a Chokeslam.
* TheWorfEffect: Inflicts this onto Ganondorf
in his reveal trailer, in a taunt, at the end of his Final Smash, and in one of his victory screens.
* TrapMaster: Steve is capable of harassing enemies with his various tools, ''especially'' those who are trying to recover. For example, his Down-Special can lay a trap in
the canonically most powerful villains in ''Smash'' form of a [=TNT=] block, and with some redstone, he can place a pressure plate to detonate it from afar... or right next to Sephiroth.
the block, so that a foe can step on it and accidentally set it off.
* WouldHurtAChild: UnusuallyUninterestingSight: In Steve's Final Smash, as a building behind him is leveled by Creepers with his reveal victims in it, he simply turns towards the camera [[TheSnackIsMoreInteresting while casually eating a steak]].
* VillainProtagonist: A couple of the costumes are a Zombie and an Enderman, which are mooks in the original game.
* ViolationOfCommonSense: Directly mining the [=TNT=] block you spawn gives plenty of iron, as it is categorized as an "iron" surface, making it a good source for resources other than dirt, wood and stone.
* VisualPun: In Steve's
trailer, Kazuya drops Kirby off there's a quick scene of the cliff ''Minecraft'' characters building a house around Pichu. A [[https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_HOME Pokémon Home]], if you will.
* TheVoiceless: Steve and Alex don't have any actual voices to speak of, not even for grunts.
* WalkingArmory: Steve has access to [[CoolSword swords]], axes and [[PowerfulPick pickaxes]], plus a [[LuckilyMyShieldWillProtectMe shield]] in his Perfect Shield animation and explosive [=TNT=]. And those are only the tools that are actually combat-oriented...
* WeakButSkilled: Aside from a fast jab, Steve doesn't have the most offensive options, has below average weight, and needs to constantly gather resources to do most of what he can do, including attacking
with one hand. A short while after, Kirby flies up from anything stronger than a weak punch. That said, on top of diamond equipment being powerful, Steve can alter the fall, while Kazuya layout of the battlefield to his will, and control the crowd with block mazes, walls, bomb traps, and such, and has complex gameplay that rewards creativity.
* WrestlerInAllOfUs: Steve's down throw
is unaware of him.
----
a quick ''chokeslam''. If you have any iron to spare, Steve will follow it up by dropping an anvil on the victim.
* YouDontLookLikeYou: [[{{DownplayedTrope}} Downplayed.]] Here, Steve uses the old "beard" skin[[note]]which players notoriously and universally mistook for his mouth[[/note]], which doesn't match with his appearance in ''Minecraft'', but does match his appearance in promotional art and trailers for ''Minecraft''.
* YourSizeMayVary: The Endermen, in ''Minecraft'' proper, are much taller and more slender than the player. Here, the Enderman's proportions are shortened to be a proper costume for Steve. Properly scaled Endermen can be seen in the Minecraft World stage at night.
* YouWillNotEvadeMe: Steve's grab has him utilizing a fishing rod to pull fighters to him, before placing a fence around the fighter to keep them in place.



[[folder:82 – Sora]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh1.png]]
[[caption-width-right:350:[[TheChosenOne Chosen by the Keyblade]]]]
%%[[caption-width-right:350:[[labelnote:Kingdom Hearts II]]https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh2.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts II]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh2.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts [=3D:=] Dream Drop Distance]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_khddd.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts III]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh3.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Timeless River]] https://static.tvtropes.org/pmwiki/pub/images/sora_alt_4_ssbu.png[[/labelnote]]]]
!!!!!!'''Voiced by:''' Creator/MiyuIrino (Japanese), Creator/HaleyJoelOsment (English)
'''SORA IS FINALLY HERE!'''
->'''Home Series:''' ''Franchise/KingdomHearts''

to:

[[folder:82 [[folder:78 Sora]]
Sephiroth]]
->See his page [[Characters/SuperSmashBrosSephiroth here]]
[[/folder]]

[[folder:79 / 80 – Pyra / Mythra (Homura / Hikari)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh1.png]]
[[caption-width-right:350:[[TheChosenOne Chosen by the Keyblade]]]]
%%[[caption-width-right:350:[[labelnote:Kingdom Hearts II]]https://static.
org/pmwiki/pub/images/main_21.png]]
[[caption-width-right:350:[[LivingWeapon The Aegis]]]]
[[caption-width-right:350:[[labelnote:Pyra]]https://static.
tvtropes.org/pmwiki/pub/images/ssbu_sora_kh2.org/pmwiki/pub/images/86_pyra.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts II]] https://static.[[caption-width-right:350:[[labelnote:Mythra]]https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh2.org/pmwiki/pub/images/ssbu_mythra.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts [=3D:=] Dream Drop Distance]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_khddd.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts III]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh3.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Timeless River]] https://static.tvtropes.org/pmwiki/pub/images/sora_alt_4_ssbu.png[[/labelnote]]]]
!!!!!!'''Voiced
!!!!!!'''Pyra and Mythra voiced by:''' Creator/MiyuIrino Creator/ShinoShimoji (Japanese), Creator/HaleyJoelOsment Creator/SkyeBennett (English)
'''SORA IS FINALLY HERE!'''
!!!!!!'''Rex voiced by:''' Creator/HiroShimono (Japanese), Al Weaver (English)
'''PYRA BLAZES INTO BATTLE!'''\\
'''MYTHRA AWAKENS!'''
->'''Home Series:''' ''Franchise/KingdomHearts''''VideoGame/XenobladeChronicles''



-->'''Debut:''' ''VideoGame/KingdomHeartsI'' [Platform/PlayStation2], 2002
-->'''Nintendo debut:''' ''VideoGame/KingdomHeartsChainOfMemories'' [Platform/{{GBA}}], 2004
-->'''Creator:''' Squaresoft, Creator/{{Disney Interactive|Studios}}
-->'''Publisher:''' Creator/SquareEnix

to:

-->'''Debut:''' ''VideoGame/KingdomHeartsI'' [Platform/PlayStation2], 2002
-->'''Nintendo debut:''' ''VideoGame/KingdomHeartsChainOfMemories'' [Platform/{{GBA}}], 2004
''VideoGame/XenobladeChronicles2'' [Platform/NintendoSwitch], 2017
-->'''Creator:''' Squaresoft, Creator/{{Disney Interactive|Studios}}
Creator/MonolithSoft
-->'''Publisher:''' Creator/SquareEnixNintendo




->"''[[PreAsskickingOneLiner Let's go!]]''"

to:

\n->"''[[PreAsskickingOneLiner Let's go!]]''"->'''Specials: (Pyra)''' [[SpinAttack Flame Nova]], [[ThrowingYourSwordAlwaysWorks Blazing End]], [[DeathFromAbove Prominence Revolt]], [[SwitchOutMove Swap to Mythra]]
->'''Specials: (Mythra)''' [[BladeSpam Lightning Buster]], [[FlashStep Photon Edge]], [[SwordBeam Ray of Punishment]] / [[SpreadShot Chroma Dust]], [[SwitchOutMove Swap to Pyra]]
->'''Final Smash:''' [[KillItWithFire Burning Sword]] / [[KillSat Sacred Arrow]]

->"''Together, nothing can stand in our way!''"



Sora, the legendary Keyblade Master of ''Franchise/KingdomHearts'' was announced in the last "Mr. Sakurai Presents" livestream on October 5, 2021 as the final character added to the roster of ''Super Smash Bros. Ultimate''. He is the first fighter from a not predominantly gaming company: in his case, from the world-famous media group, Creator/{{Disney}}.[[note]]While ''Kingdom Hearts'' is a joint effort between Square Enix and Disney, Disney owns the series' copyright, making its characters Disney's property.[[/note]] He was released on October 18, 2021 as part of the Version 13.0 update.\\\
Hailing from the idyllic Destiny Islands, Sora lived a carefree life of mirth and whimsy with his ChildhoodFriends, Kairi and Riku, until the dreaded monsters known as TheHeartless laid siege to it, driving him and his friends apart as the world he called home was torn asunder. With a mysterious weapon known as a "Keyblade" in his hands, Sora joins forces with the short-tempered yet quick-witted mage [[WesternAnimation/DonaldDuck Donald]], and the clumsy yet stouthearted knight WesternAnimation/{{Goofy}}, to find his friends, along with [[TheGoodKing King]] [[WesternAnimation/MickeyMouse Mickey]], and save reality as they know it from utter oblivion -- a grand adventure that would take Sora on a journey through countless other worlds that defy imagination as he fought to defend Kingdom Hearts, the source of all hearts, from the dark forces of the Heartless, the Nobodies and Organization XIII, and the machinations of Master Xehanort and his many incarnations, [[ThePowerOfFriendship making many friends in the process]]. He's even met and fought [[AlternateSelf alternate versions]] of [[VideoGame/FinalFantasyVII Cloud and Sephiroth]].\\\
Living up to his name, Sora is a nimble and tricky fighter whose forte is aerial combat and combos: in addition to his light weight and excellent mobility while airborne, Sora is capable of executing {{Three Strike Combo}}s for his normal and forward-tilt attacks, on foot or in the air. In conjunction with special attacks that increase his aerial mobility, Sora is the king of the skies who can offset his otherwise low defenses that see him easily launched with a variety of attack options that can keep his opponents off-balance and open them up to big damage.

to:

Sora, The deuteragonists of ''Xenoblade Chronicles 2'' and the legendary Keyblade Master of ''Franchise/KingdomHearts'' was announced in second and third fighters from the last overall ''Xenoblade Chronicles'' series, they were revealed during a Nintendo Direct on February 17th, 2021. A "Mr. Sakurai Presents" livestream on October 5, 2021 as video detailing the final character added to duo aired on March 4, 2021, with the roster of ''Super Smash Bros. Ultimate''. He is the first fighter from a not predominantly gaming company: in his case, from the world-famous media group, Creator/{{Disney}}.[[note]]While ''Kingdom Hearts'' is a joint effort between Square Enix and Disney, Disney owns the series' copyright, making its characters Disney's property.[[/note]] He was released on October 18, 2021 fighters being made available later that same day as part of the Version 13.11.0 update.\\\
Hailing from
\\
\\
In
the idyllic Destiny Islands, Sora lived a carefree life of mirth vast and whimsy with his ChildhoodFriends, Kairi and Riku, until the dreaded monsters known as TheHeartless laid siege to it, driving him and his friends apart as the world he called home was torn asunder. With a mysterious weapon world of Alrest, where life thrives on the backs of giant Titans, there exist Blades, {{Living Weapon}}s who are born from [[HeartDrive Core Crystals]] and symbiotically bond themselves to other living beings, who become known as Drivers. Blades provide their Drivers with a "Keyblade" weapon and enhanced physical abilities via channeling Ether energy, while the Drivers keep the Blades corporeal and alive. Should a Driver die, [[CantLiveWithoutYou their Blade dies with them]] and returns to slumber within their Crystal. The [[PhysicalGod creator deity]] of Alrest, known simply as the Architect, created many Blades, but none as powerful as the Aegis. Many Drivers would desperately try to claim the Aegis for themselves, and the Aegis itself was highly volatile and destructive. After a great war, the Aegis was sealed away beneath the Cloud Sea, where hopefully none would be able to find it.\\
\\
This Aegis Blade was known as Mythra, who would also create a SplitPersonality, known as Pyra, shortly before her containment
in order to further suppress her own calamitous power. Hundreds of years later, the Aegis would be rediscovered by the adventurous, Cloud Sea-diving treasure hunter named Rex. After bonding with Rex in order to save his hands, Sora joins life after he was betrayed by his shady co-workers that had hired him to help them unearth her, the Blade gave him a task in return: take her to Elysium, ThePromisedLand at the WorldTree's peak where she was forged. So began the duo's (or rather, trio's) long and increasingly complicated journey across Alrest and its many Titans, joining forces with the short-tempered yet quick-witted mage [[WesternAnimation/DonaldDuck Donald]], other similarly gifted Drivers and the clumsy yet stouthearted knight WesternAnimation/{{Goofy}}, to find his friends, battling villains along with [[TheGoodKing King]] [[WesternAnimation/MickeyMouse Mickey]], the way who also wish to obtain the Aegis's might.\\
\\
As two personalities within a single Core Crystal, Pyra
and save reality Mythra are counted as they know it from utter oblivion -- two separate fighters, but share a grand adventure that would take Sora on a journey through countless other worlds that defy imagination as he fought to defend Kingdom Hearts, the source of all hearts, from the dark forces of the Heartless, the Nobodies and Organization XIII, and the machinations of Master Xehanort and his many incarnations, [[ThePowerOfFriendship making many friends single slot in the process]]. He's even met roster, much like Zelda and fought [[AlternateSelf alternate versions]] of [[VideoGame/FinalFantasyVII Cloud Sheik (pre-''3DS/Wii U''), Samus and Sephiroth]].\\\
Living up to his name, Sora is a nimble
Zero Suit Samus (pre-''3DS/Wii U''), and tricky fighter whose forte is aerial combat and combos: in addition to his Pokémon Trainer's three Pokémon. While they have the exact same basic movesets between them, they also have MultiformBalance between each other: Pyra violently crushes foes with the brute strength of her [[PlayingWithFire flames]], while Mythra gracefully blindsides opponents with her [[LightEmUp light weight and excellent mobility while airborne, Sora speed]]. While each character is capable of executing {{Three Strike Combo}}s for his normal holding her own and forward-tilt attacks, on foot or in can be played separately without any need to switch between them, the air. In conjunction with special attacks that increase his aerial mobility, Sora is the king of the skies who best players can offset his otherwise low defenses that see him easily launched with a variety take full advantage of attack options that can keep his both of their strengths, blitzing opponents off-balance with Mythra's speed and open blowing them up to big damage.
away with Pyra's raw power.



'''Neutral Special:''' [[SpellBlade Magic]]
->Sora casts a magic spell with his Keyblade. The move rotates between one of three spells when used: in order, [[PlayingWithFire Firaga]] (summons a {{Fireball}}), [[ShockAndAwe Thundaga]] (summons three lightning bolts in front of Sora), and [[AnIcePerson Blizzaga]] (summons a hail of ice that will freeze the opponent).
'''Side Special:''' [[DashAttack Sonic Blade]]
->Sora dashes forward at a target with his Keyblade up to three times. He can also perform this special immediately after performing Aerial Sweep.
'''Up Special:''' [[SpinAttack Aerial Sweep]]
->Sora propels himself in the air with a spin attack, knocking anyone caught in the attack away.
'''Down Special:''' CounterAttack
->Sora blocks with his Keyblade and immediately counters against any attack in front of him.
'''Final Smash:''' [[BanishingRitual Sealing the Keyhole]]
->Sora uses his Keyblade to trap his opponents in a key-shaped portal, trapping them behind a ''Smash''-adorned door, and locks the door with his Keyblade, causing it to [[StuffBlowingUp explode]].

to:

'''Neutral Special:''' [[SpellBlade Magic]]
->Sora casts a magic spell with his Keyblade. The move rotates between one of three spells when used: in order, [[PlayingWithFire Firaga]] (summons a {{Fireball}}), [[ShockAndAwe Thundaga]] (summons three lightning bolts in front of Sora), and [[AnIcePerson Blizzaga]] (summons a hail of ice that will freeze the opponent).
'''Side Special:''' [[DashAttack Sonic Blade]]
->Sora dashes forward at a target with his Keyblade up to three times. He can also perform this special immediately after performing Aerial Sweep.
'''Up Special:'''
'''Pyra Neutral Special''': [[SpinAttack Aerial Sweep]]
->Sora propels himself
Flame Nova]]
->Pyra spins the Aegis around her
in a fiery spinning attack, hitting enemies in close range around her. Its attack power can be increased by holding the Special Attack Button.
'''Pyra Side Special''': [[ThrowingYourSwordAlwaysWorks Blazing End]]
->Pyra throws the Aegis forward a short distance, whereupon it spins in place for a moment, repeatedly hitting opponents until returning to her hand. While Blazing End is in effect, Pyra can move, jump, and guard, but cannot attack until the Aegis returns to her.
'''Pyra Up Special''': [[DeathFromAbove Prominence Revolt]]
->Pyra performs [[{{Shoryuken}} a rising sword strike]] before hurtling back down, thrusting the Aegis into the ground in a mighty explosion that inflicts heavy damage. This move has excellent vertical recovery, but its lateral recovery is lacking.
'''Mythra Neutral Special''': [[BladeSpam Lightning Buster]]
->Mythra performs a series of fast-hitting sword strikes directly in front of her with the Aegis. Holding the Special Attack Button adds an additional strike and increases its damage.
'''Mythra Side Special''': [[SpeedBlitz Photon Edge]]
->Mythra performs a series of high-speed slashes, moving so quickly at to almost look like TeleportSpam, as she makes her way forward. This move is an excellent lateral recovery move as well.
'''Mythra Up Special''': [[SwordBeam Ray of Punishment/Chroma Dust]]
->Mythra leaps into
the air with before firing a spin attack, knocking anyone caught in projectile from the Aegis at a downward angle. The nature of the attack away.
changes depending on whether the Special Attack button is tapped or held. Tapped, Mythra performs Ray of Punishment, which fires a single projectile that creates a small explosion. Held, Mythra performs Chroma Dust, which fires multiple non-explosive projectiles over a wider area.
'''Mythra Fighter Ability''': [[CombatClairvoyance Foresight]]
->If Mythra dodges an enemy attack at the right moment, she activates "Foresight", slowing down her opponent temporarily as she evades their attack and gaining an advantage while they are impaired.
'''Down Special:''' CounterAttack
->Sora blocks with his Keyblade
Special''': [[SwitchOutMove Swap]]
->Pyra changes form to Mythra,
and immediately counters against any attack vice versa. Pyra[=/=]Mythra are briefly invulnerable during the instant that they are changing form.
'''Pyra Final Smash''': [[FlamingSword Burning Sword]]
->Pyra summons Rex to perform a combination attack. If the initial hit lands, Pyra and Rex hold the Aegis together and perform an upward slash, conjuring a mighty column of flames. Up to three enemies can be affected by the initial hit, but additional opponents can be affected by the flame column. Of Pyra and Mythra's Final Smashes, Burning Sword deals less overall damage, but has more launching power.
'''Mythra Final Smash''': [[KillSat Sacred Arrow]]
->Mythra summons Rex to perform a combination attack. If the initial hit lands, Mythra and Rex hold the Aegis high as they summon a rain of laser blasts directly
in front of him.
'''Final Smash:''' [[BanishingRitual Sealing
them. Up to three enemies can be affected by the Keyhole]]
->Sora uses his Keyblade to trap his opponents in a key-shaped portal, trapping them behind a ''Smash''-adorned door,
initial hit, but the laser rain can hit additional opponents. Of Pyra and locks the door with his Keyblade, causing it to [[StuffBlowingUp explode]].Mythra's Final Smashes, Sacred Arrow has less launching power, but deals more overall damage.



->See [[Characters/XenobladeChronicles2PyraAndMythra Pyra and Mythra's page]] for more information on the duo in their origin series.



