Introduction
Kamen Rider Accel overheard his daughter talking about GDQ, and is hoping his IL record of 9.8 seconds will get his speedrun on the big stage this year so he can impress her. Accel doesn't know what video games are.
Accel is a bit of an odd duck. A hypothetical version of his Base Form that doesn't have its Rider Art would likely be extremely weak. However, his Rider Art, an unblockable ground pound, ties it all together and gives him unparalleled reward on hit.
Accel Trial, his Power Up form, turns a slow character who struggles to approach into one of the hardest to keep out. Trial's defense is also nothing to sneeze at, since he has a counter that helps him get out on the backfoot.
In combination, this all turns Accel into something of a part-timer big body. He has to take big risks, but is rewarded with consistent access to fatal threats in both of his forms. Players who like constantly putting a drain on both players' resources and forcing the opponent to keep up will find success with Accel.
Playstyle
Kamen Rider Accel races his opponent to the bottom of the Guard Gauge. |
Pros |
Cons |
- Consistent Access to Touch of Death Combos: As long as Accel has just a single stock of Rider Gauge, any hit represents a kill combo, often forcing his opponents to burst on any touch.
- Trial Form Speeds In: Once Accel has almost run the opponent dry defensively, it's near impossible to maintain distance from his Trial Form.
- Power Up Style: Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming.
|
- Sluggish: For a guy named Accel, he sure attacks slow. Even in Trial Form, where he gets much faster, many of his attacks leave him pretty open on whiff.
- Reliant on Grounded Hits: Accel often struggles to stop opponents from jumping, and he can only get his full reward on a grounded hit.
- Can't Reliably Bait Burst: Experienced opponents will be able to cut off Accel's resource loop by bursting, and there's not much he can do about it.
|
Form Select
Move List
Normal Moves
5LLL
5LLL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A stepping elbow. Unsafe on hit if not cancelled into a follow-up.
|
5LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A backhand. Has quick recovery, which is a rarity for Accel's mid-string normals.
|
5LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sword chop. Launches the opponent on hit.
|
|
5LH
5LH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A stepping elbow. Unsafe on hit if not cancelled into a followup.
|
5LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sword thrust that launches the opponent on hit. Air techable and profoundly punishable on hit.
|
|
46LL
4/6LL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
4/6L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
4/6LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A backhand that knocks the opponent away on hit.
|
|
46LHH
4/6LLL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
4/6L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
4/6LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sword thrust. Extremely punishable on hit if not cancelled into its followup.
|
4/6LHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sword slam that groundbounces the opponent on hit.
|
|
28LL
2/8LL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
2/8LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A quick jab that knocks the opponent away on hit.
|
|
28LH
2/8LH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
2/8LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sword uppercut launcher. Can be cancelled with a Combo Jump into its aircombo followup string, jLHS.
Accel mostly doesn't want to use this string at all, let alone its aircombo followup. It is a unique aircombo, however, and it does deal a lot of damage.
|
2/8LHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
An alternate ender for the launcher string.
|
|
5HHH
5HHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sword slash. A reliable starter on any easy punish, but not super useful for neutral.
|
5HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A followup slash. Advantageous on hit, but punishable on block.
|
5HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
6HHH
6HHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
6H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel steps back, then forward with a slash. Doesn't cover much distance either way.
|
6HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
6HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel slams his sword down. Groundbounces the opponent, but extremely unsafe on block.
|
|
28HHH
2/8HHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sword uppercut that launches the opponent on hit. Its extremely slow startup makes this difficult to land.
|
2/8HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sword slam that groundbounces the opponent on hit.
|
2/8HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A final sword uppercut that knocks the opponent away on hit. Causes a fully untechable launch, for whatever that's worth.
|
|
jL
jL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel holds the sword out. Has active frames until landing, but pulls the sword (and its hitbox) back late in the animation if it's done early in the jump.
|
|
jH
jH
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel holds the sword out. Identical to jL in every way.
|
|
Special Moves
5S
Accel Grand Tour 5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel does an advancing backflip kick. Crumples the opponent on hit. Very unsafe on block.
A somewhat useful attack in neutral thanks to its range and reward on hit. It's also capable of evading some attacks that hit low to the ground, but you'd be lucky to land it that way on purpose.
The crumple on Accel Grand Tour reliably combos into Accel's Rider Art, which itself combos back into this attack, making it an invaluable combo piece.
|
|
dS
Engine Memory Electric any direction + S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel charges himself with electricity and swings his sword three times. Has Hyper Armor for its duration and knocks the opponent away on hit.
