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| '''Kamen Rider W''' (pronounced ''Double'') is here for when you just need two men. | | '''Kamen Rider W''' (pronounced ''Double'') is here for when you just need two men. |
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| At a whopping 12 forms, W has the most forms of any character in the game. Nine of these are available through Form Change's mix and match mechanics, by changing the left and right side of W's body independently of each other. W also has access to a Power Up style and two Assault styles. | | At a whopping 12 forms, W has the most forms of any character in the game. Nine of these are available through Form Change's mix-and-match mechanics, by changing the left and right sides of W's body independently of each other. W also has access to a Power Up style and two Assault styles. |
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| <tabber> | | <tabber> |
| |-|Form Change Style= | | |-|Form Change Style= |
| In this variation, W has free control over transforming the left and right sides of their body, using the Gaia Memories to change through a special UI. It can be summed up as the right side determining their weapon, while the left side determines its properties. | | In this variation, W has free control over transforming the left and right sides of their body, using the Gaia Memories to change through a special UI. It can be summed up as the left side determining their weapon, while the right side determines its properties. |
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| W's right side has access to these forms: | | W's left side has access to these forms: |
| * '''<span style="color: indigo">Joker</span>''' (Black/Purple J) uses unarmed melee attacks. | | * '''<span style="color: indigo">Joker</span>''' (Black/Purple J) uses unarmed melee attacks. |
| * '''<span style="color: silver">Metal</span>''' (Silver M) wields a pole. | | * '''<span style="color: silver">Metal</span>''' (Silver M) wields a pole. |
| * '''<span style="color: blue">Trigger</span>''' (Blue T) wields a gun, and focuses more on zoning. | | * '''<span style="color: blue">Trigger</span>''' (Blue T) wields a gun, and focuses more on zoning. |
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| W's left side has access to these forms: | | W's right side has access to these forms: |
| * '''<span style="color: green">Cyclone</span>''' (Green C) uses wind, and has an emphasis on speed and multi-hitting attacks. | | * '''<span style="color: green">Cyclone</span>''' (Green C) uses wind, and has an emphasis on speed and multi-hitting attacks. |
| * '''<span style="color: red">Heat</span>''' (Red H) uses fire. It features Super Armor and can be thought of as W's "power" type. | | * '''<span style="color: red">Heat</span>''' (Red H) uses fire. It features Super Armor and can be thought of as W's "power" type. |
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| * '''<span style="color: green">Cyclone</span><span style="color: silver">Metal</span>''' is a simple rushdown character who spins a rod to deal massive damage and pressure the Guard Gauge. | | * '''<span style="color: green">Cyclone</span><span style="color: silver">Metal</span>''' is a simple rushdown character who spins a rod to deal massive damage and pressure the Guard Gauge. |
| * '''<span style="color: green">Cyclone</span><span style="color: blue">Trigger</span>''' fires linear projectiles that move quickly and hit hard. A basic powerful zoner that can also serve as a battery, building Rider Gauge for W's other forms. | | * '''<span style="color: green">Cyclone</span><span style="color: blue">Trigger</span>''' fires linear projectiles that move quickly and hit hard. A basic powerful zoner that can also serve as a battery, building Rider Gauge for W's other forms. |
| * '''<span style="color: gold">Luna</span><span style="color: blue">Trigger</span>''' uses homing projectiles that drain the Rider Gauge on hit to banish the opponent to the no fun zone, i.e. fullscreen and out of meter. This form is one of ''Super Climax Heroes''<nowiki>'</nowiki> strongest characters, and is generally banned. | | * '''<span style="color: gold">Luna</span><span style="color: blue">Trigger</span>''' uses homing projectiles that drain the Rider Gauge on hit to banish the opponent to the no-fun-zone, i.e. fullscreen and out of meter. This form is one of ''Super Climax Heroes''<nowiki>'</nowiki> strongest characters, and is generally banned. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
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| In return, this form is also capable of very high damage, and having the Power Up style is a defensive boon. Xtreme also gains an unblockable Rider Art follow-up that's useful to catch opponents slacking. | | In return, this form is also capable of very high damage, and having the Power Up style is a defensive boon. Xtreme also gains an unblockable Rider Art follow-up that's useful to catch opponents slacking. |
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| Xtreme comes recommended to players who enjoy CycloneJoker the most out of W's forms, because this is W's base form when choosing Power Up Style. | | Xtreme comes recommended to players who enjoy CycloneJoker the most out of W's forms, because this is their base form when choosing Power Up Style. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
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| |-|Assault Style (FangJoker)= | | |-|Assault Style (FangJoker)= |
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| This version of W trades off the versatility of switching forms for a single Assault-style form. | | This version of W trades off the versatility of switching forms for a single Assault Style form. |
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| Rather than a power-up, it's best to think of FangJoker as a totally different character. This form boasts an exceptionally goofy homing projectile and very long grounded strings. | | Rather than a power-up, it's best to think of FangJoker as a totally different character. This form boasts an exceptionally goofy homing projectile and very long grounded strings. |
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| |-|Assault Style (Joker & Cyclone)= | | |-|Assault Style (Joker & Cyclone)= |
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| This form of W trades off the versatility of switching forms for a single Assault form, and in doing so becomes... mostly a much worse version of CycloneJoker. | | This form of W trades off the versatility of switching forms for a single Assault Style form, and in doing so becomes... mostly a much worse version of CycloneJoker. |