->See [[Characters/KingdomHeartsSora Sora's page]] for more information on the character in his origin series.
----
* AchillesHeel: His biggest weakness is his weight, or rather, his lack thereof. He's lighter than even Isabelle and Young Link, making him exceptionally vulnerable to being launched off stage.
* AdaptedOut: Nothing originating from other Disney works appears in ''Smash''. Hollow Bastion[[note]]Itself one of the few ''Kingdom Hearts'' worlds that's not based on another Disney property[[/note]] only features music that originates from ''Kingdom Hearts'', and no non-''Kingdom Hearts''-original Disney characters make cameos or appear as Spirits. The only thing obviously from Disney is the Mickey Mouse keychain on the Keyblade.
* AllLovingHero: His amount of compassion and understanding for others is nearly limitless, fighting for the sake of protecting those he cares for. As such, rather than antagonizing any other fighter like many characters before, his trailer focuses on him bringing light and hope to the cast, closing out the game with a confident handshake with Mario accompanied by every other fighter cheering him on.
* AnimeHair: His hair is distinctly [[SpikyHair spiky]], enough to give Cloud a run for his money.
* ArcNumber: The ''Kingdom Hearts'' games' most prominent Arc Numbers are [[ThirteenIsUnlucky 13]] and [[LuckySeven 7]], and Sora brings both motifs with him.
** For 13, the time between his reveal and his release is ''13'' days, in version ''13''.0.0 of ''Ultimate'', and including Piranha Plant and counting Pyra and Mythra separately, he's the ''thirteen''th DLC character. ''13'' Kingdom Hearts spirits are also included: 5 fighter spirits of Sora himself plus 8 spirits of various Kingdom Hearts characters exclusive to his DLC Spirit Board.
** For 7, he's the ''seven''th character in Fighters Pass Vol. 2, again counting Pyra and Mythra separately, and his home stage, Hollow Bastion, has ''seven'' different Dive to the Heart portraits.
* ArtShift: His P5 costume is a stark contrast to his other costumes, as it makes him look straight out of an old-timey Disney cartoon, complete with monochrome colors. The costume is based on [[FisherKingdom his change in appearance while exploring]] "Timeless River", a world in ''VideoGame/KingdomHeartsII'' that is based on early Disney animated shorts, such as ''WesternAnimation/SteamboatWillie''.
* AscendedExtra: In the original games, Aerial Sweep and Counterattack are just generic resource-less combo modifier abilities unlike his more powerful and flashier Magic and Limits. However, in ''Smash'', they've been upgraded to being part of Sora's Special repertoire alongside his spells and Sonic Blade.
* AttackReflector: {{Subverted|Trope}}; his Counterattack block will change ownership of projectiles, but they'll maintain their current trajectory and fly behind him (dangeous in a free-for-all, less so in a one-on-one). This makes him the opposite of Mewtwo in ''Melee'', whose Confusion reflector would turn attacks around but keep their original ownership.
* AudienceParticipation: Much like with Bayonetta, Sora's inclusion was due to the Smash Ballot. However, Bayonetta was included as the highest-ranked fighter that could actually be included at the time -- Sora was the most requested newcomer, but he couldn't be included in ''[=3DS/Wii U=]'' due to not having the legal issues around him worked out in time. As a result, the developers set out to include him in ''Ultimate'' instead.
* BadassAdorable: His default appearance is based on the first ''Kingdom Hearts'', and he's just as cute and cheerful as he was there. His "Timeless River" costume is also adorable, being a pie-eyed rubberhose cartoon character.
* BanishingRitual: His Final Smash, Sealing the Keyhole, has him fire a beam that creates a keyhole-shaped portal, and opponents unfortunate enough to be sucked into it are locked behind a door with the Smash logo on it; Sora then fires a second beam towards the door's keyhole, twists his Keyblade as if to lock the door, which then explodes. The move itself is derived from the moment following the final boss battle against Ansem, Seeker of Darkness in the first game, where Sora and Mickey both seal the Door to Darkness together.
* BattleIntro: Flies in with some pixie dust, poses with his Keyblade, and takes his idle stance.
* BigNo: Does this when he's KO'd and his KO quote.
* BookEnds: His reveal trailer is a bookend for every other ''Smash'' trailer. The initial teaser trailer for ''Ultimate'' in March 2018 showed a burning ''Smash'' logo, reflected in the eyes of the Inkling Girl, with all of the characters standing in a dark void. At the beginning of Sora's reveal from October 2021, the burning ''Smash'' logo and the dark void reappear, complete with the Inkling Girl's eyes reflecting the logo once again.
* BoringButPractical: His Counterattack isn't as flashy as [[VideoGame/XenobladeChronicles1 Shulk's]] Vision, [[Franchise/StreetFighter Ryu's]] Focus Attack, or VideoGame/{{Bayonetta}}'s Witch Time, but it can counter a wide variety of projectiles, attacks, and even recovery moves, in addition to causing opponents who hit it to stagger, thus making it one of the most powerful counters in the game.
%%* BreakingOldTrends: After a dozen fighters capable of dunking opponents into the abyss ([[TakingYouWithMe sometimes having to go along with them]]), Sora is the only DLC fighter to completely lack a [[MeteorMove meteor smash]].
* CallBack: Much as Mario took on the basic role of King Mickey in Sora's reveal trailer, Sora himself plays a role similar to Sonic in ''The Subspace Emissary'', being the last huge surprise of a third-party character and [[BigDamnHeroes showing up at the last minute]] to let everyone live and fight another day when everything looked to be over, against a near-unstoppable force (Tabuu or simply TheEnd itself) threatening to sap the imaginative life force out of everyone and turn them back into lifeless trophies.
* CallingYourAttacks: He exclaims "Fire!", "Thunder!", and "Freeze!" when casting Firaga, Thundaga, and Blizzaga respectively.
* TheCameo: Sora can appear in the background in the "Dive to the Heart" portion of the Hollow Bastion stage if he isn't partaking in the battle.
* {{Combos}}: Sora's Keyblade fighting style allows him to switch up his attacks depending on how he reacts during the combo, including movements and delaying attack timing for different results.
* CompositeCharacter: His default appearance is the one from the first ''VideoGame/KingdomHeartsI'' and his moveset is largely composed of attacks originating from that entry (with most of them reappearing at least once in the series except for Counterattack), but his alternate costumes use his outfits from ''VideoGame/KingdomHeartsII'', ''VideoGame/KingdomHearts3DDreamDropDistance'', and ''VideoGame/KingdomHeartsIII'', while his voice is the deeper, mature variant used in those later entries. His face also resembles the older look used from ''II'' onwards instead of his younger self as seen in ''I'' and ''3D''.
* CoolSword: The Keyblade is part CoolKey, part Cool Sword, and part MagicWand. In spite of its blunt appearance, Sora's Keyblade is perfectly capable of [[AbsurdlySharpBlade cutting through just about anything]] thanks to its potent magic. It is also capable of locking and unlocking any kind of physical, magical, or even metaphorical lock; demonstrations of this ability range from opening simple treasure chests to sealing "Keyholes", portals that lead to a world's Heart, to protect it from the Heartless.
* CounterAttack: Sora's aptly named Counterattack down special interrupts and stuns an attacking enemy before slashing them in return, unlike most counters which tank the attack damage before paying it back. It also works on projectiles, but they'll be deflected upon unsuspecting opponents behind Sora instead of being bounced back to their user. Do note, however, that, being based on the Guard technique in his home games, it works best if he is attacked from the front instead of from behind, so don't leave yourself open when using it!
* CrosshairAware: His Sonic Blade can lock onto nearby opponents, marking them with the same Lock On targeting reticle from his home games.
* DashAttack: Sonic Blade serves as his Side Special. He can dash up to three times in a row, with the second and third dashes in any direction of the player's choosing, akin to Greninja and Pikachu's Up Specials, and it can be canceled from his own Up Special for recovery purposes. If he's near a foe, he can also automatically lock onto them for the attack.
* DeliberatelyMonochrome: Sora's "Timeless River" costume features no colors, much like the level from where this costume originates, based on early Mickey Mouse cartoons.
* DimensionalTraveler: His involvement alone in ''Super Smash Bros Ultimate'' is similar to his source game series, where he travels to numerous worlds outside his own. The reveal trailer shows him fighting and interacting with the rest of the roster.
* DownloadableContent: The final member of Fighters Pass Vol. 2 and ''Ultimate'''s DLC fighters as a whole, released on October 18th of 2021. Buying this fighter also comes with the Hollow Bastion stage, 9 songs from ''Kingdom Hearts''[[note]]with an additional song included if you own ''Kingdom Hearts: Melody of Memory''[[/note]], and a unique DLC Spirit Board, where eight Spirit Battles for ''Kingdom Hearts'' characters await.
* EasterEgg: When Sora holds another item, Sora will use his Valor Stance from ''Kingdom Hearts II''.
* FireIceLightning: His neutral special allows him to cast Firaga, Thundaga, and Blizzaga in that order.
** Firaga is a fireball that shoots straight forward. Repeatedly pressing the button will have Sora keep shooting off fireballs until the button is no longer pressed.
** Thundaga shoots three thunder bolts down from above. Using it in the air will decrease its range, however.
** Blizzaga shoots a small cone of ice forward, with the potential to freeze whomever it hits.
* GlassCannon: He has high combo potential with decent power and KO potential, and is very quick and has a high jump and strong recovery options. However, he's extremely light, even lighter than Isabelle, which makes him very vulnerable to being KO'd himself, and some of his attacks have a start-up or lag to them that leaves him open for punishment.
* GrandFinale: Holds the honor of being the very last character added as DLC. This is emphasized in his reveal trailer, which opens with the burning ''Smash'' logo [[BookEnds that introduced Inkling and the game]] fading away and leaving the other characters as lifeless trophies before Mario uses the final small flame to conjure the Kingdom Key. And the "Mr. Sakurai Presents Sora" gameplay presentation is explicitly noted to show Sora fighting every other character in ''Ultimate'' at least once.
* GuestFighter: The 18th third-party character in the series. While Sora is the fourth character to hail from Square-Enix, he notably holds the distinction of being owned by the major media conglomerate Creator/{{Disney}}, making him also the first character to hail from them.
* HighAltitudeBattle: A major motif of his gameplay focuses on Sora's superior aerial mobility. Sora boasts an amazing recovery and his gameplay heavily favors launching his opponents into the air for aerial combos. Sora is also one of the few characters who's granted additional recovery potential ''after'' using his Up-Special.
* HistoryRepeats: [[https://twitter.com/PushDustIn/status/1450855097588609024 According to development info after Sora was released]], Fighters Pass #2 was meant to only have five[[note]]Technically six with Pyra/Mythra[[/note]] fighters, with Sora's inclusion being desired but thought of as an impossibility. It was only due to a chance encounter between Sakurai and a Disney representative during an awards show that negotiations made ground and eventually resulted in ''Ultimate''[='=]s last newcomer. Incidentally, a [=SquareSoft=] developer having an unlikely encounter with a Disney representative is how ''Kingdom Hearts'' came into existence to begin with.
* HomeStage: ''Ultimate'': Hollow Bastion. Based on its appearance in the first ''Kingdom Hearts'', this DiscOneFinalDungeon starts from the Rising Falls before traveling to the main castle, with platforming areas in the background recreated directly from the game. When a match is drawing to a close (either from the timer, low stamina, and/or low stock counts), it visually transforms into the famous "Dive to the Heart" tutorial sections from the original games, complete with stained glass visuals depicting other ''Kingdom Hearts'' original characters[[note]]Characters that can appear on said stained glass visuals: Sora, Riku, Roxas, Xion, Ventus, Aqua, or Terra[[/note]]. Functionally, it's a simple stage that has one auxiliary platform above the middle of the main one.
* HomingProjectile: Sonic Blade has homing properties on its second and third dashes, automatically slashing through a nearby opponent regardless of angle. However, as Sakurai notes, one should be careful doing this near a falling/self-destructing opponent, as activating the special prevents using Aerial Sweep, meaning that after it ends, Sora will be sent plummeting to his death with little chance of recovery.
* IBelieveICanFly: The ability to fly is a commonality among Keyblade wielders, and Sora is no exception: his Up and Side specials grant him increased aerial mobility along with his already excellent jumping height and speed, and his trailer shows him soaring as gracefully in the air as WesternAnimation/PeterPan (which makes sense, since he first gained the ability in Neverland).
* KidHero: He is 14 years old in the first ''Kingdom Hearts'' game, which his ''Smash'' appearance is based on. Even when he grew up by the time of the events of ''Kingdom Hearts III'', he's not yet 16.
* LeaningOnTheFourthWall: The fact that he's "finally here" reflects the fans' requests for him to enter the game for years. According to Masahiro Sakurai in Sora's October 2021 reveal, Sora was the most requested character for ''Smash'' since the ''Smash Bros.'' Fighters Poll was used back in the days of ''[=3DS=]/Wii U'', though he -- and presumably other highly-requested characters -- couldn't be implemented without their respective company's permissions, and Bayonetta was chosen as the last fighter for that game.
* {{Leitmotif}}: His trailer uses the orchestral version of "Simple and Clean", but it isn't available in the game. During the gameplay section of his trailer, "Fragments of Sorrow" plays, which under default settings, is also the song that would play the most often in Hollow Bastion, despite its theme being also in the game.
* LightIsGood: In contrast to Galeem, whose light is shown to bring ruin to the characters of ''Smash'', Sora's light is filled with life, returning the fighters back to normal from their figurine forms after the flames of the ''Smash Ultimate'' logo dies out. His fighter color is also a bright white.
* MagicKnight: Sora is a key-sword user who incorporates [[FireIceLightning Firaga, Thundaga, and Blizzaga spells]] in his arsenal to keep opponents at bay. Sakurai mentions in Sora's presentation that [[DeathFromAbove Thundaga in particular]] is a good anti-recovery spell that will thwart an opponent's attempt to get back onto the stage.
* MasterSwordsman: Acknowledged as being a "Keyblade Master". This is reflected in his gameplay as his down special allows him to parry and counter any attack with the correct timing. While he may not be as refined as other sword fighters, he's just as capable as any of them.
* MeaningfulName: His name is Japanese for "sky", and fittingly, he excels in fighting in the air. His reveal trailer even put special emphasis on his ability to fly, obtained from WesternAnimation/PeterPan.
* MechanicallyUnusualFighter: Downplayed. Unlike most other DLC characters, his controls are specifically noted by Sakurai to be rather straightforward, making it easy for anyone to play as him. He still has a few odd quirks, though, such as rotating automatically through magic spells and his three-hit combo system.

to:

->See [[Characters/KingdomHeartsSora Sora's page]] for more information on the character in his origin series.
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* AchillesHeel: His biggest weakness is his weight, or rather, his lack thereof. He's lighter than even Isabelle AchillesHeel:
** Similarly to Cloud
and Young Link, making him exceptionally vulnerable Chrom, they have a poor recovery compared to being launched off stage.
* AdaptedOut: Nothing originating from
other Disney works appears in ''Smash''. Hollow Bastion[[note]]Itself one of sword characters. Pyra's is short, covers almost no horizontal distance, and will send her into the few ''Kingdom Hearts'' worlds that's not based on another Disney property[[/note]] only features music that originates from ''Kingdom Hearts'', void if she misses the platform. Mythra, at least, has some more mobility and no non-''Kingdom Hearts''-original Disney characters make cameos or appear as Spirits. The only thing obviously from Disney is the Mickey Mouse keychain on the Keyblade.
* AllLovingHero: His amount of compassion and understanding for others is nearly limitless, fighting for the sake of protecting those he cares for. As such, rather than antagonizing any other fighter like many characters before, his trailer focuses on him bringing light and hope to the cast, closing out the game with
a confident handshake with Mario accompanied by every other fighter cheering him on.
* AnimeHair: His hair is distinctly [[SpikyHair spiky]], enough to give Cloud a run for his money.
* ArcNumber: The ''Kingdom Hearts'' games' most prominent Arc Numbers are [[ThirteenIsUnlucky 13]] and [[LuckySeven 7]], and Sora brings
recovery mix-up, but both motifs with him.
her approach angles are very easy to read.
** For 13, the time between his reveal To a lesser extent, grabs and his release is ''13'' days, in version ''13''.0.0 of ''Ultimate'', and including Piranha Plant and counting Pyra and unblockable attacks for Mythra. Mythra separately, he's possesses a CounterAttack mechanic called Foresight that enables her to slow down and punish opponents if she dodges right before being hit by a move. However, the ''thirteen''th DLC character. ''13'' Kingdom Hearts spirits are nature of this mechanic also included: 5 fighter spirits of Sora himself plus 8 spirits of various Kingdom Hearts characters exclusive gives her the slowest dodges in the game. On blockable attacks this normally isn't a problem, since she will activate Foresight instead, but to his DLC grabs and unblockable attacks Mythra is more vulnerable.
* AdaptationalModesty: Matching with Mythra's
Spirit Board.
** For 7, he's the ''seven''th character in Fighters Pass Vol. 2, again counting Pyra
from ''World of Light'' and Mythra separately, and his home stage, Hollow Bastion, has ''seven'' different Dive to the Heart portraits.
* ArtShift: His P5 costume is a stark
in contrast to his other costumes, as it makes him how they look straight out of an old-timey Disney cartoon, complete with monochrome colors. The in their source game, their outfits are altered to cover up more skin, their legs in particular.[[note]](although Pyra has sheer pantyhose, [[DownplayedTrope so her skin can still be seen]])[[/note]] Mythra's more modest outfit became a costume called "Massive Melee Mythra" in ''Xenoblade Chronicles 2'' before she became playable.
* AdaptationPersonalityChange: Not Mythra, who
is based on [[FisherKingdom his change [[SmugSuper as cocky as ever]], but rather Pyra. She is much less timid and more upbeat and energetic here than in appearance while exploring]] "Timeless River", a world her original game; her English voice actress, Skye Bennett, [[https://twitter.com/sdsjb/status/1362421603963961344 elaborated in ''VideoGame/KingdomHeartsII'' a tweet]] that is based this reflects her [[CharacterDevelopment character growth]] in her source game.
* TheArtifact: In a similar vein to ''Franchise/FireEmblem'' fighters with Marth's Falchion, being from the ''Xenoblade'' universe, they use Shulk's Monado as their symbol, but unless you get the Monado through DLC, it plays no part during their adventure. [[spoiler:Not
on early Disney animated shorts, such as ''WesternAnimation/SteamboatWillie''.
''their'' side of reality, anyway...]]
* AscendedExtra: In the original games, Aerial Sweep Both Pyra and Counterattack are just generic resource-less combo modifier abilities unlike his more powerful and flashier Magic and Limits. However, Mythra appeared as Spirits in ''Smash'', they've been upgraded to being part of Sora's Special repertoire alongside his spells and Sonic Blade.
* AttackReflector: {{Subverted|Trope}}; his Counterattack block will change ownership of projectiles, but they'll maintain their current trajectory and fly behind him (dangeous in a free-for-all, less so in a one-on-one). This makes him the opposite of Mewtwo in ''Melee'', whose Confusion reflector would turn attacks around but keep their original ownership.
* AudienceParticipation: Much like with Bayonetta, Sora's inclusion was due to the Smash Ballot. However, Bayonetta was included as the highest-ranked fighter that could actually be included at the time -- Sora was the most requested newcomer, but he couldn't be included in ''[=3DS/Wii U=]'' due to not having the legal issues around him worked out in time. As a result, the developers set out to include him in ''Ultimate'' instead.
* BadassAdorable: His default appearance is based on the first ''Kingdom Hearts'', and he's just as cute and cheerful as he was there. His "Timeless River" costume is also adorable, being a pie-eyed rubberhose cartoon character.
* BanishingRitual: His Final Smash, Sealing the Keyhole, has him fire a beam that creates a keyhole-shaped portal, and opponents unfortunate enough to be sucked into it are locked behind a door with the Smash logo on it; Sora then fires a second beam towards the door's keyhole, twists his Keyblade as if to lock the door, which then explodes. The move itself is derived from the moment following the final boss battle against Ansem, Seeker of Darkness in the first game, where Sora and Mickey both seal the Door to Darkness together.
* BattleIntro: Flies in with some pixie dust, poses with his Keyblade, and takes his idle stance.
* BigNo: Does this when he's KO'd and his KO quote.
* BookEnds: His reveal trailer is a bookend for every other ''Smash'' trailer. The initial teaser trailer for ''Ultimate'' in March 2018 showed a burning ''Smash'' logo, reflected in the eyes of the Inkling Girl, with all of the characters standing in a dark void. At the beginning of Sora's reveal from October 2021, the burning ''Smash'' logo and the dark void reappear, complete with the Inkling Girl's eyes reflecting the logo once again.
* BoringButPractical: His Counterattack isn't as flashy as [[VideoGame/XenobladeChronicles1 Shulk's]] Vision, [[Franchise/StreetFighter Ryu's]] Focus Attack, or VideoGame/{{Bayonetta}}'s Witch Time, but it can counter a wide variety of projectiles, attacks, and even recovery moves, in addition to causing opponents who hit it to stagger, thus making it one of the most powerful counters in the game.
%%* BreakingOldTrends: After a dozen fighters capable of dunking opponents into the abyss ([[TakingYouWithMe sometimes having to go along with them]]), Sora is the only DLC fighter to completely lack a [[MeteorMove meteor smash]].
* CallBack: Much as Mario took on the basic role of King Mickey in Sora's reveal trailer, Sora himself plays a role similar to Sonic in ''The Subspace Emissary'', being the last huge surprise of a third-party character and [[BigDamnHeroes showing up at the last minute]] to let everyone live and fight another day when everything looked to be over, against a near-unstoppable force (Tabuu or simply TheEnd itself) threatening to sap the imaginative life force out of everyone and turn them back into lifeless trophies.
* CallingYourAttacks: He exclaims "Fire!", "Thunder!", and "Freeze!" when casting Firaga, Thundaga, and Blizzaga respectively.
* TheCameo: Sora can appear in the background in the "Dive to the Heart" portion of the Hollow Bastion stage if he isn't partaking in the battle.
* {{Combos}}: Sora's Keyblade fighting style allows him to switch up his attacks depending on how he reacts during the combo, including movements and delaying attack timing for different results.
* CompositeCharacter: His default appearance is the one from the first ''VideoGame/KingdomHeartsI'' and his moveset is largely composed of attacks originating from that entry (with most of them reappearing at least once in the series except for Counterattack), but his alternate costumes use his outfits from ''VideoGame/KingdomHeartsII'', ''VideoGame/KingdomHearts3DDreamDropDistance'', and ''VideoGame/KingdomHeartsIII'', while his voice is the deeper, mature variant used in those later entries. His face also resembles the older look used from ''II'' onwards instead of his younger self as seen in ''I'' and ''3D''.
* CoolSword: The Keyblade is part CoolKey, part Cool Sword, and part MagicWand. In spite of its blunt appearance, Sora's Keyblade is perfectly capable of [[AbsurdlySharpBlade cutting through just about anything]] thanks to its potent magic. It is also capable of locking and unlocking any kind of physical, magical, or even metaphorical lock; demonstrations of this ability range from opening simple treasure chests to sealing "Keyholes", portals that lead to a world's Heart, to protect it from the Heartless.
* CounterAttack: Sora's aptly named Counterattack down special interrupts and stuns an attacking enemy before slashing them in return, unlike most counters which tank the attack damage before paying it back. It also works on projectiles, but they'll be deflected upon unsuspecting opponents behind Sora instead of being bounced back to their user. Do note, however, that, being based on the Guard technique in his home games, it works best if he is attacked from the front instead of from behind, so don't leave yourself open when using it!
* CrosshairAware: His Sonic Blade can lock onto nearby opponents, marking them with the same Lock On targeting reticle from his home games.
* DashAttack: Sonic Blade serves as his Side Special. He can dash up to three times in a row, with the second and third dashes in any direction of the player's choosing, akin to Greninja and Pikachu's Up Specials, and it can be canceled from his own Up Special for recovery purposes. If he's near a foe, he can also automatically lock onto them for the attack.
* DeliberatelyMonochrome: Sora's "Timeless River" costume features no colors, much like the level from where this costume originates, based on early Mickey Mouse cartoons.
* DimensionalTraveler: His involvement alone in ''Super Smash Bros Ultimate'' is similar to his source game series, where he travels to numerous worlds outside his own. The reveal trailer shows him fighting and interacting with the rest of the roster.
* DownloadableContent: The final member of Fighters Pass Vol. 2 and
''Ultimate'''s base game before being PromotedToPlayable via DLC. This also applies to Rex, as he started out as a base game Spirit and DLC Mii Fighter costume before appearing as their AssistCharacter.
* AscendedMeme: Mythra's down taunt is "Think you can take me?!" and one of her swap in lines is "You're done!", referencing two of the memetic lines [[BrokenRecord repeatedly]] spoken by Ardainian Soldiers when fighting them in ''Xenoblade Chronicles 2'' (the former being patched out of their game of origin due to an update).
* AssistCharacter: In a similar vein to Chrom for Robin in ''3DS/Wii U'', Rex is relegated to showing up in Pyra/Mythra's intros, up taunts, Final Smashes and most of their victory screens.
-->'''Rex:''' What?! I thought ''I'' was gonna be in ''Smash''!
-->'''Pyra:''' Just sit back and leave it to me, Rex!
* AwesomeButImpractical: Photon Edge is quite possibly Mythra's flashiest move that has her doing a series of slashes while teleporting about in a straight line, and also deals a fair bit of damage. Unfortunately, [[HitboxDissonance Mythra's hurtbox doesn't actually follow her afterimages and instead follows the straight line]]. As such, the linearity of this move combined with its noticeable start up and end lag makes it one of her most unsafe moves to throw out and leaves her quite vulnerable should it miss. Crosses over into DifficultButAwesome because how and when to use it properly is an important part of her playstyle.
* BadassAdorable: The Aegis is powerful enough to defeat legions of foes with burning fire and shining light, yet it also took on the appearance of two beautiful women. Pyra is especially considered this, seeing as she's more happy and outgoing than Mythra is, while Mythra [[ProudBeauty prides herself on her cuteness]].
* BaitAndSwitch:
** The reveal trailer was made by the ''Xenoblade Chronicles 2'' developers, actually making viewers believe at first there was going to be more DLC for the game. Eventually, it becomes a reveal trailer as soon as Pyra presents her invitation for ''Smash'' to Rex, with Mythra appearing later, though traces of the Final Destination would be seen as a hint for some.
** Viewers who immediately saw this as a reveal trailer right away thought Rex was finally playable. While that's not the case, he ends up an AssistCharacter for both Pyra ''and'' Mythra's Final Smash.
* BattleIntro: Rex drops down onto the stage, then throws the Aegis Sword to Pyra or Mythra (depending on the one the battle starts with) as she jumps in from the side.
* {{BFS}}: Wields the Aegis Sword, a giant futuristic technology-infused sword, that takes on different appearances corresponding with their own changes of form. However, they also ''are'' [[LivingWeapon the Aegis]] as well.
* BladeSpam: Mythra's Lightning Buster and Photon Edge deliver a rapid series of slashes upon the opponent. The former is stationary, the latter moves her forward, similar to Sephiroth's Octaslash.
* BloodKnight: Mythra is quite eager to join the fray, as she may say "Let me at 'em!" when tagging in.
* BlondeBrunetteRedhead: Mythra, [[AssistCharacter Rex]], and Pyra respectively.
* BreakoutCharacter: They join [[VideoGame/FireEmblemAwakening Robin, Lucina]] and [[VideoGame/{{ARMS}} Min Min]] as
fighters chosen to join ''Smash'' before or instead of the mascot/main protagonist of each of their respective games, and proved to be so popular that they caused physical copies of ''Xenoblade Chronicles 2'' to become a rare commodity and were voted ''[[https://nlab.itmedia.co.jp/research/articles/172655/3 the most popular fighters in the entire game]]'' in Japan shortly after their release ''[[https://nlab.itmedia.co.jp/research/articles/500071/9 and once again even after Sora was added.]]'' That said, Mythra was playable in the prequel DLC ''Torna ~ The Golden Country'', and both have acted as mascots for ''Xenoblade Chronicles 2'' in general despite not offially being so.
* BreatherEpisode: The tone of Pyra and Mythra's announcement for the game, being heroes from the bright world of ''Xenoblade Chronicles 2'', contrasts heavily with being sandwiched between villains Sephiroth and Kazuya.
* BringIt: At the end of their trailer, Shulk finds them and expresses his delight on them joining, but declares [[LetsYouAndHimFight he wouldn't go easy on them]]. Both are then quick to retaliate with a "You forget... we're fighters, too!" before [[BladeLock locking blades]].
* CallingYourAttacks: They call out the names of their Specials when they use them, as per ''Xenoblade'' tradition. During their Final Smashes, Rex joins in too since the attacks are his as well. They yell the attack's name at the same time, though not quite in perfect unison.
* CanonWelding: They recognize Shulk when he appears as the end of their trailer, implying that the Land of Challenge DLC for ''Xenoblade Chronicles 2'' (which [[LooseCanon may or may not be canon]] to its base game) is canonical to ''Smash''.
* CharacterExaggeration: In terms of mechanics. In ''Xenoblade Chronicles 2'', Mythra was more powerful than Pyra story- and gameplay-wise, but it could mostly be chalked up to her focusing on rapid DPS and evasion compared to Pyra being slower but focusing more on burst damage. Here, Mythra is a semi-FragileSpeedster, while Pyra is a MightyGlacier.
* ChargedAttack: Pyra's Flame Nova and Mythra's Lightning Buster can both be charged for extra power, but the charges can't be stored. Charging Flame Nova increasing the amount of times the sword [[SpinAttack spins around Pyra's body]], while charging Lightning Buster increases the length of the sword and [[BladeSpam the amount of slices that are performed]].
* CombatClairvoyance: Mythra's Foresight ability is how she can see her enemies movements in the future and then counter. In the game, it's represented
as a whole, combination of Bat Within and Witch Time. [[https://twitter.com/UR2SLOW_/status/1368092483826106370 Sonic's Spin Dash seems to completely ignore it however]].
* CompetitiveBalance: In their home game, Mythra is famously faster ''and'' stronger than Pyra- which makes sense seeing as how she's the more experienced Blade and Pyra describing her flame powers as being simply excess droplets of energy that trickle out of Mythra's far stronger light/plasma powers. However, [[LightningBruiser since this would obviously make for an extremely broken character]], in ''Smash'' all the power is given to Pyra while Mythra keeps her speed. Regardless, this is still mildly reflective of their original roles; both in ''Ultimate'' and in ''Xenoblade Chronicles 2'', Mythra focuses more on DPS while Pyra focuses more on burst damage with her Specials (and launch power isn't really a factor in ''[=XC2=]'' aside from Driver Combos).
* ColorCodedForYourConvenience: The fire user Pyra bears shades of strawberry red, while the light-oriented Mythra mostly wears gold and white. No matter which PaletteSwap is used, their Aegis Swords are always these colors.
* ConfusionFu: Costume 3 has Pyra and Mythra swap color palettes, meaning Pyra wears white and gold and Mythra wears red; Sakurai even points out players could pick this costume on purpose just to confuse their opponents who are using the default costume.
* CounterAttack: Though it doesn't inflict damage, Mythra has an ability called Foresight, which is activated when she dodges an attack with the correct frames, similar to Bayonetta's Bat Within. This has quicker recovery than a normal dodge and slows the opponent down, letting her attack back faster.
* TheDividual: Unlike Zelda and Sheik or Samus and Zero Suit Samus, where both duos had major differences that made them function well as separate characters even while acting as a MultiformBalance before becoming {{Decomposite Character}}s, Pyra and Mythra are pretty much inseparable in terms of their duality, having everything about them be a complete case of a "Syndividual" pairing, being half-similar and half-contrasting. Rather fitting for a duo that are literally inseparable [[spoiler:until the end of ''Xenoblade Chronicles 2'', anyway]], being a case of SplitPersonality that acts more like SharingABody.
* DistaffCounterpart: Within ''Smash'' they're one to Shulk, both being ''Xenoblade Chronicles'' characters that operate on a StanceSystem. In fact, Shulk functions as a Blade when in Alrest himself, heightening the similarities.
* DeathFromAbove: Mythra's Final Smash, the Sacred Arrow. [[spoiler:She's actually controlling a giant mech named "Siren" located up in orbit to [[KillSat fire a beam weapon down on her enemies]]]].
* DownloadableContent: The collective fourth members of Fighters Pass Vol. 2,
released on October 18th March 4th of 2021. Buying this fighter these fighters also comes come with the Hollow Bastion Cloud Sea of Alrest stage, 9 16 songs from ''Kingdom Hearts''[[note]]with an additional song included if you own ''Kingdom Hearts: Melody of Memory''[[/note]], ''Xenoblade Chronicles 2'' (which can be played on Gaur Plain), and a unique DLC Spirit Board, where eight eleven Spirit Battles for ''Kingdom Hearts'' ''Xenoblade'' characters await.
await (6 returning, 5 new).
* EasterEgg: When Sora holds another item, Sora will use his Valor Stance from ''Kingdom Hearts II''.
DubNameChange: They're known as "Homura" and "Hikari" in Japanese.
* FireIceLightning: His neutral special allows him ElementalHairColors: The fire-wielding Pyra is a redhead, while the light-wielding Mythra is a blonde.
* {{Expy}}:
** They're basically the new [[Franchise/TheLegendOfZelda Zelda and Sheik]], being two different fighters, whom happen
to be the same person, that you can switch between on the fly depending on your needs. Marketing-wise, they also loosely fill the same archetype among the cast Firaga, Thundaga, and Blizzaga in that order.
** Firaga is a fireball
Lucina did in ''[=3DS/Wii U=]'', as the BreakoutCharacter sword-wielding female lead of an EasternRPG that shoots straight forward. Repeatedly pressing isn't the button will have Sora keep shooting off fireballs until main protagonist, meant to introduce their game to a wider audience via their MsFanservice BadassAdorable appeal.
** Their dynamic with Rex has echoes of Pokémon Trainer, with Rex being
the button is no longer pressed.
** Thundaga shoots three thunder bolts down from above. Using it
one "in charge" of the duo and being present for their on-screen appearances, up taunts, Final Smashes and one of their victory poses. Thus, Pyra and Mythra are also this to Ivysaur, Charizard and Squirtle, with Rex in the air will decrease its range, however.
** Blizzaga shoots a small cone of ice forward, with
Trainer's role.[[note]]In particular, Pyra's role is directly analogous to Charizard's, as the potential to freeze whomever it hits.
* GlassCannon: He has high combo potential with decent power and KO potential, and is very quick and has a high jump and strong recovery options.
[[PlayingWithFire fire-using]] [[MightyGlacier hard-hitting]] member of the group.[[/note]] However, he's since Rex does have combat capabilities and Drivers in ''[=XC2=]'' use their Blades ({{Mons}}) to provide themselves with weapons instead of commanding them entirely, naming the character "Rex" and having him stand in the background without fighting would be awkward, so Pyra and Mythra take the spotlight here.
* FlyingWeapon: As their Aegis Swords are merely extensions of themselves, Pyra and Mythra can move them freely even without contact. They do so in many of their animations to extend attack range (e.g. Blazing End), manipulate the weapons more quickly (e.g. neutral aerial, up smash), or simply free up their hands (e.g. most throws, climbing ladders).
* ForceAndFinesse: Pyra is the Force, Mythra is the Finesse. Pyra's heavy (and literal) firepower serves as a contrast to Mythra's grace and speed. Pyra hits
extremely light, even lighter than Isabelle, which makes him hard and her Smash attacks can KO at very vulnerable to being KO'd himself, low percentages, but she moves much slower, can't jump as high, and some of his her attacks have a start-up or lag to them that leaves him open longer windup and recovery times. Mythra moves quick and can attack much faster, but her atttacks have far less launch power and damage than Pyra's.
* ForgedByTheGods: They were created by the Architect, who created the world of ''Xenoblade Chronicles 2''.
* FragileSpeedster: [[DownplayedTrope Downplayed]] by Mythra, as Mythra's attacks do the least the damage out of the two in exchange
for punishment.
* GrandFinale: Holds
some of the honor of best mobility in the game, with only very few characters being faster than her on the very last ground and in the air, for example Mythra is faster than One-Winged Sephiroth in both inital dash and run speed. However Mythra isn't actually that fragile, as her weight is still a middleweight even if her weight is lower than Pyra's.
* GameplayAndStoryIntegration: Pyra's Blazing End can be pocketed by Villager and Isabelle. Instead of losing her sword until they throw it back, she just creates a new one as blades can always reproduce more copies of their weapon in case they lose it or it is destroyed.
** A possibly accidental one regarding Mythra's Foresight: In her game, it can be negated if by anyone fast enough to attack faster than she can react, such as Jin. Sonic, normally the fastest
character added as DLC. in the game, can get around Foresight with his Spin Dash.
* GameplayAndStorySegregation:
** In ''Xenoblade Chronicles 2'', Mythra cannot safely use Sacred Arrow indoors [[spoiler:because it's actually a weapon being fired from her Artifice Siren, a giant mech up in orbit.]]
This is emphasized in his reveal trailer, which opens with not the burning case in ''Smash'' logo [[BookEnds that introduced Inkling (likely because several stages are located entirely indoors).
** In ''Xenoblade Chronicles 2'', Pyra was created by Mythra specifically to temper the power of the Aegis,
and in-game, the game]] fading away and leaving latter boasts much higher destructive power. Additionally, while Mythra was much faster than Pyra, Pyra wasn't slow either. In ''Smash'', for balancing purposes, Pyra is made the other characters as lifeless trophies before Mario uses stronger, slower one while Mythra is faster but does less damage. It's technically somewhat accurate to the final small flame to conjure the Kingdom Key. And the "Mr. Sakurai Presents Sora" gameplay presentation of the original game, but only if Pyra had somehow gotten 100 percent critical hit rate to take advantage of a damage boosting skill Mythra doesn't have and Mythra is explicitly noted to show Sora fighting every other character in ''Ultimate'' at least once.
* GuestFighter: The 18th third-party character
faster in the series. While Sora is sense that Pyra lacks the fourth character skill that allowed ButtonMashing.
* GlacierWaif: Pyra handles, plays and hits like a super-heavyweight despite having the frame of a lithe young woman.
* GracefulLoser: Both clap politely
to hail the victor when they lose. Yes, including [[SmugSuper Mythra]].
* HeartDrive: Blades are lifeforms that are born
from Square-Enix, he notably holds Core Crystals, which serves as their "true form" that they retreat into when they die. In the distinction case of being owned Pyra and Mythra, their Core Crystal is visible on their chest, and they share half of it with Rex in order to revive him after he was (literally) [[ImpaledWithExtremePrejudice backstabbed]] by the major media conglomerate Creator/{{Disney}}, making crew that hired him also to find the first character to hail from them.
Aegis.
* HighAltitudeBattle: A major motif of his gameplay focuses on Sora's superior aerial mobility. Sora boasts an amazing recovery and his gameplay heavily favors launching his opponents into the air for aerial combos. Sora is also one of the few characters who's granted additional recovery potential ''after'' HitboxDissonance: Mythra still has a hitbox when using his Up-Special.
* HistoryRepeats: [[https://twitter.com/PushDustIn/status/1450855097588609024 According to development info after Sora was released]], Fighters Pass #2 was meant to only have five[[note]]Technically six with Pyra/Mythra[[/note]] fighters, with Sora's inclusion being desired but thought of as an impossibility. It was only due to a chance encounter between Sakurai and a Disney representative during an awards show
Photon Edge despite her [[FlashStep zipping around at ludicrous speeds]] -- not that negotiations made ground and eventually resulted in ''Ultimate''[='=]s last newcomer. Incidentally, a [=SquareSoft=] developer having an unlikely encounter with a Disney representative is how ''Kingdom Hearts'' came into existence average close-range fighter would ever be able to begin with.
hit it. Projectiles are good at halting the attack however.
* HomeStage: ''Ultimate'': Hollow Bastion. Based Cloud Sea of Alrest, a traveling stage where the fighters battle on its appearance Azurda as they traverse the world of ''Xenoblade Chronicles 2''. Rex's fellow party members and their respective Blades (Nia and Dromarch, Tora and Poppi, Morag and Brighid, Zeke and Pandoria) make cameo appearances, while various Titans can be seen in the background.
* HumanoidAbomination: They aren't HumanAliens like Shulk [[spoiler:because Alrest exists above the ruins of what was once the Earth, a.k.a. the Land of Morytha]], but are life forms born from the "Pneuma" Core Crystal and the Aegis is an extension of them.
* HuMons: Funnily enough, Pyra and Mythra qualify as this, as Blades are collectible creatures that grant different weapons and power boosts to their Drivers and have a GottaCatchThemAll mechanic to them. This means that
the first ''Kingdom Hearts'', this DiscOneFinalDungeon starts from mons to join the Rising Falls before traveling roster besides the Franchise/{{Pokemon}} {{Trope Codifier}}s are two of the most human-looking and -acting fighters in the game.[[note]]Unless you count how all the ''Franchise/FireEmblem'' fighters have been available in ''VideoGame/FireEmblemHeroes'', though not originally conceived as such.[[/note]]
* IdleAnimation
** Pyra:
*** She holds her free hand up to her chest, inhales and exhales.
*** She pumps her fist excitedly.
** Mythra
*** She brushes her hair aside with her free hand.
*** She turns her body
to the main castle, with platforming areas in the background recreated directly from the game. When a match is drawing to a close (either from the timer, low stamina, and/or low stock counts), it visually transforms into the famous "Dive to the Heart" tutorial sections from the original games, complete with stained glass visuals depicting other ''Kingdom Hearts'' original characters[[note]]Characters that can appear on said stained glass visuals: Sora, Riku, Roxas, Xion, Ventus, Aqua, or Terra[[/note]]. Functionally, it's a simple stage that has one auxiliary platform above the middle of the main one.
* HomingProjectile: Sonic Blade has homing properties on its second
side while shifting her foot forward, and third dashes, automatically slashing through a nearby opponent regardless of angle. However, as Sakurai notes, one should be careful doing this near a falling/self-destructing opponent, as activating the special prevents using Aerial Sweep, meaning that after it ends, Sora will be sent plummeting to his death with little chance of recovery.
grins.
* IBelieveICanFly: {{Irony}}:
**
The ability to fly is a commonality among Keyblade wielders, and Sora is no exception: his Up and Side specials grant him increased aerial mobility along with his already excellent jumping height and speed, and his trailer shows him soaring as gracefully way they fight in the air as WesternAnimation/PeterPan (which makes sense, since he first gained the ability in Neverland).
* KidHero: He is 14 years old in the first ''Kingdom Hearts'' game, which his
''Smash'' appearance is based on. Even when he grew up by the time ''exact opposite'' of how combat works in ''Xenoblade Chronicles 2''. In the events of ''Kingdom Hearts III'', he's not yet 16.
* LeaningOnTheFourthWall: The fact that he's "finally here" reflects
original game, the fans' requests for him to enter Drivers were the game for years. According to Masahiro Sakurai in Sora's October 2021 reveal, Sora was the most requested character for ''Smash'' since the ''Smash Bros.'' Fighters Poll was used back in the days of ''[=3DS=]/Wii U'', though he -- and presumably other highly-requested playable characters -- couldn't be implemented without and Blades served as {{Support Party Member}}s who would chime in for their respective company's permissions, and Bayonetta was chosen as the last fighter for that game.
* {{Leitmotif}}: His trailer uses the orchestral version of "Simple and Clean", but it isn't available in the game. During the gameplay section of his trailer, "Fragments of Sorrow" plays, which under default settings, is also the song that would play the most often in Hollow Bastion, despite its theme being also in the game.
* LightIsGood:
own Blade Specials. In contrast to Galeem, whose light is shown to bring ruin to the characters of ''Smash'', Sora's Pyra and Mythra (the Blades) are the playable characters, and Rex (their Driver) is the supporting party member who chimes in for their Final Smashes (which are based on their Lv. IV Blade Specials).
** Mythra's censored ''Smash'' outfit is available in her game of origin via an Aux Core, but it gives her a boost to her critical hit rate. As an actual fighter, her moveset is much weaker than Pyra's and focuses on speed instead. Furthermore, the Nopon NPC's that gift the Aux Core ask "did it improve power of Launch?"; aside from the fact that Mythra cannot cause the "Launch" status on foes in the original game, launch power is one of her weaker aspects in ''Smash'', with the specialty being given to Pyra instead.
* JigglePhysics: Their breasts jiggle slightly during some of their animations, a first among the female cast and totally unique to them.
* LadyOfWar: As in their main game, Pyra and Mythra are quite graceful and feminine with their movements and flips, especially considering Pyra's focus on strength and Mythra's own brash personality.
* LateArrivalSpoiler:
** Just like Sheik being Zelda all along or Samus being a woman, the fact that the two are alternate forms of each other is out in the open. In their original game, this was a plot twist.
** The very existence of Mythra in general is considered a spoiler in the original game, since at first and for a while it is presented that Pyra was a single entity.
** Their trailer and stage also spoils some of their game as well; in particular that Mòrag & Brighid and Zeke & Pandoria end up as allies, when they start the game as enemies.
** One of their palette swaps is based on [[spoiler:Pneuma]], who doesn't make an appearance until about 3/4 of the way through their game. There's also a spirit battle against them as well.
* {{Leitmotif}}: During their reveal trailer, Pyra's is the [[https://www.youtube.com/watch?v=-ohxjSV7mhw standard battle theme]] from ''Xenoblade Chronicles 2'', while Mythra's is "[[https://www.youtube.com/watch?v=NzZ2rUM9DEg You Will Recall Our Names]]", the theme for various bosses and unique enemies which also plays during Mythra's first-ever fight in the original game (against Akhos and Malos). Their shared credits theme is the "Xenoblade Chronicles 2 Medley", while their victory theme is a riff from the main battle theme from ''Xenoblade Chronicles 2''.
* LightningBruiser: In theory, Mythra has very weak attacks and relies on Pyra for finishing blows and high damage. In practice and in skilled hands, Mythra's combo game and mobility are absolutely insane, putting her in the same league as Sheik, Fox and Squirtle, who are {{Glass Cannon}}s due to their own combo abilities; however, Mythra is a middleweight (and is quite heavy for her frame, but don't tell her that), making her not nearly as fragile. Just like in the original game, Mythra's focus on rapidly throwing out moves churns out much greater DPS than Pyra's single-hit burst damage, though in ''Smash'' she relies on Pyra's launch power as well.
* LightEmUp: Mythra's signature element is light. Her Sacred Arrow Final Smash shoots a beam of holy
light is filled with life, returning directly into the fighters back to normal sky and down upon her enemies [[spoiler:which is actually a WaveMotionGun from her HumongousMecha]], and her up-special shoots either a single large bolt or five small bolts of light energy down at the ground. As seen in the original game, her light abilities are more energy-based and scientifically-minded than mere "light magic" like what Palutena uses.
* LimitBreak: For their individual Final Smashes, Pyra and Mythra use their respective Level 4 Blade Specials
from their figurine forms after home game: Burning Sword (for Pyra) and Sacred Arrow (for Mythra). Both Final Smashes start with the Aegis [[AssistCharacter summoning Rex for help]], with Burning Sword having Pyra and Rex create a single pillar of flames from below, and Sacred Arrow having Mythra and Rex rain down a multitude of light beams from above. Burning Sword deals less damage than the ''Smash Ultimate'' logo dies out. His fighter color is also average Final Smash, but it has an incredible amount of knockback power, making it ideal for finishing off weakened foes. In contrast, Sacred Arrow deals a bright white.
* MagicKnight: Sora is a key-sword user who incorporates [[FireIceLightning Firaga, Thundaga, and Blizzaga spells]] in his arsenal to keep
ton of raw damage, but has much less knockback power, making it better for bringing healthier opponents at bay. Sakurai mentions in Sora's presentation into kill-percent range.
* LiteralSplitPersonality: Mythra is the pair's original personality and Pyra is the off-shoot
that [[DeathFromAbove Thundaga in particular]] is a good anti-recovery spell was created before she was sealed away to ensure that will thwart an opponent's attempt on the off chance that the Aegis was discovered, her new wielder would not immediately have access to her incredibly destructive powers. On the other hand, both think of each other as sisters despite sharing a Core Crystal and get back onto the stage.
along well, and [[ClonesArePeopleToo Pyra's personhood]] is never called into question in their home game.
* MasterSwordsman: Acknowledged as LivingWeapon: They are Blades, sapient weaponized life forms derived from Core Crystals that take on appearances similar to regular organic life (mainly humans), with these two specifically being a "Keyblade Master". This the Aegis. The actual Aegis Sword that they use is reflected in his gameplay as his down special allows him actually an extension of themselves. These Blades need to parry and counter any attack symbiotically bond themselves to a Driver (in this case Rex) to be active, only bringing out their true power when acting by the side of their "wielder". [[spoiler:Or at least ''most'' of them do, with a few exceptions, one of which is the correct timing. While he may not be as refined as other sword fighters, he's just as capable as any of them.
Aegis itself.]]
* MeaningfulName: His Pyra is a feminized version of "Pyro", befitting her fiery attacks, while Mythra's name is based on "[[https://en.wikipedia.org/wiki/Mithra Mithra]]", a Zoroastrian divine being associated with light (as well as being derived from Mythril, a mythical material said to be more powerful than metal). This extends to Japanese as well, with Homura being Japanese for "sky", "flame", and fittingly, he excels in fighting in the air. His reveal trailer even put special emphasis on his ability to fly, obtained from WesternAnimation/PeterPan.
Hikari being Japanese for "light".
* MechanicallyUnusualFighter: Downplayed. Unlike most Pyra and Mythra aren't the only characters in ''Ultimate'' to have a SwitchOutMove, with the other DLC characters, his controls are specifically noted one being Pokémon Trainer, but their MultiformBalance is punctuated more by Sakurai to be their movement and power stats rather straightforward, than their movesets, which are pretty similar outside of their Specials and Final Smashes. Mythra is much faster and more movement-oriented, and Pyra is much stronger, which is a dynamic similar to Zelda and Sheik or Samus and Zero Suit Samus before those pairs were separated. In a sense, its more like switching between two Echo Fighters like Ryu and Ken than two characters with more different movesets.
* MeteorMove: Pyra's down aerial will spike opponents if sweetspotted, but ''only'' Pyra's.
* MightyGlacier: Pyra's attacks are very strong; they not only deal a lot of damage, but a fully-charged Smash attack can KO someone at as low as 20%. In addition, several of her special attacks have a wide range and allow her to ever-so-slightly shift her position to land hits. However, Pyra moves pretty slowly, and her jumps have less speed and less height than Mythra's do. She plays and handles similarly to super-heavyweights like Bowser and Donkey Kong, but is a middleweight with the same weight as Mario,
making it easy her heavier than other female fighters aside from Samus (armored).
* MoodWhiplash: The reveal trailer shows a somber atmosphere with Rex looking high and low
for anyone Pyra after she seemed to play as him. He still disappear. Things get brighter and a bit more comedic when she reveals that she has been invited to ''Smash''.
* MsFanservice: Both of them are played up for their sex appeal, with pretty shapely legs, hourglass figures, and far and away the largest bust of all female characters in the game - so large in fact, they have slight, but dedicated {{jiggle physics}}. That said, their bust size is slightly smaller in this game compared to ''Xenoblade 2'' (though you'd have to stare hard to notice, and the gainaxing make them look bigger than they are), and both characters have minor costume alterations that [[AdaptationalModesty make them slightly more modest in design]] from their {{Stripperific}} originals (Pyra wears sheer pantyhose under her boots that extend to the red straps on her hips, and Mythra
has a few odd quirks, though, such as rotating automatically through magic spells black bodysuit on instead of having her legs and his three-hit back bare, and loses her CleavageWindow). Even then, the pantyhose and bodysuit are considered to be fanservicy to other audiences.
* MultiformBalance: Pyra and Mythra each have their strengths and weaknesses, with Pyra having high power and low speed while Mythra has low power and high speed. Their rapid mid-battle switch mechanic allows players to better decide which form is necessary for a situation, even being able to
combo system.abilities between each form.