This might be useful to intercept attacks or as a defensive option, except that it's extremely slow to start, has no tracking once Accel begins attacking, and doesn't stop your opponent from RCing and either blocking or getting out of the way. From there, Accel's left wide open for the worst punish he can possibly take.
|
|
JS
Engine Memory Jet jS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel winds up in mid-air, then fires a wave of 3 projectiles, bouncing backwards to a safe distance. Launches the opponent on hit.
A useful option if Accel is forced to the air, or to run away while you don't have enough Rider Gauge to pose a threat.
|
|
Universal Mechanics
Throw
Throw 4H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
N
|
-
|
-
|
-
|
-
|
-
|
Accel's throw. Causes a hard knockdown, but does not provide any combo follow ups.
|
|
Dash Action
Dash Action Guard Dash Guard Dash
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
N/A
|
-
|
-
|
-
|
-
|
-
|
Accel runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
|
|
Rider Art
Rider Art Earthquake Earthquake
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
0
|
N
|
-
|
-
|
-
|
-
|
-
|
Upon pressing Rider Art, Accel plants his sword and fires off an electric charge, making a crater. An unblockable with massive range that can only hit opponents who are grounded. On hit, the opponent is shocked for multiple seconds. Costs 1 stock of the Rider Gauge.
This Rider Art is essentially Accel's whole gameplan in Base Form. It's an unblockable that demands an answer of some kind even from a distance, making it his main threat. He's also able to combo it from 5S' crumple, making it his main combo tool.
On hit, Accel has time to Gauge Charge until he's gained more meter than he spent before following up. This, combined with the fact that it combos from 5S, enables Accel's Base Form infinite.
The best time for your opponent to burst this infinite is on reaction to Accel spending 1 stock of Rider Gauge. On that timing, even if he's standing out of range for burst to connect, he will recover too late to punish. However, a burst at any other time will leave your opponent vulnerable to a second Rider Art, while wasting a huge chunk of their Guard Gauge. Understanding this situation is key on both sides of the Accel matchup.
If his opponent is Guard Crushed, looping Rider Art takes a very long time. In that case, Accel would usually prefer using this crumple as a restand before doing a combo in Trial Form.
|
|
Style Action
Style Action Power Up Power Up
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
N/A
|
-
|
-
|
-
|
-
|
-
|
Accel transforms into Accel Trial at the cost of three stocks of the Rider Gauge. As with all Power Up style transformations, this can be used to cancel grounded normal attacks and blockstun.
|
|
Combos
- [5S > RA > Gauge Charge] > repeat xN
- Accel's Base Form infinite. Any string that RCs into 5S can also function as a starter into this infinite.
- 5S > RA > Gauge Charge > 5HH > Style Action (Trial Form) > 5LHH > RA Follow-up
- While the opponent is Guard Crushed, it's best to quickly transform into Trial Form to deal damage more quickly.
- [RA > Gauge Charge] > repeat xN
- On some occasions, Accel's best option is to loop RA for 0 damage from the edge of its range.
- This variant loop is best used when the timer is low, since Accel will max his own Rider Gauge but prevent giving his opponent any.
- 5S > Rider Finale
- RA > Gauge Charge > Rider Finale
- Accel is able to link Rider Finale after RA as long as he had full Rider Gauge before RA, or 5S if he already had full Rider Gauge.
Move List
Normal Moves
Trial 5LLLLLLLL
5LLLLLLLL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel does a triple jab combo.
|
5LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A second triple jab combo.
|
5LLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5LLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5LLLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5LLLLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A double high kick that launches the opponent.
|
5LLLLLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sobat that knocks the opponent away on hit.
|
|
Trial 5LHHH
5LHHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel does a triple jab combo.
|
5LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5LHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A body blow that crumples the opponent on hit. Useful for combo enders.
|
5LHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A lunging punch that knocks the opponent away on hit. Safe on block.
|
|
Trial 4/6LLLLL
4/6LLLLL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
4/6L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
4/6LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
4/6LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A double high kick that launches the opponent on hit.
|
4/6LLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
4/6LLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A high kick that knocks the opponent away on hit.
|
|
Trial 4/6LHH
4/6LHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
4/6L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
4/6LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sweep kick that launches the opponent on hit.
|
4/6LHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A side kick that knocks the opponent away on hit.
|
|
Trial 2/8LLLL
2/8LLLL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
An advancing low kick. A great starter for Trial Form at longer ranges.
|
2/8LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
2/8LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
2/8LLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A kick that knocks the opponent away on hit.
|
|
Trial 2/8LHH
2/8LHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
An advancing low kick. A great starter for Trial Form at longer ranges.
|
2/8LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A hopping double kick that launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.