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| Joker trades pretty much all of W's useful tools for swaggy combos. Those swaggy combos don't even do much damage, and Joker is broadly considered one of the weakest characters in the game. | | Joker trades pretty much all of W's useful tools for swaggy combos. Those swaggy combos don't even do much damage, and Joker is broadly considered one of the weakest characters in the game. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
| | intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider Joker & Cyclone''' is a below-average in-fighter, but at least he looks cool! | | | intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider Joker (& Cyclone)''' is a below-average in-fighter who at least looks cool! |
| | pros = | | | pros = |
| * '''Huh?:''' Joker doesn't really have much in the way of advantages. | | * '''Huh?:''' Joker doesn't really have much in the way of advantages. |
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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle=Form Change Style Only |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| *<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker. | | *<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker. |
| *<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends. | | *<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends. |
| | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">CycloneJoker Power Up Style Action</font> ====== |
| | {{MoveData |
| | |image= |
| | |caption=Power Up |
| | |name=Style Action |
| | |subtitle=Power Up Style Only |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N/A |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | By pressing <u>Style Action</u>, W transforms into his CycloneJokerXtreme form at the cost of 3 stocks of the Rider Gauge. Doing so also refreshes damage scaling and the Guard Gauge. |
| }} | | }} |
| }} | | }} |
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| |description= | | |description= |
| W holds the rod out. Has a lot of active frames, but is not active until landing. | | W holds the rod out. Has a lot of active frames, but is not active until landing. |
| | }} |
| | }} |
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| jH is identical to this attack, but deals more damage. | | ====== <font style="visibility:hidden" size="0">CycloneMetal jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_CycloneMetal_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W holds the rod out. Mostly identical to jL, but deals more damage. |
| }} | | }} |
| }} | | }} |
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| {{MoveData | | {{MoveData |
| |image=KRSCH_W_CycloneMetal_RA.png | | |image=KRSCH_W_CycloneMetal_RA.png |
| |caption= | | |caption=Super Jump |
| |name=Rider Art | | |name=Rider Art |
| |subtitle=Super Jump | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
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| :CycloneMetal's RC loop touch of death. 5HHHH does a massive amount of damage but scales quickly, so you can adjust how many reps are necessary to trigger Climax Time very easily. | | :CycloneMetal's RC loop touch of death. 5HHHH does a massive amount of damage but scales quickly, so you can adjust how many reps are necessary to trigger Climax Time very easily. |
| :During Climax Time or with the Maximum Drive buff, this RC loop becomes meter positive. Otherwise, it loses a small amount of Rider Gauge each rep. | | :During Climax Time or with the Maximum Drive buff, this RC loop becomes meter positive. Otherwise, it loses a small amount of Rider Gauge each rep. |
| | |
| | *5HHH > RC > 5HHHH > RC + Rider Finale |
| | :Full meter TOD without Climax Time |
| </div> | | </div> |
| <div id="movelist-3" class="movelist"><!-- CycloneTrigger Move List --> | | <div id="movelist-3" class="movelist"><!-- CycloneTrigger Move List --> |
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| |description= | | |description= |
| W bounces backwards in the air and fires a shot at an angle. This attack has a lot of landing recovery that can be cancelled by walking or attacking. | | W bounces backwards in the air and fires a shot at an angle. This attack has a lot of landing recovery that can be cancelled by walking or attacking. |
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| jH is identical to this attack, but deals more damage.
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| }} | | }} |
| }} | | }} |
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| === Special Moves === | | ====== <font style="visibility:hidden" size="0">CycloneTrigger jH</font> ====== |
| ====== <font style="visibility:hidden" size="0">CycloneTrigger 5S</font> ====== | | {{MoveData |
| | |image=KRSCH_W_CycloneTrigger_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W bounces backwards in the air and fires a shot at an angle. Mostly identical to jL, but deals more damage. |
| | }} |
| | }} |
| | |
| | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">CycloneTrigger 5S</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_CycloneTrigger_5S.png | | |image=KRSCH_W_CycloneTrigger_5S.png |
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| {{MoveData | | {{MoveData |
| |image=KRSCH_W_CycloneTrigger_RA.png | | |image=KRSCH_W_CycloneTrigger_RA.png |
| |caption= | | |caption=Dodge Shot |
| |name=Rider Art | | |name=Rider Art |
| |subtitle=Dodge Shot | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
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| |description= | | |description= |
| W holds out their knee. A standard jumping attack with active frames until landing. | | W holds out their knee. A standard jumping attack with active frames until landing. |
| | }} |
| | }} |
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| jH is identical to this attack, but deals more damage. | | ====== <font style="visibility:hidden" size="0">HeatJoker jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_HeatJoker_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W holds out their knee. Mostly identical to jL, but deals more damage. |
| }} | | }} |
| }} | | }} |
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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
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| |description= | | |description= |
| W holds the rod out. Has a lot of active frames, but is not active until landing. | | W holds the rod out. Has a lot of active frames, but is not active until landing. |
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| jH is identical to this attack, but deals more damage.