** The way that Mario throws the Keyblade (wreathed in flame) in the reveal trailer heavily resembles the iconic Strike Raid attack seen in virtually every ''Kingdom Hearts'' game except ''Kingdom Hearts III''.
** His reveal trailer has Sora replicating the iconic "Dive to the Heart" sequences as he enters the scene from the Keyhole, which also mirrors the opening cinematic for ''Kingdom Hearts 3D''. Shortly after appearing (and also in his appearance in the "EVERYONE IS HERE!" mural), he is shown flying around with golden sparkle effects, just like how he does with WesternAnimation/PeterPan's pixie dust in Neverland.
** His default pose in his P1 costume recreates the pose from his character art in the original ''Kingdom Hearts'' with one minor change. The teeth of the Keyblade facing up instead of down. Sora strikes this same pose for the splash screen in his reveal trailer. His poses in his P2, P3, and P4 costumes are based on some of his official renders for ''Kingdom Hearts II'', ''Kingdom Hearts 3D: Dream Drop Distance'', and ''Kingdom Hearts III'' respectively, which are used for his Fighter Spirit artworks.
** At one point in his trailer, he slowly falls headfirst with the background of Galeem and Dharkon's stage behind him, a nod to the conflict between light and darkness that ''Kingdom Hearts'' is characterized by. It could also easily reference two things: his Dive to the Heart and his pose in the cover of ''VideoGame/KingdomHearts3DDreamDropDistance'', which symbolizes his [[spoiler:temporary fall into the slumber of darkness]].
** He's shown fighting Shulk on the Battlefield form of New Donk City Hall, a big sprawling open-world metropolis, just like [[WesternAnimation/BigHero6 San Fransokyo]] in ''Kingdom Hearts III''.
** His down and up smash attacks are inspired by Finishing Leap and Magic Flash from ''II'' and ''III'' respectively, though they lack the visual effects that make it obvious. Alternatively, it's been pointed out that due to the pose Sora makes during his up smash, it could also be Ripple Drive as seen from the first game's ''Final Mix''.
** While his Counterattack uses the Guard animation from ''I'', his pose while shielding evokes his blocking pose in ''II'' and ''III'' when an enemy attack has come in contact with his guard.
** In a Stamina Battle, if he gets the game-winning KO, time [[HitStop dramatically slows down]] as the final blow is dealt before the screen fades to white, much like when major bosses are slain in the ''Kingdom Hearts'' series ever since ''II''.
** His Final Smash is based on the ending of the first ''Kingdom Hearts'' where Sora uses his Keyblade to seal the Door to Darkness. Here however, the door has the ''Smash'' logo on it; in effect, Sora seals the "Door to ''Smash''", symbolizing that he's the final character to be added to ''Ultimate''.
** Sora's Magic Neutral Special cycles between Firaga, Thundaga, and Blizzaga automatically instead of being manually selected. This is similar to the Command Deck system in several ''Kingdom Hearts'' games, where equipped spells and so forth automatically cycle to the next one after one is used and goes into cooldown.
** The ability to spam cast Firaga by ButtonMashing alludes to a common tactic in the first ''Kingdom Hearts'' game where the Fire family's low MP cost and BoringButPractical properties made spam casting it easily abusable. Thundaga's appearance in this game also resembles the Thunder spell in ''358/2 Days'', in which Thunder comes down in three bolts directly in front of the user.
** The non-standard properties of his Down Special Counterattack reflect the unique blocking/parrying system of the first ''Kingdom Hearts'' game, in which deflecting an enemy's physical attack with either your own physical attack or a Block would cause both Sora and the opponent to stagger backwards and cancel their attacks. The ability that the move is based on allows Sora to immediately retaliate with a backhand uppercut with the Keyblade upon deflecting an opponent's physical move.
** If he holds a battering item, he will do his Valor Form's dual-wielding pose and attacks from ''II'', such as his Sonic Strike aerial finisher as his dash attack.
** His reveal trailer has a scene of him fighting Sephiroth, alluding to the latter's status as a recurring {{superboss}} in the ''Kingdom Hearts'' series. The specific attacks they use during the confrontation also reflect the boss fights directly; for example, Sora opens with an aerial attack, which is considered the optimal way to start attacking Sephiroth in the original ''Kingdom Hearts'', and Sephiroth attempts to use a Blade Dash only for Sora to block it, just like the Reaction Command used for Sephiroth's opening attack in ''Kingdom Hearts II''. The use of the Find Mii stage references both of the places Sephiroth is fought, a rocky outcropping like the one overlooking Villains' Vale in ''II'', but with the brown terrain and dark purple sky of the dark version of Olympus Coliseum in ''I''.
** Sakurai's gameplay demonstration of Sora ends with him battling both Cloud and Sephiroth, both of whom are recurring characters and optional bosses in ''Kingdom Hearts''.
** Towards the end of this trailer, Sora is seen staring onto the sunset in Kongo Jungle alongside a female Villager (who stands in for Kairi), referencing the signature shot of Sora and Kairi staring into the sunset at Destiny Islands.
** One of Sora's official screenshots shows him accompanied by Duck Hunt, who stands in for Donald and Goofy, another duck and dog duo.
** Sora's first victory pose is taken from his victory animation from the [[WesternAnimation/{{Hercules}} Olympus Coliseum]] tournaments in the first game, while his second victory pose is adapted from the animation of Sora unlocking the gateways between worlds in ''Kingdom Hearts II''.
** [[https://twitter.com/Sora_Sakurai/status/1446309374637477892 One of Sakurai's daily pictures]] shows Sora, in his ''3D'' outfit, jumping in Final Destination. The way the picture is framed, with Final Destination's background converging into the center, calls to mind the Dive Mode minigames in ''3D'', where Sora/Riku has to fall through the sky in order to enter a new Sleeping World.
** A battle in his Classic Mode route has him fight Cloud in the Coliseum. This is a call-back to Cloud's boss fight in [[WesternAnimation/{{Hercules}} Olympus Coliseum]].
** His Classic Mode picture is a recreation of him holding a paopu fruit (a Star Rod in this case) from ''Kingdom Hearts III'''s main menu.
* NonStandardCharacterDesign: Sora's [=P5=] costume is based on how he appears in "Timeless River", giving him an InkblotCartoonStyle design that fits right in with the world of ''WesternAnimation/SteamboatWillie''.
* OriginalGeneration: Not to ''Smash'' per se, but ''Kingdom Hearts''' own nature as a MassiveMultiplayerCrossover makes Sora the first fighter whose home series is a crossover in itself, rather than a completely original IP.
* PaletteSwap: His are based on his different costumes from throughout the ''Kingdom Hearts'' series:
** P1 is his original ''VideoGame/KingdomHeartsI'' design.
** P2 is his ''VideoGame/KingdomHeartsII'' design.
** P3 is his ''VideoGame/KingdomHearts3DDreamDropDistance'' design.
** P4 is his ''VideoGame/KingdomHeartsIII'' design.
** P5 is his [[WesternAnimation/ClassicDisneyShorts Timeless River]] design.
** P6 is his Valor Form from ''Kingdom Hearts II''.
** P7 is his Wisdom Form from ''Kingdom Hearts II''.
** P8 is his Ultimate Form from ''Kingdom Hearts III''.
* RuleOfThree:
** Sora's Neutral and Neutral Air Combos, as well as his Side Special attack, Sonic Blade, can hit an opponent three times.
** His Neutral Special Attack loops Firaga, Thundaga, and Blizzaga, in that order.
* ShockwaveStomp: By slamming his Keyblade downward for his down smash, it can make a shockwave with a hitbox that has widened range. Because he jumps up a bit before the slam, it can be used to dodge low attacks, and even attack opponents while they're in the middle of their ledge attack animation.
* ShownTheirWork:
** Sora has floaty and long-lasting aerial movement on par with Jigglypuff and Kirby, which seems strange for someone that isn't a literal balloon like them -- but it's completely accurate to the ''Kingdom Hearts'' games, where Sora and other Keyblade wielders can stay airborne for quite a while so long as they have combos to maintain and targets to lock onto. To a seasoned Keyblade user in the ''Kingdom Hearts'' universe, the law of gravity is but a mere suggestion.
** Sora's Counterattack being a powerful one fits into his source material. Especially on Critical Mode, Sora can easily be defeated by more powerful foes if a mistake is made; well-timed counters become an important part of winning.
* SlideAttack: His Dash Attack is, fittingly, his Sliding Dash ability from ''Kingdom Hearts Final Mix''.
* SpinAttack: His Up Special, Aerial Sweep, propels him upwards in a similar fashion to Link's Spin Attack; unlike Link, however, Sora is propelled into the air regardless of if he's on the ground or midair at the time of using the attack.
* StockAudioClip: His voice lines in both English and Japanese are taken directly from ''[=KH2=]'', ''Re:coded'' and ''Dream Drop Distance''.
* StuffBlowingUp: His Final Smash, Sealing the Keyhole, has Sora locking his enemies behind a ''Smash'' version of the Door to Darkness, which then somehow spontaneously explodes upon doing so.
* SwordPlant: He has both of his hands placed at the top of his Keyblade in his ''VideoGame/KingdomHeartsIII'' design render.
* VocalDissonance: Despite his default design and his series' representation being almost entirely being based on the first ''Kingdom Hearts'', Sora uses Haley Joel Osment's deeper voice from ''VideoGame/KingdomHeartsII'' that has been codified for all his appearances since then, even when he would reappear in spinoffs as his ''[=KH1=]'' self.
* WeaponAcrossTheShoulder: He casually hoists his Keyblade around his left shoulder (similar to Cloud's pose) for his original appearance in his ''Smash Bros'' artwork. He also does this pose for his Timeless River incarnation.
* WeaponSpecialization: The Kingdom Key Keyblade, commonly referred to as the "true power" of the Keyblade. While it's the most basic and typically weakest Keyblade, it's also the most recognizable in the series since it's the one that Sora starts his journey with at the start of the first game. It also happens to sport a Hidden Mickey for a keychain, which is as much Disney representation as Sora gets in ''Smash''.

to:

** During their trailer, there's a moment where a tiny green Squirtle walks up to Pyra while Chrom is pointing his sword outward in the background. This is a call back to [[https://www.youtube.com/watch?v=e6OixZAuZ9Q their first encounter with Zeke]] in ''Xenoblade Chronicles 2'', where his pet turtle, Turters, similarly walks up to her, only for Zeke to get upset at her for "handling a man's turtle".
** Also in their trailer, Pyra/Mythra and Shulk recognize each other when they meet. This follows from the Land of Challenge DLC for ''Xenoblade Chronicles 2'', where the Alrest crew could meet and team up with Shulk and Fiora.
** Their poses in their splash screens match that of their Good Smile Company scale figures, as [[https://twitter.com/Cloud__X__/status/1362199756353789954 this tweet]] points out.
** One of Pyra's alternate colors is based on her hooded disguise from the original game.
** Their P5 alt colors "give them a villainous look", per Sakurai. Pyra's color scheme puts her in line with Malos, the BigBad of ''Xenoblade Chronicles 2'', but Mythra's design borrows more from the general colors of the Weltall, the main [[HumongousMecha Gear]] that Fei uses in ''VideoGame/{{Xenogears}}'', the spiritual predecessor to ''Xenoblade'' whose intellectual property rights still legally belong to Creator/SquareEnix. Mythra also bears a (possibly coincidental) resemblence to Poppi QTπ.
** Mythra's down taunt is, "Think you can take me?!" and one of her swap in lines is "You're done!" referencing two of the lines [[BrokenRecord repeatedly]] spoken by Ardainian Soldiers when fighting them in ''Xenoblade Chronicles 2''.
** The way arm-pumping gesture from Rex when he appears during up-taunts is the same one he does when Pyra or Mythra are independently performing a Blade Art.
** Their dynamic with Rex is this for those who played their home game, as it's the complete inverse. Whereas he was the main player character in ''Xenoblade 2'' with Pyra and Mythra supporting him and taking the lead for special attacks, this time Pyra and Mythra are the main playable characters with Rex supporting them and taking the lead for the Final Smash.
* OneHandedZweihander: In the original game, the Aegis sword was a {{BFS}}
that Mario throws took Rex two hands to wield effectively. Here, Pyra[=/=]Mythra is able to wield her Aegis sword with one hand, as a display of how powerful she is.
* PaletteSwap: Several are based on characters from their home game:
** P2 is based on [[spoiler:Pneuma]].
** P3 swaps their color schemes around, AKA "Myra and Pythra" as
the Keyblade (wreathed fandom calls them.
** P4 is based on Pyra's cat-ear disguise and Nia.
** P5 is a "[[RedAndBlackAndEvilAllOver villainous look]]". Pyra's colors somewhat match up with Malos, but Mythra shares closer colors to Weltall from ''VideoGame/{{Xenogears}}''. Both of them vaguely resemble Poppi QTπ as well.
** P6 matches close with Rex's [[spoiler:Master Driver]] outfit.
** P7 is their standard appearance but with more contrasting colors.
** P8 is gold and silver.
* PowerCreepPowerSeep: Similar to Shulk and the capabilites of the Monado, their abilities have been rebalanced to fit ''Smash Bros.'' In their home game, Mythra was far more powerful than Pyra
in flame) both story and gameplay. Here, Pyra is slower but hits harder, while Mythra is the faster, more combo-oriented fighter.
* PowerFloats: The Aegis is the Alrest equivalent to the Master Sword, the Monado, and so on, being an amazingly powerful weapon of legend that grants the wielder great power. Appropriately, as the {{Anthropomorphic Personification}} of the Aegis, Pyra and Mythra float when using their Dash.
* PlayingWithFire: Pyra's signature element. Pyra uses fire magic and even lights her sword on fire for many of her attacks, including her "Smash Flare" forward smash attack.
* PromotedToPlayable: Following Min Min's precedent, Pyra and Mythra became the second and third characters made playable after initially being introduced as Spirits. In addition, while Mythra was directly controllable
in the expansion ''Torna -- The Golden Country'', this marks the first time Pyra has been extended the same courtesy and is directly playable herself.
* RedAndBlackAndEvilAllOver: The P5 alt color gives Pyra and Mythra a "villainous look", as Sakurai describes it. Both characters wear shades of black and dark grey with red highlights. However, both of them (especially Mythra) also resemble the unquestionably heroic Poppi QTπ.
* RedIsHeroic: Pyra wears red armor, which contrasts with Rex's [[BlueIsHeroic blue]].
* RedOniBlueOni: Ironically enough, the flame-wielding Pyra is the Blue Oni, being the nice, calm and collected of the two. The angelic-looking light-user Mythra, on the other hand, is the Red Oni, being much more confrontational and argumentative with people. Inverted when Rex is summoned for their up taunt, as Mythra plays it cool with her wave while Pyra is much more excited to see him, bending towards him and waving energetically.
* TheRival: Both their
reveal trailer heavily resembles the iconic Strike Raid attack seen in virtually every ''Kingdom Hearts'' game except ''Kingdom Hearts III''.
** His reveal trailer has Sora replicating the iconic "Dive
and newcomer artwork depict them as friendly rivals to the Heart" sequences as he enters the scene from the Keyhole, which also mirrors the opening cinematic for ''Kingdom Hearts 3D''. Shortly after appearing (and also in his appearance in the "EVERYONE IS HERE!" mural), he is shown flying around Shulk, with golden sparkle effects, just like how he does with WesternAnimation/PeterPan's pixie dust in Neverland.
** His default pose in his P1 costume recreates
Pyra and Mythra having ([[LooseCanon possibly]]) gotten to know him through the pose from his character art Land of Challenge in the their original ''Kingdom Hearts'' with one minor change. The teeth of the Keyblade facing up instead of down. Sora strikes this same pose for the splash screen in his reveal trailer. His poses in his P2, P3, game and P4 costumes are based on some of his official renders for ''Kingdom Hearts II'', ''Kingdom Hearts 3D: Dream Drop Distance'', and ''Kingdom Hearts III'' respectively, which are used for his Fighter Spirit artworks.
** At one point in his trailer, he slowly falls headfirst with the background of Galeem and Dharkon's stage behind him, a nod to the conflict between light and darkness
having fought alongside him there. This would mean that ''Kingdom Hearts'' is characterized by. It could also easily reference two things: his Dive to the Heart and his pose in the cover of ''VideoGame/KingdomHearts3DDreamDropDistance'', which symbolizes his [[spoiler:temporary fall into the slumber of darkness]].
** He's shown fighting Shulk on the Battlefield form of New Donk City Hall, a big sprawling open-world metropolis, just like [[WesternAnimation/BigHero6 San Fransokyo]] in ''Kingdom Hearts III''.
** His down and up smash attacks are inspired by Finishing Leap and Magic Flash from ''II'' and ''III'' respectively, though they lack the visual effects that make it obvious. Alternatively, it's been pointed out that due to the pose Sora makes during his up smash, it could also be Ripple Drive as seen from the first game's ''Final Mix''.
** While his Counterattack uses the Guard animation from ''I'', his pose while shielding evokes his blocking pose in ''II'' and ''III'' when an enemy attack has come in contact with his guard.
** In a Stamina Battle, if he gets the game-winning KO, time [[HitStop dramatically slows down]] as the final blow is dealt before the screen fades to white, much like when major bosses are slain in the ''Kingdom Hearts'' series ever since ''II''.
** His Final Smash is based on the ending of the first ''Kingdom Hearts'' where Sora uses his Keyblade to seal the Door to Darkness. Here however, the door has the
''Smash'' logo on it; in effect, Sora seals the "Door to ''Smash''", symbolizing that he's the final character to would be added to ''Ultimate''.
** Sora's Magic Neutral Special cycles between Firaga, Thundaga, and Blizzaga automatically instead of being manually selected. This is similar to the Command Deck system in several ''Kingdom Hearts'' games, where equipped spells and so forth automatically cycle to the next one after one is used and goes into cooldown.
** The ability to spam cast Firaga by ButtonMashing alludes to a common tactic in the
their first ''Kingdom Hearts'' game where the Fire family's low MP cost and BoringButPractical properties made spam casting it easily abusable. Thundaga's appearance in this game also resembles the Thunder spell in ''358/2 Days'', in which Thunder comes down in three bolts directly in front of the user.
** The non-standard properties of his Down Special Counterattack reflect the unique blocking/parrying system of the first ''Kingdom Hearts'' game, in which deflecting an enemy's physical attack with either your own physical attack or a Block would cause both Sora and the opponent to stagger backwards and cancel their attacks. The ability that the move is based on allows Sora to immediately retaliate with a backhand uppercut with the Keyblade upon deflecting an opponent's physical move.
** If he holds a battering item, he will do his Valor Form's dual-wielding pose and attacks from ''II'', such as his Sonic Strike aerial finisher as his dash attack.
** His reveal trailer has a scene of him fighting Sephiroth, alluding to the latter's status as a recurring {{superboss}} in the ''Kingdom Hearts'' series. The specific attacks they use during the confrontation also reflect the boss fights directly; for example, Sora opens with an aerial attack, which is considered the optimal way to start attacking Sephiroth in the original ''Kingdom Hearts'', and Sephiroth attempts to use a Blade Dash only for Sora to block it, just like the Reaction Command used for Sephiroth's opening attack in ''Kingdom Hearts II''. The use of the Find Mii stage references both of the places Sephiroth is fought, a rocky outcropping like the one overlooking Villains' Vale in ''II'', but with the brown terrain and dark purple sky of the dark version of Olympus Coliseum in ''I''.
** Sakurai's gameplay demonstration of Sora ends with him battling both Cloud and Sephiroth, both of whom are recurring characters and optional bosses in ''Kingdom Hearts''.
** Towards the end of this trailer, Sora is seen staring onto the sunset in Kongo Jungle alongside a female Villager (who stands in for Kairi), referencing the signature shot of Sora and Kairi staring into the sunset at Destiny Islands.
** One of Sora's official screenshots shows him accompanied by Duck Hunt, who stands in for Donald and Goofy, another duck and dog duo.
** Sora's first victory pose is taken from his victory animation from the [[WesternAnimation/{{Hercules}} Olympus Coliseum]] tournaments in the first game, while his second victory pose is adapted from the animation of Sora unlocking the gateways between worlds in ''Kingdom Hearts II''.
** [[https://twitter.com/Sora_Sakurai/status/1446309374637477892 One of Sakurai's daily pictures]] shows Sora, in his ''3D'' outfit, jumping in Final Destination. The way the picture is framed, with Final Destination's background converging into the center, calls to mind the Dive Mode minigames in ''3D'', where Sora/Riku has to fall through the sky in order to enter a new Sleeping World.
** A battle in his Classic Mode route has him fight Cloud in the Coliseum. This is a call-back to Cloud's boss fight in [[WesternAnimation/{{Hercules}} Olympus Coliseum]].
** His Classic Mode picture is a recreation of him holding a paopu fruit (a Star Rod in this case) from ''Kingdom Hearts III'''s main menu.
* NonStandardCharacterDesign: Sora's [=P5=] costume is based on how he appears in "Timeless River", giving him an InkblotCartoonStyle design that fits right in with the world of ''WesternAnimation/SteamboatWillie''.
* OriginalGeneration: Not to ''Smash'' per se, but ''Kingdom Hearts''' own nature as a MassiveMultiplayerCrossover makes Sora the first fighter whose home series is a crossover in itself, rather than a completely original IP.
* PaletteSwap: His are based on his different costumes from throughout the ''Kingdom Hearts'' series:
** P1 is his original ''VideoGame/KingdomHeartsI'' design.
** P2 is his ''VideoGame/KingdomHeartsII'' design.
** P3 is his ''VideoGame/KingdomHearts3DDreamDropDistance'' design.
** P4 is his ''VideoGame/KingdomHeartsIII'' design.
** P5 is his [[WesternAnimation/ClassicDisneyShorts Timeless River]] design.
** P6 is his Valor Form from ''Kingdom Hearts II''.
** P7 is his Wisdom Form from ''Kingdom Hearts II''.
** P8 is his Ultimate Form from ''Kingdom Hearts III''.
* RuleOfThree:
** Sora's Neutral and Neutral Air Combos, as well as his Side Special attack, Sonic Blade, can hit an opponent three times.
** His Neutral Special Attack loops Firaga, Thundaga, and Blizzaga, in that order.
* ShockwaveStomp: By slamming his Keyblade downward for his down smash, it can make a shockwave with a hitbox that has widened range. Because he jumps up a bit before the slam, it can be used to dodge low attacks, and even attack opponents while they're in the middle of their ledge attack animation.
* ShownTheirWork:
** Sora has floaty and long-lasting aerial movement on par with Jigglypuff and Kirby, which seems strange for someone that isn't a literal balloon like them -- but it's completely accurate to the ''Kingdom Hearts'' games, where Sora and other Keyblade wielders can stay airborne for quite a while so long as they have combos to maintain and targets to lock onto. To a seasoned Keyblade user in the ''Kingdom Hearts'' universe, the law of gravity is but a mere suggestion.
** Sora's Counterattack being a powerful one fits into his source material. Especially on Critical Mode, Sora can easily be defeated by more powerful foes if a mistake is made; well-timed counters become an important part of winning.
* SlideAttack: His Dash Attack is, fittingly, his Sliding Dash ability from ''Kingdom Hearts Final Mix''.
* SpinAttack: His Up Special, Aerial Sweep, propels him upwards in a similar fashion to Link's Spin Attack; unlike Link, however, Sora is propelled into the air regardless of if he's on the ground or midair at the
time of using the attack.
facing off ''against'' him.
* StockAudioClip: His voice lines in both English and Japanese are taken directly from ''[=KH2=]'', ''Re:coded'' and ''Dream Drop Distance''.
* StuffBlowingUp: His Final Smash, Sealing the Keyhole, has Sora locking his enemies behind
{{Shotoclone}}: Pyra, specifically, is as close as a ''Smash'' version of swordfighter gets to this archetype aside from Corrin. She has the Door projectile (Blazing End), the spin attack (Flame Nova) and the anti-air dragon punch-esque move (Prominence Revolt). Mythra doesn't fit in as neatly because her up-special is a combination {{shoryuken}} and downward projectile.
* SiblingTeam: Even though they are technically the same person, Pyra and Mythra regard each other as sisters and are quite a deadly duo.
* SimpleYetAwesome: Unlike the Pokémon Trainer with their three {{mon}}s each with wildly different and unique archetypes, both Pyra and Mythra have simple and easy-to-understand movesets similar
to Darkness, Marth, Lucina, and other basic swordfighters, which then somehow spontaneously explodes upon doing so.
* SwordPlant: He has both
makes them much easier to handle as a transforming character. Pyra's strength and Mythra's speed also provide a very easy understanding of his hands placed at which identity is best to use in different situations and allow the top of his Keyblade player to adapt very easily.
* SmugSuper: Mythra is as totally confident
in his ''VideoGame/KingdomHeartsIII'' design render.
* VocalDissonance: Despite his default design
her own power as ever. This is best reflected in their victory animations with Rex, as while Pyra is all about basking in the moment with and his series' representation being almost entirely being based beside him, Mythra is showing off in front of him.
-->'''Mythra:''' Cutting it close, huh? Oh hey, were these guys planning on winning? [[TrashTalk Gee, I feel kinda bad now.]] [[BringIt Comin' through!]]
* StatuesqueStunner: Similar to Lucina, while Pyra and Mythra were
on the first ''Kingdom Hearts'', Sora uses Haley Joel Osment's deeper voice from ''VideoGame/KingdomHeartsII'' that has been codified for all his appearances since then, even when he would reappear short-to-average side in spinoffs as his ''[=KH1=]'' self.
* WeaponAcrossTheShoulder: He casually hoists his Keyblade around his left shoulder (similar to Cloud's pose) for his
their game of origin, in ''Smash'' they're both marginally taller than Zero Suit Samus and tower over many other characters the same way they tower over Rex in the original appearance game.
* SuddenNameChange: Pyra's enhanced forward smash attack is called "Flare Smash"
in his ''Smash Bros'' artwork. He the move list menu, but Pyra herself will always shout the reverse "Smash Flare" when using the move.
* SuspiciouslySimilarSubstitute: With Zelda and Sheik now being fully separate fighters, Pyra and Mythra fill the void they left from ''Melee'' and ''Brawl'' as a female fighter who transforms between two alter-egos using a SwitchOutMove. Like Zelda/Sheik in ''Brawl'', they along with Pokémon Trainer are the only fighters with this mechanic.[[note]]While Samus and Zero Suit Samus could
also does transform into each other in ''Brawl'', it was more convoluted and was done either via Final Smash or a secret button combination that only worked to transform Samus into ZSS and not vice-versa.[[/note]]
* SwitchOutMove: Just like the Pokémon Trainer's starter Pokémon, Pyra and Mythra are different movesets that can switch mid-battle with their down-special. This is also similar to Zelda and Sheik filling the same character slot in ''Melee'' and ''Brawl'' before being made into separate characters.
* TinyGuyHugeGirl: As Pyra and Mythra [[YourSizeMayVary appear to be even taller here]],
this pose for his Timeless River incarnation.
* WeaponSpecialization: The Kingdom Key Keyblade, commonly referred
is pretty notable whenever they're next to as their partner and driver Rex whenever he appears. Pyra even bends down just to get closer to Rex when she happily greets him if he's summoned with the "true power" of up taunt.
* TomboyAndGirlyGirl: Neither one has any qualms about getting into scraps, but they certainly have this dynamic;
the Keyblade. While calmer and demure Pyra contrasts the more boisterous and outgoing Mythra in their interactions, especially when interacting with Rex. Pyra greets him with a wave excitedly, while Mythra waves at him a more haughty manner. Design-wise, it's the most basic other way around, with Pyra having BoyishShortHair and typically weakest Keyblade, wearing short shorts while Mythra has very long hair and wears a minidress. Pyra being themed with Red and Fire (despite her calmer personality) while Mythra being themed with White and Light also invert the stereotype as a girly girl tends to be more angelic while tomboys are fiery. Regardless, both are still overtly feminine by showing off their [[MsFanservice hourglass figures]], while maintaining a LadyOfWar fighting style thanks to their graceful movements, flips and twirls.
* ThrowingYourSwordAlwaysWorks: Blazing End, one of Pyra's attacks. She throws her sword in front of herself like a projectile, which then [[SpectacularSpinning spins in place]] before it boomerangs back to her. It's great for stage control due to how the sword lingers where
it's also thrown, and Pyra can still move around and shield (but not attack) while the most recognizable sword is out of her hands.
* TronLines: Being Blades, glowing green lines appear on their bodies whenever they perform their special moves, just like
in the series since it's the one that Sora starts his journey with at the start their home games.
* UnexplainedRecovery: Similar to fellow DLC fighter Min Min, Pyra and Mythra suffer from a rather odd case of this trope, as they were both shown to be just two
of the first game. It also happens to sport a Hidden Mickey for a keychain, which many victims of Galeem's onslaught upon the universe. The addition of DLC spirits from ''Xenoblade Chronicles 2'' confuses the situation further with [[spoiler:Pneuma, who is as much Disney representation as Sora a fusion of the two of them and]] possesses puppets of them in her Spirit battle.
* YouHaveGotToBeKiddingMe: Occasionally, when Mythra
gets KO'd, she will say a deadpan "Seriously?"
* YourSizeMayVary: Just like Lucina, they seem to be slightly taller here; they're 5'2"
in ''Smash''.their game of origin, but in ''Smash'', they're the same height as [[StatuesqueStunner Zero Suit Samus]] (even with heels), who is herself highly subject to this trope.


Added DiffLines:


[[folder:81 – Kazuya]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ssbu_kazuya.png]]
[[caption-width-right:250:[[DemonOfHumanOrigin The Iron Fist of Darkness]]]]
[[caption-width-right:250:[[labelnote:Business Suit]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_kazuya_business_suit.png[[/labelnote]]]]
!!!!!!'''Voiced by:''' Masanori Shinohara
'''KAZUYA GETS READY FOR THE NEXT BATTLE!'''
->'''Home Series:''' ''VideoGame/{{Tekken}}''
%%TO PRESERVE FONT SIZE; DO NOT REMOVE
-->'''Debut:''' ''VideoGame/{{Tekken}}'' [UsefulNotes/{{Arcade|Game}}], 1994
-->'''Nintendo debut:''' ''[[VideoGame/Tekken6 Tekken 3D: Prime Edition]]'' [Platform/Nintendo3DS], 2012
-->'''Creator:''' Namco
-->'''Publisher:''' Creator/BandaiNamco

->'''Playable in:''' ''Ultimate''
->'''Specials:''' [[EyeBeams Devil Blaster]], [[MegatonPunch Devil Fist]], [[PowerGivesYouWings Devil Wings]], [[MeteorMove Heaven's Door / Rage Drive]], [[VideoGameDashing Crouch Dash]] (Follow-ups: [[ElementalPunch (Electric) Wind God Fist]], [[{{Shoryuken}} Dragon Uppercut]], [[HurricaneKick Spinning Demon to Left Hook]])
->'''Final Smash:''' [[BeamSpam Final Blaster]]

