Introduction
Kamen Rider PunchHopper
Kamen Rider PunchHopper used to move like a butterfly and sting like a bee, but upon becoming unemployed, he decided that grasshoppers were cooler than both butterflies and bees.
PunchHopper is among the most by-the-books that rushdown characters get in Super Climax Heroes. With a bevy of strong neutral tools, including powerful forward-moving strings, an absolutely brolic j.S and the threat of a fully tracking unblockable Rider Art, PunchHopper is easily able to force his way in and start running powerful mixups with both a very rewarding strike/throw game and the ever-looming threat of the unblockable Rider Punch.
However, with rushdown strengths come rushdown weaknesses. While he's got plenty of tools for forcing his way in, that's not to say it's impossible to stop him - especially if his opponent is armed with a strong projectile or other zoning tools. On top of that, he's got very little in the way of defensive durability, thanks to a fairly painful defense modifier and an average guard bar size, which is only compounded by the lack of any defensive utility provided by the Speed Up Battle Style.
PunchHopper is recommended for players who want to barrel in with strong approach tools and constantly keep opponents on the back foot with relentless mixups and devastating combos.
Playstyle
Kamen Rider PunchHopper is a pixie rushdown character who forces his way into close range to run powerful mixups. |
Pros |
Cons |
- Powerful Approach Options: PunchHopper isn't lacking in ways to brute-force himself into his preferred range, thanks to both powerful advancing strings and one of a small number of j.S attacks that gets to be plus on block.
- Scary Mixups: On top of being able to convert his strike/throw mixups into big combos with the wall and Clock Up at his disposal, PunchHopper's Rider Art also gives him access to a fully tracking unblockable attack that can force timing mixups from almost any neutral position.
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- Linear Movement: While there's something to be said for the strength of his tools when he takes to the skies, PunchHopper still has to contend with Super Climax Heroes' numerous powerful zoning tools, meaning that characters who are able to shut down his approach are a real nightmare for him.
- Weak Defense: PunchHopper's below-average defensive durability, thanks to a weak defence modifier and an average Guard Gauge size, is only compounded by the Speed Up Battle Style, which provides very little in the way of immediate defensive utility.
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Form Select
Normal Moves
5LLL
5LLLL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5LHH
5LH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
4/6LLL
4/6LLLL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
4/6L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
4/6LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
4/6LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
4/6LLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
4/6LHH
4/6LH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
4/6L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
4/6LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
2/8LLL
2/8LL
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
2/8LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
2/8LHH
2/8LHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
2/8LH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
This string can be followed up with a Pursuit Jump into its aircombo followup string, jLHS.
|
2/8LHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
5HH
5HHHH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5HHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
6HHHH
6HH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
6H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
6HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
2/8HHH
2HH
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
2/8H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
2/8HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
jL
jL
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
jH
jH
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
During Clock Up
Clock Up 5L
5LLLLLLL (Clock Up)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5LLLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
Clock Up 46L
46LLLLLLLL (Clock Up)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
46L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
46LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
46LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
46LLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
46LLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
46LLLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
46LLLLLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
Clock Up 28L
28LLLL (Clock Up)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
28L
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
28LL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
28LLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
28LLLL
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
Clock Up 5H
5HHHHHH (Clock Up)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
5H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5HHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5HHHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
5HHHHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
Clock Up 6H
6HHHH (Clock Up)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
6H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
6HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
6HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
6HHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
Clock Up 28H
28HHHHH (Clock Up)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
28H
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
28HH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
28HHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
28HHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
28HHHHH
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
5S
Rider Punch (Backfist) 5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
DS
Rider Punch (Upper) any direction + S
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
Normal
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
|
JS
Swoop Punch jS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
PunchHopper dives towards his opponent fist-first. The exceptionally low landing recovery on this move means that not only does this move get to be advantageous on block, but on hit, PunchHopper can act before the move's camera angle shifts (and thus before the opponent can tech roll), allowing this move to start and even extend combos at the wall.
|
|
Universal Mechanics
Throw
Throw 4H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
PunchHopper's throw. Provides a hard knockdown and enough advantage to follow up in the corner with 2H or dS.
|
|
Dash Action
Dash Action Air Dash Air Dash
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
PunchHopper airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge. Allows PunchHopper to extend the horizontal range of his j.S, which he certainly isn't complaining about.
|
|
Rider Art
Rider Art Super Jump Super Jump
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
Y
|
-
|
-
|
-
|
-
|
-
|
A standard Super Jump-type Rider Art. Has access to an unblockable followup with jS at no additional cost. Costs .5 stocks of the Rider Gauge.
|
|
Style Action
Style Action Speed Up Speed Up
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Block Adv.
|
Hit Adv.
|
-
|
N/A
|
-
|
-
|
-
|
-
|
-
|
PunchHopper activates Clock Up, slowing time for the opponent. Requires at least 2 stocks of the Rider Gauge to initiate, and lasts until the Rider Gauge fully drains.
During Clock Up, PunchHopper has access to the following extended strings:
- 5LLLLLL
- 6LLLLLLL
- 2LLLL
- 5HHHHHH
- 6HHHH
- 2/8HHHHH
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|
Combos
- PunchHopper's most basic midscreen BnB combo. Despite the stagger stun on 2L threatening to make the link fake, 5LH links with ease, allowing this combo to be very meter-efficient.
- Basic corner extension after throw or j.S. You'll want to make sure that you're landing the 2H before the camera angle shifts back, otherwise your opponent will be able to tech roll. If you want to save meter, just link directly into 6S.
- Throw/j.S, 2H > Style Action > {6S 6S [j.S]xN 6S 2H} > Speed Up ends > j.S, 6S
- PunchHopper's devastating corner Clock Up combo. Make sure 2H is the last hit of your Speed Up juggle, as the ground bounce allows you to extend with the final j.S 6S.
Navigation
General
|
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Showa
|
Kamen Rider
|
|
Kamen Rider V3
|
|
Kamen Rider Amazon
|
|
Kamen Rider BLACK (RX)
|
|
Heisei Phase 1
|
Kamen Rider Kuuga
|
|
Kamen Rider Agito
|
|
Kamen Rider Ryuki
|
|
Kamen Rider 555
|
|
Kamen Rider Blade
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|
Kamen Rider Hibiki
|
|
Kamen Rider Kabuto
|
|
Kamen Rider Den-O
|
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Kamen Rider Kiva
|
|
Kamen Rider Decade
|
|
Heisei Phase 2
|
Kamen Rider W
|
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Kamen Rider OOO
|
|
Kamen Rider Fourze
|
|
Kamen Rider Wizard
|
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