| |
| }} | | }} |
| }} | | }} |
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| === Special Moves ===
| | ====== <font style="visibility:hidden" size="0">HeatMetal jH</font> ====== |
| ====== <font style="visibility:hidden" size="0">HeatMetal 5S</font> ====== | |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_HeatMetal_5S.png | | |image=KRSCH_W_HeatMetal_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W holds the rod out. Mostly identical to jL, but deals more damage. |
| | }} |
| | }} |
| | |
| | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">HeatMetal 5S</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_HeatMetal_5S.png |
| |caption= | | |caption= |
| |input=5S | | |input=5S |
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| {{MoveData | | {{MoveData |
| |image=KRSCH_W_CycloneMetal_RA.png | | |image=KRSCH_W_CycloneMetal_RA.png |
| |caption= | | |caption=Super Jump |
| |name=Rider Art | | |name=Rider Art |
| |subtitle=Super Jump | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
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| |description= | | |description= |
| W bounces backwards in the air and fires a shot at an angle. This attack has a lot of landing recovery that can be cancelled by walking or attacking. | | W bounces backwards in the air and fires a shot at an angle. This attack has a lot of landing recovery that can be cancelled by walking or attacking. |
| | }} |
| | }} |
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| jH is identical to this attack, but deals more damage. | | ====== <font style="visibility:hidden" size="0">HeatTrigger jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_HeatTrigger_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W bounces backwards in the air and fires a shot at an angle. Mostly identical to jL, but deals more damage. |
| }} | | }} |
| }} | | }} |
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| {{MoveData | | {{MoveData |
| |image=KRSCH_W_HeatTrigger_RA.png | | |image=KRSCH_W_HeatTrigger_RA.png |
| |caption= | | |caption=Dodge Shot |
| |name=Rider Art | | |name=Rider Art |
| |subtitle=Dodge Shot | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
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| }} | | }} |
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| ====== <font style="visibility:hidden" size="0">LunaJoker jH</font> ====== | | ====== <font style="visibility:hidden" size="0">LunaJoker jL</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_LunaJoker_jL.png | | |image=KRSCH_W_LunaJoker_jL.png |
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| |description= | | |description= |
| W holds out their knee. A standard jumping attack with active frames until landing. | | W holds out their knee. A standard jumping attack with active frames until landing. |
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| jH is identical to this attack, but deals more damage.
| |
| }} | | }} |
| }} | | }} |
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| === Special Moves === | | ====== <font style="visibility:hidden" size="0">LunaJoker jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_LunaJoker_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W holds out their knee. Mostly identical to jL, but deals more damage. |
| | }} |
| | }} |
| | |
| | === Special Moves === |
| ====== <font style="visibility:hidden" size="0">LunaJoker 5S</font> ====== | | ====== <font style="visibility:hidden" size="0">LunaJoker 5S</font> ====== |
| {{MoveData | | {{MoveData |
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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
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| |description= | | |description= |
| W holds the rod out. Has a lot of active frames, but is not active until landing. | | W holds the rod out. Has a lot of active frames, but is not active until landing. |
| | }} |
| | }} |
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| jH is identical to this attack, but deals more damage. | | ====== <font style="visibility:hidden" size="0">LunaMetal jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_LunaMetal_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W holds the rod out. Mostly identical to jL, but deals more damage. |
| }} | | }} |
| }} | | }} |
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| W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted. | | W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted. |
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| LunaMetal in particular gains... absolutely nothing, as far as we currently know. Bummer. In previous versions of the game, LunaTrigger gained a follow-up to a special move that no longer exists in Super Climax Heroes, so it's possible they literally forgot to make this do anything. | | LunaMetal in particular gains... absolutely nothing, as far as we currently know. Bummer. In previous versions of the game, LunaTrigger gained a follow-up to a special move that no longer exists in ''Super Climax Heroes'', so it's possible they literally forgot to make this do anything. |
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| It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety. | | It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety. |
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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
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| }} | | }} |
| }} | | }} |
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| ====== <font style="visibility:hidden" size="0">LunaTrigger 5LHH</font> ====== | | ====== <font style="visibility:hidden" size="0">LunaTrigger 5LHH</font> ====== |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W bounces backwards in the air and fires a shot at an angle. Like all of LunaTrigger's projectiles, this homes in on the opponent, and can even be used as a crossup. | | W bounces backwards in the air and fires a shot at an angle. Like all of LunaTrigger's projectiles, this homes in on the opponent, and can even be used as a cross-up. |
| | |
| jH is identical to this attack.