->''"[[PreMortemOneLiner This will be your burial ground!]]"''[[note]](Translated from Japanese)[[/note]]
\\
The Cold-Blooded Oppressor of G Corporation and first champion of the King of Iron Fist Tournament, Kazuya Mishima is one of the cornerstone characters of the ''VideoGame/{{Tekken}}'' series by Creator/BandaiNamco, making him the company's second fighter after VideoGame/PacMan. He was introduced during the 2021 [=E3=] "WebVideo/NintendoDirect" on June 15, and details on how he plays were revealed in a "Mr. Sakurai Presents" video that aired on June 28, 2021. He was then released on the following day, June 29, 2021, as part of the Version 12.0 update.\\
\\
Kazuya is the son of Heihachi Mishima, an ambitious master of Mishima-ryu Karate and president of the [[MegaCorp Mishima Zaibatsu]]. As a child, he was thrown from a cliff by his [[AbusiveParents abusive father]] in a DieOrFly training exercise, daring his son to climb out from the ravine if he wished to live. This traumatizing event not only instilled Kazuya's lifelong hatred for his father, but it also awoke the latent "Devil Gene" in him, which granted him the powers of a demon while feeding off of his anger. When Heihachi later held the first King of Iron Fist Tournament - a competition between the world's greatest fighters and more with the offer of control over the Zaibatsu for the winner, Kazuya entered and exacted his revenge, setting into motion a multi-generational family feud that, in time, would force the entire world to pick sides.\\
\\
Like his ''Street Fighter'' and ''Fatal Fury'' contemporaries, Kazuya borrows heavily from his home series; but ''unlike'' them, ''Tekken'' is a 3D fighting game series with a stronger emphasis on combos. This shows in his unique fighting style, which boasts the largest number of normal attacks out of the entire cast, giving him a wide array of tools to attack opponents with barrages of blows. His special attacks let him tap into the Devil Gene for even more powerful attacks. He is on the slower and heavier side, and not all of his attacks will work against all opponents or in every situation, but players who master his deep intricacies can adapt to any situation and even turn a losing battle around and make a comeback.
----
[[AC:Special Moves]]
[[labelnote:Click to show]]\\
'''Neutral Special:''' [[EyeBeams Devil Blaster]]
->Kazuya transforms into his Devil form and fires a laser beam which can pierce through multiple opponents. He can angle the beam before firing it, and performing this move in the air causes him to temporarily stall in place.
'''Side Special:''' [[MegatonPunch Devil Fist]]
->Kazuya dashes forward with a lunging fist strike. While risky, performing this move up close causes the opponent to enter into a crumple state, leaving them open for further combos.
'''Up Special:''' [[PowerGivesYouWings Devil Wings]]
->Kazuya uses his Devil form wings to launch himself upwards, damaging anyone directly above him.
'''Down Special:''' [[MeteorMove Heaven's Door / Rage Drive]]
->Kazuya transforms and grabs the opponent while flying upwards, and slams them down. Much like Bowser's side special, the opponent can influence where both they and Kazuya land if they are at low enough percentages. The move can also be used as a suicide attack, although Kazuya will be KO'ed first and the opponent will be given time to recover if they can. While Kazuya is under the influence of Rage, Heaven's Door is buffed into his Rage Drive, dealing more damage but at the cost of ending his Rage. In addition to its ''Smash'' input, Kazuya can perform a Rage Drive with a grab or by performing its original input (Crouch Dash + hold A button) - doing the latter method increases its damage output.
'''Input Special:''' [[VideoGameDashing Crouch Dash]]
->By performing the Shoryuken motion, Kazuya can perform the ''Tekken'' series' stable wavedashing mechanic. The dash allows him to bypass projectiles and some attacks due to his lowered height while he advances forward. Kazuya also has access to three different follow-ups after the dash is complete, outside of chaining them together. Pressing A has him perform a '''Wind God Fist''', an uppercut that launches enemies in the air. As in ''Tekken'', pressing A at the exact same time as the down-forward input is done leads to the stronger '''Electric Wind God Fist''', which stuns the opponent and can lead to further follow-ups. Pressing B leads to the '''Spinning Demon to Left Hook''', a string which leaves Kazuya temporarily invulnerable and deals good damage. Holding A normally yields the '''Dragon Uppercut''', a powerful kill move with some invulnerability, but doing it while under the effects of Rage leads to the aforementioned Rage Drive with increased damage.
'''Final Smash:''' [[BeamSpam Final Blaster]]
->Kazuya fires a short-ranged laser; if it lands, he transforms into his true Devil form from ''Tekken 7'' and unleashes a massive barrage of lasers from his eyes and wings.
----
[[/labelnote]]
->See [[Characters/TekkenKazuyaMishima Kazuya's page]] for more information on the character in his origin series.
----
* AdaptationPersonalityChange: {{Downplayed|Trope}}. Kazuya remains [[ArrogantKungFuGuy as arrogant and brutal as ever]], but he notably lacks most of the [[PreBattleBanter banter]] that characters in ''Tekken'' are famous for, with the only full sentence he speaks being a PreMortemOneLiner for his Final Smash (quoted above).
* AmbidextrousSprite: {{Averted|Trope}}. Unlike his fellow traditional fighting game representatives, ''Tekken'' uses a control system that assigns a button to each limb. As such, in ''Smash'' as well as in ''Tekken'', Kazuya's stance does not change in relation to which direction he faces. This means that all his attacks contain a consistent limb for whatever moves he's using; for example, he will always use his right hand to perform his signature Wind God Fist, while his left hand is for his [[{{Shoryuken}} Dragon Uppercut]]. His fixed stance in ''Ultimate'' goes in direct contrast to the [[VideoGame/StreetFighterXTekken last 2D fighting game he was in]], which played this trope straight.
* AnimeHair: Being part of the Mishima family, he possesses some wicked hairdo, having his hair upswept into a spike at the back of his head.
* AntiFrustrationFeatures:
** He jumps more slowly than the rest of the cast, so that those who play with tap jump on will have an easier time performing his multiple up tilts.
** The timing for the Electric Wind God Fist is more forgiving than it is in ''Tekken''. Wavedashing's execution was also made slightly easier, as the player does not need to return the left stick to neutral, making it closer to performing a {{Shoryuken}} input.
** His portrait in the character select screen is smaller, so his waist can be seen, allowing players to have some way of distinguishing his pants alts.
** In ''Tekken 7'', missing a Rage Drive or a Rage Art would automatically end Rage for the user. Here, Kazuya can attempt and miss it several times before it ends.
* ArrogantKungFuGuy: Very. As any character in ''Tekken'' can attest to, Kazuya is far from modest.
* AscendedMeme: His "crouch dash" move is a reference to the Wavedashing technique in ''Tekken'', which the infamous technique from ''Melee'' got its name from. He's also shown performing and cancelling successive back dashes, referencing a famous technique dubbed "Korean Backdashing" by ''Tekken'' players.
* AttackReflector: Kazuya's Left Splits Kick attack can send projects back at the opponent.
* AwesomeButImpractical: His Jab Combo is his 10-Hit Combo, a NoHoldsBarredBeatdown that looks cool, and does a lot of damage, like its ''Tekken'' self. Also like its ''Tekken'' self, it's not a True Combo[[labelnote:*]]A True Combo, as the name implies, is a combo the character can not escape without some sort of ComboBreaker.[[/labelnote]], and an opponent can use ''Smash''[='=]s Directional Influence mechanic[[labelnote:*]]The ability to drift in midair while in a Disadvantage State, in order to avoid further damage, among other uses.[[/labelnote]] to [[https://www.youtube.com/watch?v=ydqrQgO7FdI easily escape it]].
* BadassInANiceSuit: His alternate costume gives him his suave business suit and [[BadassLongcoat long leather jacket]] ensemble from ''Tekken 7''.
* BattleIntro: Based on one of his intros in ''Tekken 7'', Kazuya decends in his Devil Form arms crossed, back facing his oppoent, looks back and takes his stance while coming out of his Devil Form.
* BigOlEyebrows: Got them from [[HereditaryHairstyle his father]].
* BigScrewedUpFamily: The Mishima family as a whole is ''[[DysfunctionJunction very screwed up]]'', to the point of a full-on war[[note]]This isn't an exaggeration either: Kazuya's son, Jin Kazama, arguably the "nicest" Mishima, started World War III with the specific goal of wiping out his entire family and luring out the precursor of the Devil Gene so the world would be freed from their destructive influence[[/note]].
* BilingualDialogue: Speaks in Japanese in every language track, which fits ''Tekken'' - many of its characters speak their native languages. As of ''Ultimate'', this makes him one of three fighters to speak in Japanese regardless of region - the other two being the ''FFVII'' fighters.
* BoringButPractical:
** His normal moves aren't that flashy compared to other fighters (they're basic martial arts moves with only an ember effect to emphasize the impact), and even his moves which have him turn into his Devil form don't really have him do things that haven't already been done by other fighters (firing a laser beam, using wings to elevate, punching, dunking people into the ground, etc.). However, he has a lot of moves in his arsenal, arguably making him the most versatile fighter in the series due to how many options he has at his disposal, and on top of that he is very strong. Put into the hands of a player who understands his particular characteristics and skillset, he becomes an absolute beast to fight against.
** More specifically, his Flash Punch Combo is this compared to his 10-Hit Combo. The latter is longer, more damaging, and cooler (the former just being two jabs, and a straight). That said, the latter can be escaped, and the former is generally more reliable if you get the timing down, not to mention the stronger knockback makes it much more viable to score a KO with.
* BreakingOldTrends:
** He's the first fighter to neither have a victory theme nor have the ''Smash'' announcer declare his victory. The announcer from ''Tekken 7'' does this instead.
** While Ryu, Ken, and Terry take inspiration from their original (or second) games for their ''Smash'' appearances, Kazuya instead takes inspiration from the (then) most recent game in his series, ''Tekken 7''. This is evident in how his ''Tekken 7'' outfit has a Fighter Spirit while his original outfit doesn't.
* CloseRangeCombatant: While he does have ''some'' ranged attacks through his Devil Blaster and Final Blaster, both of them are slow and clunky to execute while lacking sheer damage-racking potential, working best as launching finishers. The vast majority of his moveset absolutely ''needs'' him to get close to an opponent in order to truly damage them, with his strongest attacks requiring him to be practically staring them in the face before executing, which is already hard enough due to [[MightyGlacier how utterly slow his movement speed is normally]], but the tradeoff for this is that every one of his melee moves have high damage potential, and several on their own have strong launch power, so being good enough to close the gap will ensure you will be laying the hurt.
* ComebackMechanic: He brings in ''Tekken 7's'' Rage mechanic, which triggers when he's at least 100% or has 25% stamina left. It increases his damage by 1.1 times, and, if he chooses, he can sacrifice the Rage Mode for a powerful Rage Drive which is done with his throw, his down special, or Crouch Dash Hold A (which is based on the original input). However, while just like Sephiroth's OneWingedAngel SuperMode in that it won't decay over time, unlike it which specifically requires a KO (of Sephiroth or by him) to be lost, the Rage charge can also be lost by taking enough extra damage or whiffing an attempted Rage Drive repeatedly.
* TheComicallySerious: Much like Sephiroth, the cold-blooded, no-nonsense villainous bastard Kazuya is also susceptible to the comical shenanigans given in ''Smash'' via its environment and background, and it also has a similar hilarious effect. The difference is that ''Tekken'' already subjects Kazuya to this environment, mainly due to the non-canonical endings for Tekken's fighters like Kazuya's dad Heihachi for prime examples. Heihachi's ending in ''Tekken 5'' sees him launch a rocket with Kazuya, Jin, and Jinpachi tied against its surface. And his ending in ''Tekken 6'' has him binding Kazuya and Jin within astronaut suits before sending them off of a shuttle into outer space... unfortunately for Heihachi, however, Kazuya is able to [[TakingYouWithMe drag Heihachi (also wearing an astronaut suit) into space with him, leaving the three to crash back down to Earth like shooting stars.]]
* CompetitiveBalance: As noted by Sakurai during Kazuya's character showcase, ''Tekken'' is a grounded 3D fighter with a huge emphasis on frame data and micro-spacing, in contrast to ''Smash'' being a fast-paced 2D fighter with more emphasis on aerial movement and vertical positioning. If Kazuya were imported directly into ''Smash'' as he was in his home series, he wouldn't be a very powerful fighter as even the fastest moves in ''Tekken'' are considered "okay" at best and "slow" at worst compared to the rest of the ''Smash'' roster, requiring a lot of concessions to be made for his moveset, not just for accessibility, but also for viability. One result of these changes is that ''all'' of his moves were changed to have some of the fastest attack speeds in the game, since otherwise he'd have great difficulty actually executing most of his moves against other fighters.
* CorruptCorporateExecutive: After dethroning Heihachi, he took over the Mishima Zaibatsu and began several illegal operations within the company. He would later gain control over G Corporation to counter his son Jin Kazama's takeover of the Mishima Zaibatsu, gaining the support of the masses due to his son starting a global war, when in reality, he wishes to use G Corporation to take out Jin and his rivals to {{take over the world}} himself.
* DemonOfHumanOrigin: Kazuya inherited the Devil Gene from his mother, which allows him to transform into a powerful demon known as Devil Kazuya, or just Devil. For his Smash attacks and Specials, he undergoes a PartialTransformation, and unleashes the Devil Gene's full power in his Final Smash.
* DifficultButAwesome:
** He has an utterly ''massive'' movelist, even moreso than Ryu, Ken, and Terry. He has a built-in wavedash, diagonal tilts, "while rising" moves (performed when getting up from a crouch), and Electric Wind God Fist, one of the hardest {{Just Frame|Bonus}} attacks in the game. He's also a CloseRangeCombatant with a MightyGlacier build. Said moveset makes him a very versatile character with many answers for various situations, and several of the moves are designed to make up for his slow movement, whether through bursts of speed or stunning moving opponents. It should be noted that this iteration of Kazuya is easier than in his home game -- where he also embodies this trope, with the 10-Hit Combo simply being his standard jab combo, his Electric Wind God Fist having a more forgiving frame window, and all of his Devil Moves being assigned to his Smash Attacks and Specials, and he's ''still'' an incredibly difficult to truly master fighter due to just how many moves he has that all have their specialties for combat.
** In terms of individual moves, the 10-Hit Combo is incredibly powerful, and if Kazuya is able to land the full string on an opponent at a decent percentage, it's enough to kill them outright. However, the move has slow startup, many gaps in which a faster player can dodge or shield (he can even pass through his opponent while maintaining the combo if he starts too close), and it requires Kazuya to commit to the entire string, leaving him unable to defend himself if his opponent escapes.
** Devil Fist, despite being a move that propels Kazuya forward, is best used at point-blank range to an opponent, placing them in a crumple state, and creating a cross-up that allows for free attacks. While the move otherwise has decent damage and knock back, it has poor frame data on block and can only crumple enemies close to the ground, making it very situational to use effectively.
** As noted by more competitive players, for him to stay on top of the tier list, his combo game and overall neutral option is heavily reliant on the Kazuya player being able to perform the [[{{SignatureAttack}} Electric Wind God Fist]] consistently. Said move, while having a slightly more lenient input (having 2 frames allowance in between the directional input and the A button instead of simultaneous input), overall still requires the strictest timing out of all the moves in the whole game. That said, like how it performs in ''Tekken'' proper, mastering it gives one of the best whiff punishers in the entire game, and an effective combo starter or kill confirm.
** Left Splits Kick (→→+A) acts as an AttackReflector, letting Kazuya literally kick projectiles back at his opponent. Its input makes it awkward to use for spacing due to Kazuya dashing forward, and the short duration of its hitboxes make it harder to actually reflect things with it, but players who can pull it off consistently are rewarded with the strongest reflect in the game, causing the returning projectile to deal more than twice its original damage.
* DownloadableContent: The fifth member of Fighters Pass Vol. 2, released on June 29th of 2021. Buying this fighter also comes with the Mishima Dojo stage, 39 songs from ''Tekken'', and a unique DLC Spirit Board, where ten Spirit Battles for ''Tekken'' characters await.
* ExpyCoexistence: He's ''Tekken''[='=]s equivalent of ''VideoGame/VirtuaFighter''[='=]s Akira Yuki, who appears in ''Ultimate'' as an Assist Trophy. [[https://www.videogameschronicle.com/files/2021/06/kazuya-smash-3.jpg An official screenshot]] shows the two about to face off.
* EyeBeams: His Devil Gene gives him the ability to fire beams out of a third eye that grows on his forehead. His Final Smash has him tapping into his Devil Gene power to unleash BeamSpam upon his enemies from [[EyesDoNotBelongThere eyes that grow on his torso and wings]].
* FaceHeelTurn: His transformation from a hero to a villain in the ''Tekken'' series is referenced in his reveal trailer, first tossing Ganondorf off of a cliff and into a volcano, much like how the first ''Tekken'' game saw him do the same to his [[AbusiveParents abusive father]] Heihachi... followed by throwing other ''heroic'' characters afterward, paralleling how later ''Tekken'' games show him growing more power-hungry and at odds with other Mishima family members who are nowhere near as evil as Heihachi.
* {{Flanderization}}: PlayedForLaughs. Within ''Tekken''[='=]s canon, Kazuya throwing Heihachi off a cliff was simply a repayment in kind to Heihachi doing it to him as a child, and had only done this twice over the series; however, in his introduction trailer, he does this to (presumably) ''every'' character he defeats, despite lacking a similar history with these characters.
* GracefulLoser: Applauds the winner, even though he clearly doesn't look too pleased about losing.
* GuestFighter: The 17th third party character overall and the second fighter from Bandai Namco. He's also the second third party villain after Sephiroth.
* HeartbeatSoundtrack: While he's in Rage, the controller will begin to rumble in rhythm to a heartbeat.
* HomeStage: ''Ultimate'': Mishima Dojo, a mountain-side dojo where Heihachi Mishima is fought as the sub-boss in ''Tekken 7''.
* KnightOfCerebus: The second villain introduced as DLC after Sephiroth, and he is also especially this after the more light-hearted Pyra[=/=]Mythra. He is first seen tossing [[Franchise/TheLegendOfZelda Ganondorf]] into a volcano (after some suspense), before battling the rest of the cast and visually throwing other heroic characters into the same volcano, including [[VideoGame/FZero Captain Falcon]], [[VideoGame/KidIcarus Pit]], [[VideoGame/{{ARMS}} Min Min]], [[Franchise/FireEmblem Marth]], and Franchise/{{Kirby}}.
* {{Leitmotif}}: A new remix and the arcade version of his boss fight theme from ''Tekken 2'', "Kazuya Mishima, Devil Kazuya", can be heard in his trailer. These are also included along with the console version, "Emotionless Passion". Also contained in the ''Tekken'' music list is a remix of "Desperate Struggle", the final theme which plays for the battle between Heihachi and Kazuya in the ending of ''Tekken 7''.
* LightningBruiser: He's a bit of a {{Zig|zagging Trope}}-zagged example. In terms of general stats, he's a MightyGlacier, being a slow-moving heavyweight fighter who doesn't launch easily and has all his attacks have high damage and launch potential at the cost of generally slow move start-up speeds, but ''unlike'' the average mighty glacier, the actual attack speed of those moves are so high, combined with having decent flinching effects, that once he gets going, he can perform combos faster and harder than a straightforward lightning bruiser. Likewise, he has a pretty decent recovery, with it being, on average, better than Mario if you count his double jump & up special.
* LimitBreak: Final Blaster; Kazuya performs the Rage Art he can perform as Devil in ''Tekken 7'', from the BeamSpam, to the volcanic background, and down to the PreMortemOneLiner exclaimed on its activation quote as Kazuya prepares to open fire!
* MechanicallyUnusualFighter:
** Just like Ryu, Ken, and Terry, he brings with him a plethora of combo-input-based attacks that grant a higher number of attacks than is normal for ''Smash''. ''Unlike'' those three, who as 2D-game fighters are limited to combos based on four direction keys and 2 attack buttons, Kazuya originates from a 3D fighting game that utilizes an eight-directional movement stick and four attack buttons, giving him an utterly ''massive'' selection of potential moves, moreso than any other character in ''Smash''. While his Devil Gene powers are restricted to acting as super moves through his Specials, Smash Attacks, and Final Smash to make things a bit simpler, that still leaves a large selection of the nearly ''100'' base moves usable in his original game, including diagonal inputs, two extra crouch attacks, and "while rising" inputs.[[labelnote:*]]It's done by putting an input while going from a crouching state to a standing state.[[/labelnote]]
** He technically has two sets of specials; his devil moves which are performed with regular B-button inputs, and his crouch dash specials which require a dragon-punch input on the movement stick. These include his [[SignatureAttack Wind God Fist]], Spinning Demon, and Dragon Uppercut.
** He is the sole exception to the standardization of jumpsquat frames in ''Ultimate'', having 7 frames of jumpsquat instead of 3.
* MightyGlacier: Kazuya is a very powerful fighter whose versatile moveset allows him to rack up a significant amount of damage in relatively few hits. His attacks are faster than most examples to make up for how many he has; however, he is still a heavyweight and he uniquely has the slowest jumpsquat in the game, taking more than double the time to jump compared to every other character.
* AMoltenDateWithDeath: As seen in his trailer, he disposes of all his opponents (sans Kirby) by tossing them off a volcano.
* MythologyGag:
** The reveal video begins with Kazuya throwing Ganondorf off a cliff and into a volcano and, later into the video, various ''Smash'' characters off of the same cliff. This is a reference to Kazuya's ending in ''Tekken 1'' where, after defeating his father Heihachi, subjects him to the same fate he performed on him as a child. Then in ''Tekken 2'', Heihachi pays him back for it by throwing Kazuya into a volcano, and finally in ''Tekken 7'', Kazuya finishes off Heihachi and finally ends it all by throwing him into another volcano after their climactic final battle. Kazuya's PsychoticSmirk also harkens to his ''Tekken 1'' ending, where he gives a look of smug satisfaction after throwing Heihachi.
** Kazuya's splash text '''GETS READY FOR THE NEXT BATTLE''' is written in the same typeface and metallic style as it appears in ''Tekken 7'' after both players have selected their fighter; contrasting the usual font of the splash text for other fighter reveals. It is even accompanied by that game's announcer reciting the original line "''Get'' ready for the next battle!" -- a series staple which was introduced in ''4'' but was not vocalized by each game's announcer until ''5''.
** The first gameplay clip starts with the camera focused on Kazuya as he makes a pose, similar to his pre-battle intro, an element introduced in ''VideoGame/{{Tekken 4}}''. Afterward, there is an overhead view of two Kazuyas before quickly transitioning into the normal camera view, just like how the camera marks the start of a new round in ''Tekken''.
** Before they start exchanging blows, both Kazuyas are seen repeatedly crouching and dashing back-and-forth. This is a reference to high-level ''Tekken'' matches where players control the spacing of their characters.
** Kazuya and Ryu's fight has the camera rotate to a side view, another way ''Tekken'' starts a round.
** There's a shot of Kazuya and King K. Rool about to clash on an overhead shot of the Boxing Ring, as a recreation of the cutscene of Bandai Namco's logo in ''Tekken'' games of Kazuya clashing with Jin. The fact that Kazuya happens to be fighting a large reptile wearing boxing gloves also doubles as a nod to the ''Tekken'' character Alex, a boxing ''velociraptor''.
** Kazuya's Final Smash takes inspiration from the Rage Art he can perform as Devil from the story mode of ''Tekken 7'', down to his activation quote being reused. For a brief moment, the background of the Brimstone & Fire stage -- where he and Heihachi have their final battle -- can be seen as Kazuya readies his lasers.
** As with his fellow fighting game compatriots, his sound effects are taken directly from his home series, and even implement the exaggerated hitsparks of ''Tekken'' as well.
** If Kazuya wins a match, Josh Keller -- the announcer of ''Tekken 7'' -- substitutes Xander Mobus' regular ''Smash'' announcer in declaring Kazuya's victory. He even carries over ''Tekken''[='=]s usage of FullNameBasis when announcing a character's name, as opposed to ''Smash'' mostly remaining on a FirstNameBasis with its roster members. He also has no music attached to his victory, much like in ''Tekken'' which lets the music fade out during the victory screen.
** Unique to Kazuya is the cinematic camera movement when he performs a throw, which are a staple in ''Tekken'', harkening back to the first 3D fighter series, and the ''Tekken'' series' old rival, ''VideoGame/VirtuaFighter''. This only occurs in a one-on-one match.
** On the banner, Kazuya is standing back-to-back with Byleth. Byleth's nickname in their home game is "The Ashen Demon".
** To demonstrate his wavedash mechanic, Kazuya is seen attacking Ken by wavedashing underneath a Hadouken, mirroring a similar scenario from the first CGI trailer of ''VideoGame/StreetFighterXTekken''.
** One of the screenshots uploaded to the website shows Kazuya facing off with [[https://ssb.wiki.gallery/images/5/59/SSBUWebsiteKazuya4.jpg Ryu, Ken, and Terry]]. Besides all being characters from traditional fighting games, it also calls to mind how ''VideoGame/Tekken7'' has {{Guest Fighter}}s from both ''Street Fighter'' and ''Fatal Fury'', not to mention the other crossovers the ''Tekken'' series has had with them.
** His [[https://twitter.com/fffightinfacts/status/1406327632111849478 Spinning Demon move]] causes his body to distort the same way it would in ''Tekken''.
** His home stage, the Mishima Dojo, has a carving on the floor that shows the Heihachi and Kazumi marking shown in ''Tekken 7'', both in story and in stage. It should be noted that Kazuya's name is a combination of theirs in kanji.
** The mechanics of the Mishima Dojo brings to mind Wall Breaks and Ground Breaks introduced in ''Tekken 6''. While there are no Ground Breaks in the stage, there is a ceiling that breaks in the same vein. Also, the Mishima Dojo itself in ''Tekken 7'' does not have either mechanic, but a pre-fight cutscene that plays in Arcade Mode against Heihachi shows him parrying a Jack unit into destroying one of the walls in the arena, making it visually similar to the destroyed areas seen in ''Smash''.
** The lighting of the Mishima Dojo stage closely resembles that of Honmaru from ''Tekken 4'', which returns in ''7'' as a story-exclusive stage that shares the same dimensions as the Mishima Dojo.
** His alternate palette swaps have a good amount of references hidden:
*** For his primary outfit, his P3 alt turns his pants red, similar to the primary colors it had in ''Tekken 5: Dark Resurrection''. His P5 alt turns it blue, bringing to mind his denim jeans from ''Tekken 1''. Lastly, while his black P7 alt is one he has not used yet, it was designed to be a reference to his son, Jin -- even down to being used by the Kazuya representing Jin for the latter's Spirit battle.
*** As for his suit, his P4 alt colors it white, similar to -- again -- the primary colors of his suit from ''Dark Resurrection''. His P6 alt returns the purple colors of his original suit from ''2'' to ''6'', while his gold P8 alt references golden customization options in ''7''.
** The SuperArmor on his Smash attacks can be considered a reference to the Power Crush mechanic in ''Tekken 7'', where one or two attacks in a character's movelist contain similar properties.
** His Left Splits Kick can reflect projectiles, likely a reference to a scene in ''Tekken 7'' where Heihachi knocks away missiles with his bare hands.
** A good amount of Kazuya's tilts are performed by tilting the stick in the same direction the move would normally be performed within ''Tekken'' proper. Could also count as a reference to ''VideoGame/StreetFighterXTekken'', where most of the command normals/non-special moves for the ''Tekken'' roster retain similar inputs from their source material.
** When showing off the Wind God Fist, Sakurai chains two together. In competitive ''Tekken'', chaining multiple Electric Wind God Fists is not only considered a staple combo for Kazuya players, but it is also a good way to practice getting the timing down.
** If an opponent blocks an Electric Wind God Fist, they are pushed back and forced out of shield, with Kazuya being able to act first between the two. This references one of the EWGF's core strengths in ''Tekken'': not only pushing an opponent back, but also being plus on block -- an attack which cannot be punished directly out of a block and allowing Kazuya to keep his momentum going by being able to move first.
** Kazuya's Classic Mode route has him battling opponents who specialize in hand-to-hand combat, bringing to mind how much emphasis is placed on it in his home series. Most of his opponents play with this by acting as stand-ins for other ''Tekken'' representatives, like Little Mac being a stand-in for Steve Fox. Ryu's presence is a reference to ''VideoGame/StreetFighterXTekken'' where he served as Kazuya's rival, while Lucario likely references ''VideoGame/PokkenTournament''. The final opponent of this route is Kazuya himself in the final area of Castle Siege, with an added gimmick that he respawns as Metal Kazuya upon being defeated; the choice of stage and music act as a reference to the final battle of ''Tekken 7'' (and to a lesser extent, ''2'') where Kazuya and his Devil form are the FinalBoss.
** Kazuya's jumps somewhat harken to how ''Tekken'' has handled its jumping mechanics; his initial jump being incredibly close to the ground is closer to how games from ''Tekken 3'' onwards handled them, while the more substantial height he gets off his double jump looks a lot closer to how jumps looked like in the first two games of the series.[[note]]An early issue with 3D fighting games including ''Tekken'' is that the jump physics are not necessarily on point. Affectionately called the Moon Jump, many characters would jump extremely high, often making it hard to hit for both players.[[/note]]
** One of the only lines of dialogue he has in this game is "Begone." (played when performing Heaven's Door), which is a quote used for some of his win poses from ''Tekken 4'' onwards.
* NoSell: Has permanent light armor that nullifies knockback from weak attacks, though not to the same extent as Bowser's.
* OneWingedAngel: The presence of the Devil Gene in his body allows him to transform into a devil himself, complete with wings and a third eye capable of shooting lasers. In ''Smash'', this is used to enhance his Smash attacks and his special moves. His true Devil form appears as his Final Smash, taking inspiration from its appearance in ''Tekken 7''.
* OverlyLongGag: His introduction video shows him repeatedly tossing various ''Smash'' characters off a cliff into the volcano below. By the time he drops Min-Min, her right arm snags on his leg and he has to shake it off. The video ends with him trying to throw Kirby down, only to look down in confusion while Kirby floats off in the background.
* PracticalTaunt: Kazuya's Side Taunt is Demon's Wrath, a four hit combo that is the most powerful taunt attack in the game. [[DownplayedTrope That said]], it has very little actual practical applications in the game, but it can be good for mind games.
* PreMortemOneLiner: As quoted at the top of the page, "This will be your burial ground!" (used in one hell of a MythologyGag before his [[LimitBreak Final Blaster]]). Notably, where other characters usually declare a PreAsskickingOneLiner (including ''[[TheSociopath Sephiroth]]'', whose one-liner[[note]]"Return to the Planet." (Hoshi ni kaere.)[[/note]] doesn't tell the opponent to outright "die"), Kazuya differs from them by ''{{avert|ed Trope}}ing'' NeverSayDie; he doesn't just want to win the fight, [[{{Jerkass}} he genuinely wants his opponent]] ''[[{{Jerkass}} dead]]''!
* PsychoticSmirk: Kazuya displays an impressively evil grin after tossing Ganondorf off the cliff in his reveal trailer. This is also a ShoutOut to his ending from ''Tekken 1'' where he smirks at the camera after dropping his father off a cliff.
* PurpleIsPowerful:
** Kazuya's body radiates with violet energy when he taps into his Devil Gene.
** Kazuya also comes with his signature purple color of his suit.
* RedAndBlackAndEvilAllOver: His Devil Form and Business suit are black, his gloves, left eye, and tie are red, and he's one of the BigBadEnsemble in his home series.
* RedEyesTakeWarning: After being resurrected by G-Corp, Kazuya's left eye turned red. It can also give off a menacing glow (which it does in his render).
* RecurringElement: Within ''Ultimate'', Kazuya marks the third consecutive time (after Ken in the base game and Terry in Fighter Pass 1) that a traditional fighting game character marked the second-to-last reveal for their respective "set".
* RuggedScar: Kazuya is covered from head to toe in scars, including a massive scar on his chest from his fall down a ravine, and various others across his body from when he was brought BackFromTheDead by G-Corp.
* SignatureAttack:
** Wind God Fist, which is performed with the same crouch dash input as in ''Tekken''. It also has a more powerful variant, Electric Wind God Fist, which requires frame-perfect timing on the button input, but has increased damage, speed, invincibility frames, plus on block, and sets up for KO confirms. This is a staple of high-level Kazuya play both in ''Tekken'' and in ''Smash'', and is widely considered to be '''''the''''' signature move for the Mishima clan.
** As Devil Kazuya, he uses the infamous Devil Blaster, a laser beam fired from his third eye.
* SeanConneryIsAboutToShootYou: One of his win poses is a recreation of his ''Tekken 5: Dark Resurrection'' one, where he punches the screen after a jumping sidekick. He even briefly transforms into Devil Kazuya for extra emphasis.
* SuicideAttack: Heaven's Door can be used to grab the opponent and dive both of you off the ledge, which is helped by the fact that you can move forwards or backwards during the animation. Though as Sakurai warns the viewer during the presentation, Kazuya will be the first one to lose a stock if he attempts to do this, so doing this if you're at even stock or at stock disadvantage is not a good idea. In addition, a character with a good recovery game can survive the attempt if they act quickly enough.
* SuperMode: Devil Kazuya, a version of Kazuya that's tapped into the Devil gene, transforming him into a part human, part demon with purple skin, horns, and bat wings. He assumes this when using specials and smash attacks, as well as minor actions like his double jump and up throw.
* SuperSpecialMove: Kazuya's "Final Blaster" is an even stronger version of his standard Devil Blaster, a laser beam fired from his eyes. Final Blaster has him transform into the Devil first, and several other beams across his wings fire in unison with the one from his eyes.
* TokenMinority: He's one of the scant few characters on the roster who hail from Earth; in his case, he is the third Japanese-born fighter playable following Ryu and Joker.[[note]]Fun fact: Kazuya actually ''renounced'' his Japanese citizenship; in a similar vein, Heihachi actually had his revoked by the government.[[/note]]
* VillainProtagonist: While other villains have become heroic, are put into EnemyMine situations, and/or faced with EvilerThanThou threats when they've become playable, Kazuya is notable to ''Smash'' as an unusual villainous protagonist who is still a villain in recent ''Tekken'' installments. He also made a bit of history by being the second third-party villain in ''Smash'' history, debuting in the same pass as the first one, Sephiroth.
* VillainWithGoodPublicity: In the events of ''Tekken 6'' and ''Tekken 7'', he takes control of G Corporation and is seen as the savior from Jin Kazama and his takeover of the Mishima Zaibatsu, which Jin uses to start World War 3. Though once Heihachi spread pictures of Kazuya in his Devil form, the credibility dropped significantly (though he got the Mishima Zaibatsu's public image to also take a hit after sending their satellite crashing down to Earth, leading to them being held responsible for the collateral damage and thus could have allowed people to believe that his Devil form is just an illusion by the Zaibatsu).
* WalkingShirtlessScene: His default outfit leaves his ripped scar-covered torso uncovered.
* WrestlerInAllOfUs: Heaven's Door is basically a Chokeslam.
* TheWorfEffect: Inflicts this onto Ganondorf in his reveal trailer, one of the canonically most powerful villains in ''Smash'' next to Sephiroth.
* WouldHurtAChild: In his reveal trailer, Kazuya drops Kirby off the cliff with one hand. A short while after, Kirby flies up from the fall, while Kazuya is unaware of him.
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[[/folder]]

