Kamen Rider: Super Climax Heroes/PunchHopper

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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
KRSCH PunchHopper icon.png 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.
  • 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.

Form Select

KRSCH PunchHopper Illustration.png
PunchHopper

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

Combos

  • 5HHH RC 2L, 5LH, 6S/j.S
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.
  • Throw/j.S, 2HH RC 6S
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.

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