| |
| }} | | }} |
| }} | | }} |
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| === Special Moves ===
| | ====== <font style="visibility:hidden" size="0">LunaTrigger jH</font> ====== |
| ====== <font style="visibility:hidden" size="0">LunaTrigger 5S</font> ====== | |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_LunaTrigger_5S.png | | |image=KRSCH_W_LunaTrigger_jL.png |
| |caption= | | |caption= |
| |input=5S | | |name=jH |
| |name=Trigger Full Burst | | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W bounces backwards in the air and fires a shot at an angle. Identical to jL in every way. |
| | }} |
| | }} |
| | |
| | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">LunaTrigger 5S</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_LunaTrigger_5S.png |
| | |caption= |
| | |input=5S |
| | |name=Trigger Full Burst |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
Line 2,841: |
Line 3,007: |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_LunaTrigger_RA.png | | |image=KRSCH_W_LunaTrigger_RA.png |
| |caption= | | |caption=Dodge Shot |
| |name=Rider Art | | |name=Rider Art |
| |subtitle=Dodge Shot | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 2,863: |
Line 3,029: |
| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Form Change |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
Line 3,385: |
Line 3,551: |
| |description= | | |description= |
| W holds the sword out while falling. After a short while, he'll pull the sword back, but it retains its active frames and simply has a worse hitbox. As such, it's still good to time this attack, but it's not so bad to use it on the way up from a jump either. | | W holds the sword out while falling. After a short while, he'll pull the sword back, but it retains its active frames and simply has a worse hitbox. As such, it's still good to time this attack, but it's not so bad to use it on the way up from a jump either. |
| | }} |
| | }} |
|
| |
|
| jH is identical to this attack. | | ====== <font style="visibility:hidden" size="0">CycloneJokerXtreme jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_CycloneJokerXtreme_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | W holds the sword out while falling. Identical to jL in every way. |
| }} | | }} |
| }} | | }} |
Line 3,509: |
Line 3,693: |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_CycloneJokerXtreme_RA.png | | |image=KRSCH_W_CycloneJokerXtreme_RA.png |
| |caption= | | |caption=Super Jump |
| |name=Rider Art | | |name=Rider Art |
| |subtitle=Dodge Shot | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 3,531: |
Line 3,715: |
| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Power Up |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
Line 3,544: |
Line 3,728: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| | | While already in CycloneJokerXtreme, <u>Style Action</u> transforms back into W's CycloneJoker at no cost. Doing so also refreshes damage scaling and the Guard Gauge. |
| }} | | }} |
| }} | | }} |
Line 4,118: |
Line 4,302: |
| |description= | | |description= |
| W holds out their wrist blade. A slower than average jump-in with active frames until landing. | | W holds out their wrist blade. A slower than average jump-in with active frames until landing. |
|
| |
| jH is identical to this attack.
| |
| }} | | }} |
| }} | | }} |
|
| |
|
| === Special Moves ===
| | ====== <font style="visibility:hidden" size="0">FangJoker jH</font> ====== |
| ====== <font style="visibility:hidden" size="0">FangJoker 5S</font> ====== | |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_FangJoker_5S.png | | |image=KRSCH_W_FangJoker_jL.png |
| |caption= | | |caption= |
| |input=5S
| | |name=jH |
| |name=Arm Fang / Rapid Arm Fang | |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=Normal
| |
| |subtitle=Arm Fang
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 4,143: |
Line 4,321: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W goes low to the ground, then dashes forward, uppercutting with their wrist blade. Launches the opponent on hit for a fully untechable launch. | | W holds out their wrist blade. Identical to jL in every way. |
| | }} |
| | }} |
|
| |
|
| Arm Fang has a bit of a strange niche in FangJoker's moveset. Many of its properties are good: it deals a lot of damage, it's not terribly unsafe on block, and its launch is very combo friendly. All that said, it's slow, not very naturally evasive, and the uppercut itself can whiff on certain hitstun animations.
| | ===Assault Mode=== |
| | | ====== <font style="visibility:hidden" size="0">FangJoker Assault 5LLLLLLL</font> ====== |
| One effective use of this move is that an RC into Arm Fang will deal a lot of damage quickly, and if Arm Fang activates Climax Time, it can be juggled into Rider Finale. | | {{MoveData |
| | |image=KRSCH_W_FangJoker_Assault_5L.png |
| | |image2=KRSCH_W_FangJoker_Assault_5LL.png |
| | |image3=KRSCH_W_FangJoker_Assault_5LLL.png |
| | |image4=KRSCH_W_FangJoker_Assault_5LLLL.png |
| | |image5=KRSCH_W_FangJoker_Assault_5LLLLL.png |
| | |image6=KRSCH_W_FangJoker_Assault_5LLLLLL.png |
| | |image7=KRSCH_W_FangJoker_Assault_5LLLLLLL.png |
| | |caption= |
| | |name=5LLLLLLL (Assault Mode) |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |version=5L |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=Assault | | |version=5LL |
| |subtitle=Rapid Arm Fang
| |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 4,161: |
Line 4,362: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W swipes with one claw. On contact, they automatically launch a second claw swipe followed by a regular Arm Fang.
| | A stepping kick. |
| | | }} |
| This attack deals a lot of damage, and its first hit is much more combo-friendly than the regular version of Arm Fang. These things make it a really useful attack, but it has three critical quirks.
| | {{AttackData-KRSCH |
| | | |version=5LLL |
| First, when the second hit connects, it causes a mashable stagger, which allows the opponent to mash out and block the third launching hit.
| | |header=no |
| | |
| Second, it will stop mid-way through if Assault Mode stops during the sequence. When this happens, you won't get an advantage state in return.
| |
| | |
| Third, for unknown reasons, the first two hits of this attack are the only Special Attack strike in the game which can be Rider Canceled. It behaves a little strangely when you do this, and you'll lose the RC's free cancel state once the third hit starts, but this can be used to make the first two hits more useful.