[[folder:82 – Sora]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh1.png]]
[[caption-width-right:350:[[TheChosenOne Chosen by the Keyblade]]]]
%%[[caption-width-right:350:[[labelnote:Kingdom Hearts II]]https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh2.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts II]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh2.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts [=3D:=] Dream Drop Distance]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_khddd.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Kingdom Hearts III]] https://static.tvtropes.org/pmwiki/pub/images/ssbu_sora_kh3.png[[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Timeless River]] https://static.tvtropes.org/pmwiki/pub/images/sora_alt_4_ssbu.png[[/labelnote]]]]
!!!!!!'''Voiced by:''' Creator/MiyuIrino (Japanese), Creator/HaleyJoelOsment (English)
'''SORA IS FINALLY HERE!'''
->'''Home Series:''' ''Franchise/KingdomHearts''
%%TO PRESERVE FONT SIZE; DO NOT REMOVE
-->'''Debut:''' ''VideoGame/KingdomHeartsI'' [Platform/PlayStation2], 2002
-->'''Nintendo debut:''' ''VideoGame/KingdomHeartsChainOfMemories'' [Platform/{{GBA}}], 2004
-->'''Creator:''' Squaresoft, Creator/{{Disney Interactive|Studios}}
-->'''Publisher:''' Creator/SquareEnix
->'''Playable in:''' ''Ultimate''

->"''[[PreAsskickingOneLiner Let's go!]]''"
\\
Sora, the legendary Keyblade Master of ''Franchise/KingdomHearts'' was announced in the last "Mr. Sakurai Presents" livestream on October 5, 2021 as the final character added to the roster of ''Super Smash Bros. Ultimate''. He is the first fighter from a not predominantly gaming company: in his case, from the world-famous media group, Creator/{{Disney}}.[[note]]While ''Kingdom Hearts'' is a joint effort between Square Enix and Disney, Disney owns the series' copyright, making its characters Disney's property.[[/note]] He was released on October 18, 2021 as part of the Version 13.0 update.\\\
Hailing from the idyllic Destiny Islands, Sora lived a carefree life of mirth and whimsy with his ChildhoodFriends, Kairi and Riku, until the dreaded monsters known as TheHeartless laid siege to it, driving him and his friends apart as the world he called home was torn asunder. With a mysterious weapon known as a "Keyblade" in his hands, Sora joins forces with the short-tempered yet quick-witted mage [[WesternAnimation/DonaldDuck Donald]], and the clumsy yet stouthearted knight WesternAnimation/{{Goofy}}, to find his friends, along with [[TheGoodKing King]] [[WesternAnimation/MickeyMouse Mickey]], and save reality as they know it from utter oblivion -- a grand adventure that would take Sora on a journey through countless other worlds that defy imagination as he fought to defend Kingdom Hearts, the source of all hearts, from the dark forces of the Heartless, the Nobodies and Organization XIII, and the machinations of Master Xehanort and his many incarnations, [[ThePowerOfFriendship making many friends in the process]]. He's even met and fought [[AlternateSelf alternate versions]] of [[VideoGame/FinalFantasyVII Cloud and Sephiroth]].\\\
Living up to his name, Sora is a nimble and tricky fighter whose forte is aerial combat and combos: in addition to his light weight and excellent mobility while airborne, Sora is capable of executing {{Three Strike Combo}}s for his normal and forward-tilt attacks, on foot or in the air. In conjunction with special attacks that increase his aerial mobility, Sora is the king of the skies who can offset his otherwise low defenses that see him easily launched with a variety of attack options that can keep his opponents off-balance and open them up to big damage.

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[[AC:Special Moves]]
[[labelnote:Click to show]]\\
'''Neutral Special:''' [[SpellBlade Magic]]
->Sora casts a magic spell with his Keyblade. The move rotates between one of three spells when used: in order, [[PlayingWithFire Firaga]] (summons a {{Fireball}}), [[ShockAndAwe Thundaga]] (summons three lightning bolts in front of Sora), and [[AnIcePerson Blizzaga]] (summons a hail of ice that will freeze the opponent).
'''Side Special:''' [[DashAttack Sonic Blade]]
->Sora dashes forward at a target with his Keyblade up to three times. He can also perform this special immediately after performing Aerial Sweep.
'''Up Special:''' [[SpinAttack Aerial Sweep]]
->Sora propels himself in the air with a spin attack, knocking anyone caught in the attack away.
'''Down Special:''' CounterAttack
->Sora blocks with his Keyblade and immediately counters against any attack in front of him.
'''Final Smash:''' [[BanishingRitual Sealing the Keyhole]]
->Sora uses his Keyblade to trap his opponents in a key-shaped portal, trapping them behind a ''Smash''-adorned door, and locks the door with his Keyblade, causing it to [[StuffBlowingUp explode]].
[[/labelnote]]