Accel Trial doesn't often use this launcher string, but it can be useful to deal damage very quickly against a Guard Crushed opponent.
|
2/8LHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
An alternate ender for the launcher string.
|
|
Trial 5HHHHHH
5HHHHHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5HHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5HHHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5HHHHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A dash punch that knocks the opponent away on hit.
|
|
Trial 6HHH
6HHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
6H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
6HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
6HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A hopping double kick that launches the opponent on hit.
|
|
Trial 2/8HHH
2/8HHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A sweep kick that launches the opponent on hit.
|
2/8HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A double high kick that launches the opponent even on grounded hit.
|
2/8HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A backfist that knocks the opponent away on hit.
|
|
Trial jL
jL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
Accel holds his leg out. Has active frames until landing.
|
|
Trial jH
jH
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
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-
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Accel holds his leg out. Identical to jL in every way.
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Special Moves
Trial 5S
Hyakuretsu Kick 5S
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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-
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Y
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-
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-
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-
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-
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Accel does a set of lightning-fast kicks. Ends in a spinning kick that knocks the opponent away on hit. Safe on block, making it an excellent tool for pressuring the Guard Gauge.
On juggle, the opponent will be able to air tech in the middle of the attack. This isn't the end of the world since it's safe on block anyway, but it does mean you should try to land it grounded.
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Trial dS
Instant Movement any direction + S
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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-
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N/A
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-
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-
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-
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-
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A catch counter that is extremely quick to start up, if not instant. On a successful counter, Accel teleports behind the opponent, leaving them wide open.
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Trial JS
Diving Kick jS
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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-
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Y
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-
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-
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-
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-
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A divekick at an extremely wide angle that covers a lot of distance very quickly. The angle makes this useful to move or punish with.
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Universal Mechanics
Trial Throw
Throw 4H
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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-
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N
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-
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-
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-
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-
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Accel Trial's throw. This causes a hard knockdown but does very little damage.
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Dash Action
Dash Action Air Dash Air Dash
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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-
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N/A
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-
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-
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-
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-
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-
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Accel airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge.
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Trial Rider Art
Rider Art Zig-Zag Dash Zig-Zag Dash
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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-
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Y
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-
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-
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-
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Accel does a unique version of the Zig-Zag Dash Rider Art. This version zigs and zags more than normal at long range, but does so less at close range, making it even more difficult to intercept than other Zig-Zag Dashes. Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing Rider Art or Special Attack at no additional cost.
The followup executes instantly, starting a cinematic on hit, then transitions into Hyakuretsu Kick (5S) if it does not hit. This makes it an extremely good tool for whiff punishing, and even for locking the opponent down to Guard Crush them, since it's safe on block.
A hyper-aware opponent can theoretically block the first hit from Rider Art and then sidestep, causing the 5S to whiff and leaving Accel wide open, but the gap is prohibitively small.
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Trial Style Action
Style Action Power Up Power Up
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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-
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N/A
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-
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-
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-
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-
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-
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Accel Trial transforms back into Accel at no cost of the Rider Gauge. As with all Power Up style transformations, this can be used to cancel grounded normal attacks and blockstun.
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Combos
- [5LLLLLL > RC] > repeat xN > 5LHH > jS
- Accel Trial's RC loop. Damage scaling kicks in really fast, but you can do quite a bit of damage this way.
- This RC loop is optimized for meter gain per loop. It's not quite meter positive, but becomes meter positive during Climax Time.
- [5HHHHH > RC] > repeat xN > 5LHH > jS
- Accel Trial's alternate RC loop.
- This RC loop is optimized for damage, and is best used when you already have a lot of Rider Gauge. Even during Climax Time, it's not meter positive.
- For some reason, Trial's RA follow-up doesn't ignore damage scaling like most of them do. It's still a useful combo piece, but it's best to do it as early as possible in the combo.
- 5HHHHH > RC > 5HHHHH > Style Action (Base Form) > 5S > RA > 5S > Climax Time > Rider Finale
- A touch of death combo starting from Accel Trial.
- When the opponent is Guard Crushed, you can use this to kill them within the Guard Crush timer.
Navigation
General
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