| |
| }} | |
| }}
| |
| | |
| ====== <font style="visibility:hidden" size="0">FangJoker dS</font> ======
| |
| {{MoveData | |
| |image=KRSCH_W_FangJoker_dS.png | |
| |caption=
| |
| |input=direction + S
| |
| |name=Shoulder Fang
| |
| |subtitle=
| |
| |data= | |
| {{AttackData-KRSCH
| |
| |damage= | | |damage= |
| |guard=N/A | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 4,190: |
Line 4,375: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W winds up and throws their shoulder blade, which becomes an erratic tracking projectile that hits a variable number of times.
| | A spinning kick that causes a mashable stagger on hit. Because of the stagger, it's best to proceed to 5LLLL immediately. |
| | |
| This projectile usually requires some setup on account of its long startup, and safely harasses the opponent at long range.
| |
| }} | | }} |
| }}
| |
|
| |
| ====== <font style="visibility:hidden" size="0">FangJoker JS</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_FangJoker_jS.png
| |
| |caption=
| |
| |input=jS
| |
| |name=Shoulder Fang (Air)
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=5LLLL |
| | |header=no |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 4,213: |
Line 4,388: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W throws their shoulder blade from the air, with slightly different tracking properties from the grounded version.
| | A spinning kick. Normally, this is the 5L string's best hit to RC. |
| | |
| This version of Shoulder Fang is much faster and more directly applicable in neutral, but often connects a much smaller number of times in return.
| |
| }} | | }} |
| }}
| | {{AttackData-KRSCH |
| | | |version=5LLLLL |
| ==Assault Mode==
| | |header=no |
| | |
| ====== <font style="visibility:hidden" size="0">FangJoker Assault 5LLLLLLL</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_FangJoker_Assault_5L.png
| |
| |image2=KRSCH_W_FangJoker_Assault_5LL.png
| |
| |image3=KRSCH_W_FangJoker_Assault_5LLL.png
| |
| |image4=KRSCH_W_FangJoker_Assault_5LLLL.png
| |
| |image5=KRSCH_W_FangJoker_Assault_5LLLLL.png
| |
| |image6=KRSCH_W_FangJoker_Assault_5LLLLLL.png
| |
| |image7=KRSCH_W_FangJoker_Assault_5LLLLLLL.png
| |
| |caption=
| |
| |name=5LLLLLLL (Assault Mode)
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | |
| |version=5L | |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 4,244: |
Line 4,401: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.
| | A claw swipe unique to Assault Mode. Launches the opponent on hit. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LL | | |version=5LLLLLL |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 4,257: |
Line 4,414: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A stepping kick. | | A follow-up claw swipe, also unique to Assault Mode. Does not launch on grounded hit, but it's unlikely to connect that way. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LLL | | |version=5LLLLLLL |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 4,270: |
Line 4,427: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A spinning kick that causes a mashable stagger on hit. Because of the stagger, it's best to proceed to 5LLLL immediately. | | A kick that knocks the opponent away on hit. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">FangJoker Assault 5LHHHH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_FangJoker_Assault_5L.png |
| | |image2=KRSCH_W_FangJoker_Assault_5LH.png |
| | |image3=KRSCH_W_FangJoker_Assault_5LHH.png |
| | |image4=KRSCH_W_FangJoker_Assault_5LHHH.png |
| | |image5=KRSCH_W_FangJoker_Assault_5LHHHH.png |
| | |caption= |
| | |name=5LHHHH (Assault Mode) |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LLLL | | |version=5L |
| |header=no
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 4,283: |
Line 4,452: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A spinning kick. Normally, this is the 5L string's best hit to RC.
| | An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LLLLL | | |version=5LH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 4,296: |
Line 4,465: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A claw swipe unique to Assault Mode. Launches the opponent on hit. | | W deploys the big boot. Identical animation to 5H, but worse frame data. |
| | }} |
| | {{AttackData-KRSCH |
| | |version=5LHH |
| | |header=no |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | A claw uppercut unique to Assault Mode. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LLLLLL | | |version=5LHHHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 4,309: |
Line 4,491: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A follow-up claw swipe, also unique to Assault Mode. Does not launch on grounded hit, but it's unlikely to connect that way. | | A follow-up claw swipe unique to Assault Mode. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LLLLLLL | | |version=5LHHHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 4,322: |
Line 4,504: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A kick that knocks the opponent away on hit. | | A final claw swipe that knocks the opponent away on hit. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">FangJoker Assault 5LHHHH</font> ====== | | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">FangJoker 5S</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_FangJoker_Assault_5L.png | | |image=KRSCH_W_FangJoker_5S.png |
| |image2=KRSCH_W_FangJoker_Assault_5LH.png
| |
| |image3=KRSCH_W_FangJoker_Assault_5LHH.png
| |
| |image4=KRSCH_W_FangJoker_Assault_5LHHH.png
| |
| |image5=KRSCH_W_FangJoker_Assault_5LHHHH.png
| |
| |caption= | | |caption= |
| |name=5LHHHH (Assault Mode) | | |input=5S |
| | |name=Arm Fang / Rapid Arm Fang |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5L | | |version=Normal |
| | |subtitle=Arm Fang |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 4,347: |
Line 4,528: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.