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->See [[Characters/KingdomHeartsSora Sora's page]] for more information on the character in his origin series.
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* AchillesHeel: His biggest weakness is his weight, or rather, his lack thereof. He's lighter than even Isabelle and Young Link, making him exceptionally vulnerable to being launched off stage.
* AdaptedOut: Nothing originating from other Disney works appears in ''Smash''. Hollow Bastion[[note]]Itself one of the few ''Kingdom Hearts'' worlds that's not based on another Disney property[[/note]] only features music that originates from ''Kingdom Hearts'', and no non-''Kingdom Hearts''-original Disney characters make cameos or appear as Spirits. The only thing obviously from Disney is the Mickey Mouse keychain on the Keyblade.
* AllLovingHero: His amount of compassion and understanding for others is nearly limitless, fighting for the sake of protecting those he cares for. As such, rather than antagonizing any other fighter like many characters before, his trailer focuses on him bringing light and hope to the cast, closing out the game with a confident handshake with Mario accompanied by every other fighter cheering him on.
* AnimeHair: His hair is distinctly [[SpikyHair spiky]], enough to give Cloud a run for his money.
* ArcNumber: The ''Kingdom Hearts'' games' most prominent Arc Numbers are [[ThirteenIsUnlucky 13]] and [[LuckySeven 7]], and Sora brings both motifs with him.
** For 13, the time between his reveal and his release is ''13'' days, in version ''13''.0.0 of ''Ultimate'', and including Piranha Plant and counting Pyra and Mythra separately, he's the ''thirteen''th DLC character. ''13'' Kingdom Hearts spirits are also included: 5 fighter spirits of Sora himself plus 8 spirits of various Kingdom Hearts characters exclusive to his DLC Spirit Board.
** For 7, he's the ''seven''th character in Fighters Pass Vol. 2, again counting Pyra and Mythra separately, and his home stage, Hollow Bastion, has ''seven'' different Dive to the Heart portraits.
* ArtShift: His P5 costume is a stark contrast to his other costumes, as it makes him look straight out of an old-timey Disney cartoon, complete with monochrome colors. The costume is based on [[FisherKingdom his change in appearance while exploring]] "Timeless River", a world in ''VideoGame/KingdomHeartsII'' that is based on early Disney animated shorts, such as ''WesternAnimation/SteamboatWillie''.
* AscendedExtra: In the original games, Aerial Sweep and Counterattack are just generic resource-less combo modifier abilities unlike his more powerful and flashier Magic and Limits. However, in ''Smash'', they've been upgraded to being part of Sora's Special repertoire alongside his spells and Sonic Blade.
* AttackReflector: {{Subverted|Trope}}; his Counterattack block will change ownership of projectiles, but they'll maintain their current trajectory and fly behind him (dangeous in a free-for-all, less so in a one-on-one). This makes him the opposite of Mewtwo in ''Melee'', whose Confusion reflector would turn attacks around but keep their original ownership.
* AudienceParticipation: Much like with Bayonetta, Sora's inclusion was due to the Smash Ballot. However, Bayonetta was included as the highest-ranked fighter that could actually be included at the time -- Sora was the most requested newcomer, but he couldn't be included in ''[=3DS/Wii U=]'' due to not having the legal issues around him worked out in time. As a result, the developers set out to include him in ''Ultimate'' instead.
* BadassAdorable: His default appearance is based on the first ''Kingdom Hearts'', and he's just as cute and cheerful as he was there. His "Timeless River" costume is also adorable, being a pie-eyed rubberhose cartoon character.
* BanishingRitual: His Final Smash, Sealing the Keyhole, has him fire a beam that creates a keyhole-shaped portal, and opponents unfortunate enough to be sucked into it are locked behind a door with the Smash logo on it; Sora then fires a second beam towards the door's keyhole, twists his Keyblade as if to lock the door, which then explodes. The move itself is derived from the moment following the final boss battle against Ansem, Seeker of Darkness in the first game, where Sora and Mickey both seal the Door to Darkness together.
* BattleIntro: Flies in with some pixie dust, poses with his Keyblade, and takes his idle stance.
* BigNo: Does this when he's KO'd and his KO quote.
* BookEnds: His reveal trailer is a bookend for every other ''Smash'' trailer. The initial teaser trailer for ''Ultimate'' in March 2018 showed a burning ''Smash'' logo, reflected in the eyes of the Inkling Girl, with all of the characters standing in a dark void. At the beginning of Sora's reveal from October 2021, the burning ''Smash'' logo and the dark void reappear, complete with the Inkling Girl's eyes reflecting the logo once again.
* BoringButPractical: His Counterattack isn't as flashy as [[VideoGame/XenobladeChronicles1 Shulk's]] Vision, [[Franchise/StreetFighter Ryu's]] Focus Attack, or VideoGame/{{Bayonetta}}'s Witch Time, but it can counter a wide variety of projectiles, attacks, and even recovery moves, in addition to causing opponents who hit it to stagger, thus making it one of the most powerful counters in the game.
%%* BreakingOldTrends: After a dozen fighters capable of dunking opponents into the abyss ([[TakingYouWithMe sometimes having to go along with them]]), Sora is the only DLC fighter to completely lack a [[MeteorMove meteor smash]].
* CallBack: Much as Mario took on the basic role of King Mickey in Sora's reveal trailer, Sora himself plays a role similar to Sonic in ''The Subspace Emissary'', being the last huge surprise of a third-party character and [[BigDamnHeroes showing up at the last minute]] to let everyone live and fight another day when everything looked to be over, against a near-unstoppable force (Tabuu or simply TheEnd itself) threatening to sap the imaginative life force out of everyone and turn them back into lifeless trophies.
* CallingYourAttacks: He exclaims "Fire!", "Thunder!", and "Freeze!" when casting Firaga, Thundaga, and Blizzaga respectively.
* TheCameo: Sora can appear in the background in the "Dive to the Heart" portion of the Hollow Bastion stage if he isn't partaking in the battle.
* {{Combos}}: Sora's Keyblade fighting style allows him to switch up his attacks depending on how he reacts during the combo, including movements and delaying attack timing for different results.
* CompositeCharacter: His default appearance is the one from the first ''VideoGame/KingdomHeartsI'' and his moveset is largely composed of attacks originating from that entry (with most of them reappearing at least once in the series except for Counterattack), but his alternate costumes use his outfits from ''VideoGame/KingdomHeartsII'', ''VideoGame/KingdomHearts3DDreamDropDistance'', and ''VideoGame/KingdomHeartsIII'', while his voice is the deeper, mature variant used in those later entries. His face also resembles the older look used from ''II'' onwards instead of his younger self as seen in ''I'' and ''3D''.
* CoolSword: The Keyblade is part CoolKey, part Cool Sword, and part MagicWand. In spite of its blunt appearance, Sora's Keyblade is perfectly capable of [[AbsurdlySharpBlade cutting through just about anything]] thanks to its potent magic. It is also capable of locking and unlocking any kind of physical, magical, or even metaphorical lock; demonstrations of this ability range from opening simple treasure chests to sealing "Keyholes", portals that lead to a world's Heart, to protect it from the Heartless.
* CounterAttack: Sora's aptly named Counterattack down special interrupts and stuns an attacking enemy before slashing them in return, unlike most counters which tank the attack damage before paying it back. It also works on projectiles, but they'll be deflected upon unsuspecting opponents behind Sora instead of being bounced back to their user. Do note, however, that, being based on the Guard technique in his home games, it works best if he is attacked from the front instead of from behind, so don't leave yourself open when using it!
* CrosshairAware: His Sonic Blade can lock onto nearby opponents, marking them with the same Lock On targeting reticle from his home games.
* DashAttack: Sonic Blade serves as his Side Special. He can dash up to three times in a row, with the second and third dashes in any direction of the player's choosing, akin to Greninja and Pikachu's Up Specials, and it can be canceled from his own Up Special for recovery purposes. If he's near a foe, he can also automatically lock onto them for the attack.
* DeliberatelyMonochrome: Sora's "Timeless River" costume features no colors, much like the level from where this costume originates, based on early Mickey Mouse cartoons.
* DimensionalTraveler: His involvement alone in ''Super Smash Bros Ultimate'' is similar to his source game series, where he travels to numerous worlds outside his own. The reveal trailer shows him fighting and interacting with the rest of the roster.
* DownloadableContent: The final member of Fighters Pass Vol. 2 and ''Ultimate'''s DLC fighters as a whole, released on October 18th of 2021. Buying this fighter also comes with the Hollow Bastion stage, 9 songs from ''Kingdom Hearts''[[note]]with an additional song included if you own ''Kingdom Hearts: Melody of Memory''[[/note]], and a unique DLC Spirit Board, where eight Spirit Battles for ''Kingdom Hearts'' characters await.
* EasterEgg: When Sora holds another item, Sora will use his Valor Stance from ''Kingdom Hearts II''.
* FireIceLightning: His neutral special allows him to cast Firaga, Thundaga, and Blizzaga in that order.
** Firaga is a fireball that shoots straight forward. Repeatedly pressing the button will have Sora keep shooting off fireballs until the button is no longer pressed.
** Thundaga shoots three thunder bolts down from above. Using it in the air will decrease its range, however.
** Blizzaga shoots a small cone of ice forward, with the potential to freeze whomever it hits.
* GlassCannon: He has high combo potential with decent power and KO potential, and is very quick and has a high jump and strong recovery options. However, he's extremely light, even lighter than Isabelle, which makes him very vulnerable to being KO'd himself, and some of his attacks have a start-up or lag to them that leaves him open for punishment.
* GrandFinale: Holds the honor of being the very last character added as DLC. This is emphasized in his reveal trailer, which opens with the burning ''Smash'' logo [[BookEnds that introduced Inkling and the game]] fading away and leaving the other characters as lifeless trophies before Mario uses the final small flame to conjure the Kingdom Key. And the "Mr. Sakurai Presents Sora" gameplay presentation is explicitly noted to show Sora fighting every other character in ''Ultimate'' at least once.
* GuestFighter: The 18th third-party character in the series. While Sora is the fourth character to hail from Square-Enix, he notably holds the distinction of being owned by the major media conglomerate Creator/{{Disney}}, making him also the first character to hail from them.
* HighAltitudeBattle: A major motif of his gameplay focuses on Sora's superior aerial mobility. Sora boasts an amazing recovery and his gameplay heavily favors launching his opponents into the air for aerial combos. Sora is also one of the few characters who's granted additional recovery potential ''after'' using his Up-Special.
* HistoryRepeats: [[https://twitter.com/PushDustIn/status/1450855097588609024 According to development info after Sora was released]], Fighters Pass #2 was meant to only have five[[note]]Technically six with Pyra/Mythra[[/note]] fighters, with Sora's inclusion being desired but thought of as an impossibility. It was only due to a chance encounter between Sakurai and a Disney representative during an awards show that negotiations made ground and eventually resulted in ''Ultimate''[='=]s last newcomer. Incidentally, a [=SquareSoft=] developer having an unlikely encounter with a Disney representative is how ''Kingdom Hearts'' came into existence to begin with.
* HomeStage: ''Ultimate'': Hollow Bastion. Based on its appearance in the first ''Kingdom Hearts'', this DiscOneFinalDungeon starts from the Rising Falls before traveling to the main castle, with platforming areas in the background recreated directly from the game. When a match is drawing to a close (either from the timer, low stamina, and/or low stock counts), it visually transforms into the famous "Dive to the Heart" tutorial sections from the original games, complete with stained glass visuals depicting other ''Kingdom Hearts'' original characters[[note]]Characters that can appear on said stained glass visuals: Sora, Riku, Roxas, Xion, Ventus, Aqua, or Terra[[/note]]. Functionally, it's a simple stage that has one auxiliary platform above the middle of the main one.
* HomingProjectile: Sonic Blade has homing properties on its second and third dashes, automatically slashing through a nearby opponent regardless of angle. However, as Sakurai notes, one should be careful doing this near a falling/self-destructing opponent, as activating the special prevents using Aerial Sweep, meaning that after it ends, Sora will be sent plummeting to his death with little chance of recovery.
* IBelieveICanFly: The ability to fly is a commonality among Keyblade wielders, and Sora is no exception: his Up and Side specials grant him increased aerial mobility along with his already excellent jumping height and speed, and his trailer shows him soaring as gracefully in the air as WesternAnimation/PeterPan (which makes sense, since he first gained the ability in Neverland).
* KidHero: He is 14 years old in the first ''Kingdom Hearts'' game, which his ''Smash'' appearance is based on. Even when he grew up by the time of the events of ''Kingdom Hearts III'', he's not yet 16.
* LeaningOnTheFourthWall: The fact that he's "finally here" reflects the fans' requests for him to enter the game for years. According to Masahiro Sakurai in Sora's October 2021 reveal, Sora was the most requested character for ''Smash'' since the ''Smash Bros.'' Fighters Poll was used back in the days of ''[=3DS=]/Wii U'', though he -- and presumably other highly-requested characters -- couldn't be implemented without their respective company's permissions, and Bayonetta was chosen as the last fighter for that game.
* {{Leitmotif}}: His trailer uses the orchestral version of "Simple and Clean", but it isn't available in the game. During the gameplay section of his trailer, "Fragments of Sorrow" plays, which under default settings, is also the song that would play the most often in Hollow Bastion, despite its theme being also in the game.
* LightIsGood: In contrast to Galeem, whose light is shown to bring ruin to the characters of ''Smash'', Sora's light is filled with life, returning the fighters back to normal from their figurine forms after the flames of the ''Smash Ultimate'' logo dies out. His fighter color is also a bright white.
* MagicKnight: Sora is a key-sword user who incorporates [[FireIceLightning Firaga, Thundaga, and Blizzaga spells]] in his arsenal to keep opponents at bay. Sakurai mentions in Sora's presentation that [[DeathFromAbove Thundaga in particular]] is a good anti-recovery spell that will thwart an opponent's attempt to get back onto the stage.
* MasterSwordsman: Acknowledged as being a "Keyblade Master". This is reflected in his gameplay as his down special allows him to parry and counter any attack with the correct timing. While he may not be as refined as other sword fighters, he's just as capable as any of them.
* MeaningfulName: His name is Japanese for "sky", and fittingly, he excels in fighting in the air. His reveal trailer even put special emphasis on his ability to fly, obtained from WesternAnimation/PeterPan.
* MechanicallyUnusualFighter: Downplayed. Unlike most other DLC characters, his controls are specifically noted by Sakurai to be rather straightforward, making it easy for anyone to play as him. He still has a few odd quirks, though, such as rotating automatically through magic spells and his three-hit combo system.
* MythologyGag:
** The way that Mario throws the Keyblade (wreathed in flame) in the reveal trailer heavily resembles the iconic Strike Raid attack seen in virtually every ''Kingdom Hearts'' game except ''Kingdom Hearts III''.
** His reveal trailer has Sora replicating the iconic "Dive to the Heart" sequences as he enters the scene from the Keyhole, which also mirrors the opening cinematic for ''Kingdom Hearts 3D''. Shortly after appearing (and also in his appearance in the "EVERYONE IS HERE!" mural), he is shown flying around with golden sparkle effects, just like how he does with WesternAnimation/PeterPan's pixie dust in Neverland.
** His default pose in his P1 costume recreates the pose from his character art in the original ''Kingdom Hearts'' with one minor change. The teeth of the Keyblade facing up instead of down. Sora strikes this same pose for the splash screen in his reveal trailer. His poses in his P2, P3, and P4 costumes are based on some of his official renders for ''Kingdom Hearts II'', ''Kingdom Hearts 3D: Dream Drop Distance'', and ''Kingdom Hearts III'' respectively, which are used for his Fighter Spirit artworks.
** At one point in his trailer, he slowly falls headfirst with the background of Galeem and Dharkon's stage behind him, a nod to the conflict between light and darkness that ''Kingdom Hearts'' is characterized by. It could also easily reference two things: his Dive to the Heart and his pose in the cover of ''VideoGame/KingdomHearts3DDreamDropDistance'', which symbolizes his [[spoiler:temporary fall into the slumber of darkness]].
** He's shown fighting Shulk on the Battlefield form of New Donk City Hall, a big sprawling open-world metropolis, just like [[WesternAnimation/BigHero6 San Fransokyo]] in ''Kingdom Hearts III''.
** His down and up smash attacks are inspired by Finishing Leap and Magic Flash from ''II'' and ''III'' respectively, though they lack the visual effects that make it obvious. Alternatively, it's been pointed out that due to the pose Sora makes during his up smash, it could also be Ripple Drive as seen from the first game's ''Final Mix''.
** While his Counterattack uses the Guard animation from ''I'', his pose while shielding evokes his blocking pose in ''II'' and ''III'' when an enemy attack has come in contact with his guard.
** In a Stamina Battle, if he gets the game-winning KO, time [[HitStop dramatically slows down]] as the final blow is dealt before the screen fades to white, much like when major bosses are slain in the ''Kingdom Hearts'' series ever since ''II''.
** His Final Smash is based on the ending of the first ''Kingdom Hearts'' where Sora uses his Keyblade to seal the Door to Darkness. Here however, the door has the ''Smash'' logo on it; in effect, Sora seals the "Door to ''Smash''", symbolizing that he's the final character to be added to ''Ultimate''.
** Sora's Magic Neutral Special cycles between Firaga, Thundaga, and Blizzaga automatically instead of being manually selected. This is similar to the Command Deck system in several ''Kingdom Hearts'' games, where equipped spells and so forth automatically cycle to the next one after one is used and goes into cooldown.
** The ability to spam cast Firaga by ButtonMashing alludes to a common tactic in the first ''Kingdom Hearts'' game where the Fire family's low MP cost and BoringButPractical properties made spam casting it easily abusable. Thundaga's appearance in this game also resembles the Thunder spell in ''358/2 Days'', in which Thunder comes down in three bolts directly in front of the user.
** The non-standard properties of his Down Special Counterattack reflect the unique blocking/parrying system of the first ''Kingdom Hearts'' game, in which deflecting an enemy's physical attack with either your own physical attack or a Block would cause both Sora and the opponent to stagger backwards and cancel their attacks. The ability that the move is based on allows Sora to immediately retaliate with a backhand uppercut with the Keyblade upon deflecting an opponent's physical move.
** If he holds a battering item, he will do his Valor Form's dual-wielding pose and attacks from ''II'', such as his Sonic Strike aerial finisher as his dash attack.
** His reveal trailer has a scene of him fighting Sephiroth, alluding to the latter's status as a recurring {{superboss}} in the ''Kingdom Hearts'' series. The specific attacks they use during the confrontation also reflect the boss fights directly; for example, Sora opens with an aerial attack, which is considered the optimal way to start attacking Sephiroth in the original ''Kingdom Hearts'', and Sephiroth attempts to use a Blade Dash only for Sora to block it, just like the Reaction Command used for Sephiroth's opening attack in ''Kingdom Hearts II''. The use of the Find Mii stage references both of the places Sephiroth is fought, a rocky outcropping like the one overlooking Villains' Vale in ''II'', but with the brown terrain and dark purple sky of the dark version of Olympus Coliseum in ''I''.
** Sakurai's gameplay demonstration of Sora ends with him battling both Cloud and Sephiroth, both of whom are recurring characters and optional bosses in ''Kingdom Hearts''.
** Towards the end of this trailer, Sora is seen staring onto the sunset in Kongo Jungle alongside a female Villager (who stands in for Kairi), referencing the signature shot of Sora and Kairi staring into the sunset at Destiny Islands.
** One of Sora's official screenshots shows him accompanied by Duck Hunt, who stands in for Donald and Goofy, another duck and dog duo.
** Sora's first victory pose is taken from his victory animation from the [[WesternAnimation/{{Hercules}} Olympus Coliseum]] tournaments in the first game, while his second victory pose is adapted from the animation of Sora unlocking the gateways between worlds in ''Kingdom Hearts II''.
** [[https://twitter.com/Sora_Sakurai/status/1446309374637477892 One of Sakurai's daily pictures]] shows Sora, in his ''3D'' outfit, jumping in Final Destination. The way the picture is framed, with Final Destination's background converging into the center, calls to mind the Dive Mode minigames in ''3D'', where Sora/Riku has to fall through the sky in order to enter a new Sleeping World.
** A battle in his Classic Mode route has him fight Cloud in the Coliseum. This is a call-back to Cloud's boss fight in [[WesternAnimation/{{Hercules}} Olympus Coliseum]].
** His Classic Mode picture is a recreation of him holding a paopu fruit (a Star Rod in this case) from ''Kingdom Hearts III'''s main menu.
* NonStandardCharacterDesign: Sora's [=P5=] costume is based on how he appears in "Timeless River", giving him an InkblotCartoonStyle design that fits right in with the world of ''WesternAnimation/SteamboatWillie''.
* OriginalGeneration: Not to ''Smash'' per se, but ''Kingdom Hearts''' own nature as a MassiveMultiplayerCrossover makes Sora the first fighter whose home series is a crossover in itself, rather than a completely original IP.
* PaletteSwap: His are based on his different costumes from throughout the ''Kingdom Hearts'' series:
** P1 is his original ''VideoGame/KingdomHeartsI'' design.
** P2 is his ''VideoGame/KingdomHeartsII'' design.
** P3 is his ''VideoGame/KingdomHearts3DDreamDropDistance'' design.
** P4 is his ''VideoGame/KingdomHeartsIII'' design.
** P5 is his [[WesternAnimation/ClassicDisneyShorts Timeless River]] design.
** P6 is his Valor Form from ''Kingdom Hearts II''.
** P7 is his Wisdom Form from ''Kingdom Hearts II''.
** P8 is his Ultimate Form from ''Kingdom Hearts III''.
* RuleOfThree:
** Sora's Neutral and Neutral Air Combos, as well as his Side Special attack, Sonic Blade, can hit an opponent three times.
** His Neutral Special Attack loops Firaga, Thundaga, and Blizzaga, in that order.
* ShockwaveStomp: By slamming his Keyblade downward for his down smash, it can make a shockwave with a hitbox that has widened range. Because he jumps up a bit before the slam, it can be used to dodge low attacks, and even attack opponents while they're in the middle of their ledge attack animation.
* ShownTheirWork:
** Sora has floaty and long-lasting aerial movement on par with Jigglypuff and Kirby, which seems strange for someone that isn't a literal balloon like them -- but it's completely accurate to the ''Kingdom Hearts'' games, where Sora and other Keyblade wielders can stay airborne for quite a while so long as they have combos to maintain and targets to lock onto. To a seasoned Keyblade user in the ''Kingdom Hearts'' universe, the law of gravity is but a mere suggestion.
** Sora's Counterattack being a powerful one fits into his source material. Especially on Critical Mode, Sora can easily be defeated by more powerful foes if a mistake is made; well-timed counters become an important part of winning.
* SlideAttack: His Dash Attack is, fittingly, his Sliding Dash ability from ''Kingdom Hearts Final Mix''.
* SpinAttack: His Up Special, Aerial Sweep, propels him upwards in a similar fashion to Link's Spin Attack; unlike Link, however, Sora is propelled into the air regardless of if he's on the ground or midair at the time of using the attack.
* StockAudioClip: His voice lines in both English and Japanese are taken directly from ''[=KH2=]'', ''Re:coded'' and ''Dream Drop Distance''.
* StuffBlowingUp: His Final Smash, Sealing the Keyhole, has Sora locking his enemies behind a ''Smash'' version of the Door to Darkness, which then somehow spontaneously explodes upon doing so.
* SwordPlant: He has both of his hands placed at the top of his Keyblade in his ''VideoGame/KingdomHeartsIII'' design render.
* VocalDissonance: Despite his default design and his series' representation being almost entirely being based on the first ''Kingdom Hearts'', Sora uses Haley Joel Osment's deeper voice from ''VideoGame/KingdomHeartsII'' that has been codified for all his appearances since then, even when he would reappear in spinoffs as his ''[=KH1=]'' self.
* WeaponAcrossTheShoulder: He casually hoists his Keyblade around his left shoulder (similar to Cloud's pose) for his original appearance in his ''Smash Bros'' artwork. He also does this pose for his Timeless River incarnation.
* WeaponSpecialization: The Kingdom Key Keyblade, commonly referred to as the "true power" of the Keyblade. While it's the most basic and typically weakest Keyblade, it's also the most recognizable in the series since it's the one that Sora starts his journey with at the start of the first game. It also happens to sport a Hidden Mickey for a keychain, which is as much Disney representation as Sora gets in ''Smash''.
[[/folder]]
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-->'''Nintendo debut:''' ''VideoGame/{{Tekken}} 3D: Prime Edition'' [Platform/Nintendo3DS], 2012

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-->'''Nintendo debut:''' ''VideoGame/{{Tekken}} ''[[VideoGame/Tekken6 Tekken 3D: Prime Edition'' Edition]]'' [Platform/Nintendo3DS], 2012
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-->'''Debut:''' ''VideoGame/{{ARMS}}'' [UsefulNotes/NintendoSwitch], 2017

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-->'''Debut:''' ''VideoGame/{{ARMS}}'' [UsefulNotes/NintendoSwitch], [Platform/NintendoSwitch], 2017



-->'''Nintendo debut:''' ''VideoGame/{{Tekken}} 3D: Prime Edition'' [UsefulNotes/Nintendo3DS], 2012

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-->'''Nintendo debut:''' ''VideoGame/{{Tekken}} 3D: Prime Edition'' [UsefulNotes/Nintendo3DS], [Platform/Nintendo3DS], 2012



-->'''Nintendo debut:''' ''VideoGame/KingdomHeartsChainOfMemories'' [UsefulNotes/{{GBA}}], 2004

to:

-->'''Nintendo debut:''' ''VideoGame/KingdomHeartsChainOfMemories'' [UsefulNotes/{{GBA}}], [Platform/{{GBA}}], 2004
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-->'''Debut:''' ''VideoGame/KingdomHeartsI'' [UsefulNotes/PlayStation2], 2002

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-->'''Debut:''' ''VideoGame/KingdomHeartsI'' [UsefulNotes/PlayStation2], [Platform/PlayStation2], 2002
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->Sora dashes forward at a target with his Keyblade up to three times.

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->Sora dashes forward at a target with his Keyblade up to three times. He can also perform this special immediately after performing Aerial Sweep.
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The Cold-Blooded Leader of G Corporation and first champion of the King of Iron Fist Tournament, Kazuya Mishima is one of the cornerstone characters of the ''VideoGame/{{Tekken}}'' series by Creator/BandaiNamco, making him the company's second fighter after VideoGame/PacMan. He was introduced during the 2021 [=E3=] "WebVideo/NintendoDirect" on June 15, and details on how he plays were revealed in a "Mr. Sakurai Presents" video that aired on June 28, 2021. He was then released on the following day, June 29, 2021, as part of the Version 12.0 update.\\

to:

The Cold-Blooded Leader Oppressor of G Corporation and first champion of the King of Iron Fist Tournament, Kazuya Mishima is one of the cornerstone characters of the ''VideoGame/{{Tekken}}'' series by Creator/BandaiNamco, making him the company's second fighter after VideoGame/PacMan. He was introduced during the 2021 [=E3=] "WebVideo/NintendoDirect" on June 15, and details on how he plays were revealed in a "Mr. Sakurai Presents" video that aired on June 28, 2021. He was then released on the following day, June 29, 2021, as part of the Version 12.0 update.\\
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dewick of Bonus Boss


** His reveal trailer has a scene of him fighting Sephiroth, alluding to the latter's status as a recurring BonusBoss in the ''Kingdom Hearts'' series. The specific attacks they use during the confrontation also reflect the boss fights directly; for example, Sora opens with an aerial attack, which is considered the optimal way to start attacking Sephiroth in the original ''Kingdom Hearts'', and Sephiroth attempts to use a Blade Dash only for Sora to block it, just like the Reaction Command used for Sephiroth's opening attack in ''Kingdom Hearts II''. The use of the Find Mii stage references both of the places Sephiroth is fought, a rocky outcropping like the one overlooking Villains' Vale in ''II'', but with the brown terrain and dark purple sky of the dark version of Olympus Coliseum in ''I''.

to:

** His reveal trailer has a scene of him fighting Sephiroth, alluding to the latter's status as a recurring BonusBoss {{superboss}} in the ''Kingdom Hearts'' series. The specific attacks they use during the confrontation also reflect the boss fights directly; for example, Sora opens with an aerial attack, which is considered the optimal way to start attacking Sephiroth in the original ''Kingdom Hearts'', and Sephiroth attempts to use a Blade Dash only for Sora to block it, just like the Reaction Command used for Sephiroth's opening attack in ''Kingdom Hearts II''. The use of the Find Mii stage references both of the places Sephiroth is fought, a rocky outcropping like the one overlooking Villains' Vale in ''II'', but with the brown terrain and dark purple sky of the dark version of Olympus Coliseum in ''I''.

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