Kamen Rider: Super Climax Heroes/Ibuki: Difference between revisions
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![KRSCH Ibuki Illustration.png](/images/thumb/6/60/KRSCH_Ibuki_Illustration.png/130px-KRSCH_Ibuki_Illustration.png)
Ibuki
(dash shot recovery) |
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* '''Rider Gauge Domination:''' Ibuki has access to Assault Mode's quick charge to gain a ton of meter, as well as a special move that drains the opponent's Rider Gauge. | * '''Rider Gauge Domination:''' Ibuki has access to Assault Mode's quick charge to gain a ton of meter, as well as a special move that drains the opponent's Rider Gauge. | ||
|cons = | |cons = | ||
* '''Limited Normals:''' Many of Ibuki's striking normals are on the slow side, and he doesn't have a ton of useful strings up close. | * '''Limited Normals:''' Many of Ibuki's striking normals are on the slow side, and he doesn't have a ton of useful strings up close. | ||
* '''Defense:''' Ibuki is difficult to pin down, but if he finds himself without Rider Gauge and low on Guard Gauge, he's in trouble. | * '''Defense:''' Ibuki is difficult to pin down, but if he finds himself without Rider Gauge and low on Guard Gauge, he's in trouble. | ||
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Latest revision as of 22:31, 27 June 2024
Introduction
Kamen Rider Ibuki is a gun-toting trumpet-tooting oni.
Playstyle
Form Select
![KRSCH Ibuki Illustration.png](/images/thumb/6/60/KRSCH_Ibuki_Illustration.png/130px-KRSCH_Ibuki_Illustration.png)
Move List
Normal Moves
5LL
5LL
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5LH
5LH
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4/6LLL
4/6LLL
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4/6LH
4/6LH
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2/8LLL
2/8LLL
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2/8LH
2/8LH
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5H
5H
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6H
6H
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2/8H
2/8H
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Assault Mode
Assault 5LLLLL
5LLLLL (Assault Mode)
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Assault 5LHH
5LHH (Assault Mode)
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Special Moves
5S
Oniishi Resonance
5S |
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DS
Kitoujutsu Senpuujin
any direction + S |
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JS
Oniishi Shot (Air)
jS |
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Universal Mechanics
Throw
Throw
4H |
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Dash Action
Dash Action Dash Shot Dash Shot
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Rider Art
Rider Art Dodge Shot Dodge Shot
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Style Action
Style Action Assault Mode Assault Mode
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Combos
- 2L/2H > 5LHS
- Standard link combos. 2L is pretty slow, and 2H is unlikely to hit at point-blank range. As such, these are mostly useful against an opponent who's already cornered, or from a RC starter. It's also possible to link these normals into Rider Finale.
- DA > DA > DA > 5LHS
- Dash Action starter. Running towards the opponent while firing at them can be a useful whiff punisher. If you reach the opponent early, you must stop running and go to neutral early in order to end the Dash Action's recovery.
- 6LH > RC > 2L > 5LHS
- 6LL > RC > 2LHS
- 6L has two fairly good chain options. These combos end in a Quick Charge, building more meter than they spend.
- 5H > Style Action > [5H > RC] repeat xN > 5LHS
- 5H > Style Action > [5H > RC] repeat xN > 5S
- 5H loop combos. When the Rider Gauge fully empties from Assault Mode activation, it's possible to end in 5LHS Quick Charge for one stock of Rider Gauge, or 5S to burn the opponent's red life.
- With full Rider Gauge, this easily does enough damage to 100% the opponent. Bursting out is also difficult since Assault Mode activation allows free RCs.