| | W goes low to the ground, then dashes forward, uppercutting with their wrist blade. Launches the opponent on hit for a fully untechable launch. |
| | |
| | Arm Fang has a bit of a strange niche in FangJoker's moveset. Many of its properties are good: it deals a lot of damage, it's not terribly unsafe on block, and its launch is very combo friendly. All that said, it's slow, not very naturally evasive, and the uppercut itself can whiff on certain hitstun animations. |
| | |
| | One effective use of this move is that an RC into Arm Fang will deal a lot of damage quickly, and if Arm Fang activates Climax Time, it can be juggled into Rider Finale. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LH | | |version=Assault |
| | |subtitle=Rapid Arm Fang |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 4,360: |
Line 4,546: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W deploys the big boot. Identical animation to 5H, but worse frame data. | | W swipes with one claw. On contact, they automatically launch a second claw swipe followed by a regular Arm Fang. |
| | |
| | This attack deals a lot of damage, and its first hit is much more combo-friendly than the regular version of Arm Fang. These things make it a really useful attack, but it has three critical quirks. |
| | |
| | First, when the second hit connects, it causes a mashable stagger, which allows the opponent to mash out and block the third launching hit. |
| | |
| | Second, it will stop mid-way through if Assault Mode stops during the sequence. When this happens, you won't get an advantage state in return. |
| | |
| | Third, for unknown reasons, the first two hits of this attack are the only Special Attack strike in the game which can be Rider Canceled. It behaves a little strangely when you do this, and you'll lose the RC's free cancel state once the third hit starts, but this can be used to make the first two hits more useful. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">FangJoker dS</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_FangJoker_dS.png |
| | |caption= |
| | |input=direction + S |
| | |name=Shoulder Fang |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LHH
| |
| |header=no
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=N/A |
| |startup= | | |startup= |
| |active= | | |active= |
Line 4,373: |
Line 4,575: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A claw uppercut unique to Assault Mode.
| | W winds up and throws their shoulder blade, which becomes an erratic tracking projectile that hits a variable number of times. |
| | |
| | This projectile usually requires some setup on account of its long startup, and safely harasses the opponent at long range. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">FangJoker JS</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_FangJoker_jS.png |
| | |caption= |
| | |input=jS |
| | |name=Shoulder Fang (Air) |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LHHHH
| |
| |header=no
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 4,386: |
Line 4,598: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A follow-up claw swipe unique to Assault Mode.
| | W throws their shoulder blade from the air, with slightly different tracking properties from the grounded version. |
| | |
| | This version of Shoulder Fang is much faster and more directly applicable in neutral, but often connects a much smaller number of times in return. |
| }} | | }} |
| {{AttackData-KRSCH
| | }} |
| |version=5LHHHH
| | |
| |header=no
| |
| |damage=
| |
| |guard=Y
| |
| |startup=
| |
| |active=
| |
| |recovery=
| |
| |blockadv=
| |
| |hitadv=
| |
| |description=
| |
| A final claw swipe that knocks the opponent away on hit.
| |
| }}
| |
| }} | |
| | |
| == Universal Mechanics == | | == Universal Mechanics == |
| ====== <font style="visibility:hidden" size="0">FangJoker Throw</font> ====== | | ====== <font style="visibility:hidden" size="0">FangJoker Throw</font> ====== |
Line 4,450: |
Line 4,651: |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_FangJoker_RA.png | | |image=KRSCH_W_FangJoker_RA.png |
| |caption= | | |caption=High-Speed Dash |
| |name=Rider Art | | |name=Rider Art |
| |subtitle=High Speed Dash | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 4,470: |
Line 4,671: |
| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Assault Mode |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |
Line 4,941: |
Line 5,142: |
| }} | | }} |
|
| |
|
| === Special Moves === | | ===Assault Mode=== |
| ====== <font style="visibility:hidden" size="0">Joker 5S</font> ====== | | ====== <font style="visibility:hidden" size="0">Joker Assault 5LLLLL</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_Joker_5S.png | | |image=KRSCH_W_Joker_Assault_5L.png |
| | |image2=KRSCH_W_Joker_Assault_5LL.png |
| | |image3=KRSCH_W_Joker_Assault_5LLL.png |
| | |image4=KRSCH_W_Joker_Assault_5LLLL.png |
| | |image5=KRSCH_W_Joker_Assault_5LLLLL.png |
| |caption= | | |caption= |
| |input=5S
| | |name=5LLLLL (Assault Mode) |
| |name=Rider Punch | |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=5L |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 4,959: |
Line 5,164: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Joker winds up and throws a dashing punch. Does nice damage, but is very unsafe and not particularly useful for neutral.
| | A body blow. |
| | |
| This can be charged to deal extra damage and guard damage. When charged, it also has a bigger launch, so if the opponent doesn't ground tech you can pick up near the corner with an OTG.
| |
| }} | | }} |
| }}
| |
|
| |
| ====== <font style="visibility:hidden" size="0">Joker dS</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_Joker_dS.png
| |
| |caption=
| |
| |input=direction + S
| |
| |name=Spinning Kick / Rider Kick
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=Normal | | |version=5LL |
| |subtitle=Spinning Kick | | |header=no |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 4,984: |
Line 5,177: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Joker does a series of spinning kicks in place.
| | A straight punch. |
| | |
| There's a delay between the first and second kicks. This allows the opponent to escape on block, either by interrupting or moving so that the second and third kicks whiff. It also means that the second and third kicks won't juggle after the first kick hits. As such, it's best to use this only on grounded hit.
| |
| | |
| This does much higher damage than Rider Punch, so it's a useful ender in spite of its lack of flexibility.
| |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=Assault | | |version=5LLL |
| |subtitle=Rider Kick
| |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,002: |
Line 5,190: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Joker does one spinning high kick, and if it hits, he follows up with a Rider Kick. A much more stable move compared to Spinning Kick, since it's able to juggle effectively. It also deals a lot more damage.
| | A spinning backhand. |
| }} | | }} |
| }}
| |
|
| |
| ====== <font style="visibility:hidden" size="0">Joker JS</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_Joker_jS.png
| |
| |caption=
| |
| |input=jS
| |
| |name=Rider Kick
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=5LLLL |
| | |header=no |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 5,023: |
Line 5,203: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Joker does a standard diving kick. Deals nice damage, so you might want to look for it as a whiff punish.
| | A barrage of punches that uses the same animation as 5H. |
| }} | | }} |
| }}
| |
|
| |
| ==Assault Mode==
| |
|
| |
| ====== <font style="visibility:hidden" size="0">Joker Assault 5LLLLL</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_Joker_Assault_5L.png
| |
| |image2=KRSCH_W_Joker_Assault_5LL.png
| |
| |image3=KRSCH_W_Joker_Assault_5LLL.png
| |
| |image4=KRSCH_W_Joker_Assault_5LLLL.png
| |
| |image5=KRSCH_W_Joker_Assault_5LLLLL.png
| |
| |caption=
| |
| |name=5LLLLL (Assault Mode)
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5L | | |version=5LLLLL |
| | |header=no |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 5,050: |
Line 5,216: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A body blow.
| | An uppercut that knocks the opponent away on hit. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Joker Assault 4/6LHHHH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_Joker_Assault_46L.png |
| | |image2=KRSCH_W_Joker_Assault_46LH.png |
| | |image3=KRSCH_W_Joker_Assault_46LHH.png |
| | |image4=KRSCH_W_Joker_Assault_46LHHH.png |
| | |image5=KRSCH_W_Joker_Assault_46LHHHH.png |
| | |caption= |
| | |name=4/6LHHHH (Assault Mode) |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LL | | |version=4/6L |
| |header=no
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 5,063: |
Line 5,241: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A straight punch. | | A stepping high kick. Covers decent distance. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LLL | | |version=4/6LH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,076: |
Line 5,254: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A spinning backhand. | | A second stepping high kick with the other leg. Can be useful to cover distance when the first hit whiffs. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LLLL | | |version=4/6LHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,089: |
Line 5,267: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A barrage of punches that uses the same animation as 5H. | | A backhand. Doesn't knock the opponent away on hit like the normal version of this string. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LLLLL | | |version=4/6LHHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,102: |
Line 5,280: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An uppercut that knocks the opponent away on hit.
| | A straight punch. |
| }} | | }} |
| }}
| |
|
| |
| ====== <font style="visibility:hidden" size="0">Joker Assault 4/6LHHHH</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_Joker_Assault_46L.png
| |
| |image2=KRSCH_W_Joker_Assault_46LH.png
| |
| |image3=KRSCH_W_Joker_Assault_46LHH.png
| |
| |image4=KRSCH_W_Joker_Assault_46LHHH.png
| |
| |image5=KRSCH_W_Joker_Assault_46LHHHH.png
| |
| |caption=
| |
| |name=4/6LHHHH (Assault Mode)
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=4/6L | | |version=4/6LHHHH |
| | |header=no |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 5,127: |
Line 5,293: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A stepping high kick. Covers decent distance. | | A high kick that knocks the opponent away on hit. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Joker Assault 2/8HHHHHH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_Joker_Assault_28H.png |
| | |image2=KRSCH_W_Joker_Assault_28HH.png |
| | |image3=KRSCH_W_Joker_Assault_28HHH.png |
| | |image4=KRSCH_W_Joker_Assault_28HHHH.png |
| | |image5=KRSCH_W_Joker_Assault_28HHHHH.png |
| | |image6=KRSCH_W_Joker_Assault_28HHHHHH.png |
| | |caption= |
| | |name=2/8HHHHHH (Assault Mode) |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=4/6LH | | |version=2/8H |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | A stepping high kick. Decent speed and range. |
| | }} |
| | {{AttackData-KRSCH |
| | |version=2/8HH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,140: |
Line 5,332: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A second stepping high kick with the other leg. Can be useful to cover distance when the first hit whiffs.
| | Joker snaps back from the first kick. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=4/6LHH | | |version=2/8HHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,153: |
Line 5,345: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A backhand. Doesn't knock the opponent away on hit like the normal version of this string. | | A stepping thrust kick. Faster than the regular version of the string and doesn't knock down. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=4/6LHHH | | |version=2/8HHHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,166: |
Line 5,358: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A straight punch. | | A sweep kick. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=4/6LHHHH | | |version=2/8HHHHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,179: |
Line 5,371: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A high kick that knocks the opponent away on hit. | | A stepping high kick identical to the first hit of the string. |
| }} | | }} |
| }}
| | {{AttackData-KRSCH |
| | | |version=2/8HHHHHH |
| ====== <font style="visibility:hidden" size="0">Joker Assault 2/8HHHHHH</font> ======
| | |header=no |
| {{MoveData
| |
| |image=KRSCH_W_Joker_Assault_28H.png
| |
| |image2=KRSCH_W_Joker_Assault_28HH.png
| |
| |image3=KRSCH_W_Joker_Assault_28HHH.png
| |
| |image4=KRSCH_W_Joker_Assault_28HHHH.png
| |
| |image5=KRSCH_W_Joker_Assault_28HHHHH.png
| |
| |image6=KRSCH_W_Joker_Assault_28HHHHHH.png
| |
| |caption=
| |
| |name=2/8HHHHHH (Assault Mode)
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | |
| |version=2/8H | |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 5,205: |
Line 5,384: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A stepping high kick. Decent speed and range.
| | Joker snaps back from the prior kick. Knocks the opponent away on hit. |
| }} | | }} |
| | }} |
| | |
| | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">Joker 5S</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_Joker_5S.png |
| | |caption= |
| | |input=5S |
| | |name=Rider Punch |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8HH
| |
| |header=no
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 5,218: |
Line 5,406: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Joker snaps back from the first kick. | | Joker winds up and throws a dashing punch. Does nice damage, but is very unsafe and not particularly useful for neutral. |
| | |
| | This can be charged to deal extra damage and guard damage. When charged, it also has a bigger launch, so if the opponent doesn't ground tech you can pick up near the corner with an OTG. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Joker dS</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_Joker_dS.png |
| | |caption= |
| | |input=direction + S |
| | |name=Spinning Kick / Rider Kick |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8HHH | | |version=Normal |
| |header=no | | |subtitle=Spinning Kick |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 5,231: |
Line 5,431: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A stepping thrust kick. Faster than the regular version of the string and doesn't knock down.
| | Joker does a series of spinning kicks in place. |
| | |
| | There's a delay between the first and second kicks. This allows the opponent to escape on block, either by interrupting or moving so that the second and third kicks whiff. It also means that the second and third kicks won't juggle after the first kick hits. As such, it's best to use this only on grounded hit. |
| | |
| | This does much higher damage than Rider Punch, so it's a useful ender in spite of its lack of flexibility. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8HHHH | | |version=Assault |
| | |subtitle=Rider Kick |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 5,244: |
Line 5,449: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A sweep kick. | | Joker does one spinning high kick, and if it hits, he follows up with a Rider Kick. A much more stable move compared to Spinning Kick, since it's able to juggle effectively. It also deals a lot more damage. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Joker JS</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_Joker_jS.png |
| | |caption= |
| | |input=jS |
| | |name=Rider Kick |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8HHHHH
| |
| |header=no
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 5,257: |
Line 5,470: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A stepping high kick identical to the first hit of the string.
| | Joker does a standard diving kick. Deals nice damage, so you might want to look for it as a whiff punish. |
| | }} |
| | }} |
| | |
| | == Universal Mechanics == |
| | ====== <font style="visibility:hidden" size="0">Joker Throw</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_Joker_Throw.png |
| | |caption= |
| | |input=4H |
| | |name=Throw |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | Joker's throw. Causes a hard knockdown that can be comboed from near the corner. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Joker Dash Action</font> ====== |
| | {{MoveData |
| | |image=KRSCH_W_Joker_DA.png |
| | |caption=Guard Dash |
| | |name=Dash Action |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8HHHHHH
| |
| |header=no
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=N/A |
| |startup= | | |startup= |
| |active= | | |active= |
Line 5,270: |
Line 5,512: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Joker snaps back from the prior kick. Knocks the opponent away on hit.
| | W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used. |
| }} | | }} |
| }} | | }} |
|
| |
|
| == Universal Mechanics ==
| | ====== <font style="visibility:hidden" size="0">Joker Rider Art</font> ====== |
| ====== <font style="visibility:hidden" size="0">Joker Throw</font> ====== | | {{MoveData |
| {{MoveData | | |image=KRSCH_W_Joker_RA.png |
| |image=KRSCH_W_Joker_Throw.png | | |caption=High-Speed Dash |
| |caption= | | |name=Rider Art |
| |input=4H
| |
| |name=Throw | |
| |subtitle= | | |subtitle= |
| |data=
| |
| {{AttackData-KRSCH
| |
| |damage=
| |
| |guard=N
| |
| |startup=
| |
| |active=
| |
| |recovery=
| |
| |blockadv=
| |
| |hitadv=
| |
| |description=
| |
| Joker's throw. Causes a hard knockdown that can be comboed from near the corner.
| |
| }}
| |
| }}
| |
|
| |
| ====== <font style="visibility:hidden" size="0">Joker Dash Action</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_Joker_DA.png
| |
| |caption=Guard Dash
| |
| |name=Dash Action
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH
| |
| |damage=
| |
| |guard=N/A
| |
| |startup=
| |
| |active=
| |
| |recovery=
| |
| |blockadv=
| |
| |hitadv=
| |
| |description=
| |
| W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
| |
| }}
| |
| }}
| |
|
| |
| ====== <font style="visibility:hidden" size="0">Joker Rider Art</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_Joker_RA.png
| |
| |caption=
| |
| |name=Rider Art
| |
| |subtitle=Dodge Shot
| |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 5,343: |
Line 5,543: |
| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption=Assault Mode |
| |name=Style Action | | |name=Style Action |
| |subtitle= | | |subtitle= |