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| == Introduction == | | == Introduction == |
| [[image:KRSCH_W_portrait.png|<center><font size="3"><b>Kamen Rider W</b></font></center>|frame|right]] | | [[image:KRSCH_W_portrait.png|<center><font size="3"><b>Kamen Rider W</b></font></center>|frame|right]] |
| '''Kamen Rider W''' 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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| W has the most forms of any character in the game, at a whopping 12 forms. 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 side 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 side of their body, using a special UI to change. You can think of it as their right side determining his weapon, while their 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 right side determining their weapon, while the left side determines its properties. |
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| W's right side has access to these forms: | | W's right side has access to these forms: |
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| * '''<span style="color: gold">Luna</span>''' (Yellow L) is stretchy and bendy, lending range and tracking to its forms. | | * '''<span style="color: gold">Luna</span>''' (Yellow L) is stretchy and bendy, lending range and tracking to its forms. |
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| While W has a wide range of available moves thanks to the way they transform, they have access to a very limited number of them at any given time. Most of W's combinations have two strings and one special move, and many of them are also pretty incomplete character designs. However, W has a few notably strong combinations that benefit from having powerful simple tools: | | While W has a wide range of available moves thanks to these forms, they have access to a very limited number of them at any given time. Most of W's combinations have two strings and one special move, and many of them are also pretty incomplete character designs. However, W has a few notably strong combinations that benefit from having powerful simple tools: |
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| * You're probably here for '''<span style="color: green">Cyclone</span><span style="color: silver">Metal</span>''', 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: indigo">Joker</span>''' is treated as W's base form: a somewhat basic close-range fighter with some fun tricks up their sleeve, including relatively high mobility. |
| * '''<span style="color: green">Cyclone</span><span style="color: indigo">Joker</span>''' is a somewhat basic close-range fighter with some fun tricks up their sleeve. This form is treated as W's base form in Power Up style, and can be useful for Form Change as well thanks to its relatively high mobility. | | * '''<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 your opponent to the no fun zone, ie fullscreen and out of meter. This form is one of Super Climax Heroes' 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 |
| | intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (Form Change)''' chooses the best form for the situation and beats the opponent down with simple and powerful tools. | | | intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (Form Change)''' chooses the best form for the situation, beating the opponent down with simple and powerful tools. |
| | pros = | | | pros = |
| * '''Flexibility:''' W is able to choose on the fly between going in with CycloneMetal and CycloneJoker, and keeping out with CycloneTrigger. | | * '''Flexibility:''' W is able to choose on the fly between going in with CycloneMetal and CycloneJoker, and keeping out with CycloneTrigger. |
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| * '''Invulnerable Form Change:''' Because W has invulnerable frames while transforming, they can create opportunities by causing their opponent's attacks to whiff unexpectedly. | | * '''Invulnerable Form Change:''' Because W has invulnerable frames while transforming, they can create opportunities by causing their opponent's attacks to whiff unexpectedly. |
| |cons = | | |cons = |
| * '''Form Change Menuing:''' It can be awkward, especially for newer W players, to quickly switch to the intended form in the middle of fighting your opponent. | | * '''Form Change Menuing:''' It can be awkward, especially for newer W players, to quickly switch to the intended form in the middle of fighting the opponent. |
| * '''Individual Forms are Extremely Linear:''' W has a very limited range of attacks in any given form, and is often relying on just running the opponent over with brute force. | | * '''Individual Forms are Extremely Linear:''' W has a very limited range of attacks in any given form, and is often relying on just running the opponent over with brute force. |
| * '''LunaTrigger is Tournament-Banned:''' This may pose a problem if you're playing in a tournament and accidentally switch to LunaTrigger. | | * '''LunaTrigger is Tournament-Banned:''' This may pose a problem when playing in a tournament and accidentally switching to LunaTrigger. |
| | tablewidth = 80 | | | tablewidth = 80 |
| }} | | }} |
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| |-|Power Up Style (CycloneJokerXtreme)= | | |-|Power Up Style (CycloneJokerXtreme)= |
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| In gameplay terms, Xtreme is a bit of a mixed bag. Xtreme's unique special attacks are somewhat gimmicky, forcing them to play more standard neutral and pressure. Xtreme also has a more fleshed out set of normals using a sword, but many of these normals also leave a little bit to be desired. | | In gameplay terms, Xtreme is a bit of a mixed bag. Xtreme's unique special attacks are somewhat gimmicky, forcing them to play more standard neutral and pressure. Xtreme also has a more fleshed out set of normals using a sword, but many of these normals also leave a little bit to be desired. |
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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 Followup 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.
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| When choosing Power Up Style, W's base form is CycloneJoker.
| | 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. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
| | intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (Power Up Style)''' goes all-in on CycloneJoker, with additional defensive utility. | | | intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (Power Up)''' goes all-in on CycloneJoker, with additional defensive utility. |
| | pros = | | | pros = |
| * '''High Damage:''' Although Xtreme doesn't hit quite as hard as W can in Form Change style, they still have access to touch of death combos via Power Up's damage unscaling. | | * '''High Damage:''' Although Xtreme doesn't hit quite as hard as W can in Form Change style, they still have access to touch of death combos via Power Up's damage unscaling. |
| * '''Unblockable Rider Art:''' Xtreme's Rider Art Followup is an unblockable, helping them to open up defensive opponents. | | * '''Unblockable Rider Art:''' Xtreme's Rider Art follow-up is an unblockable, helping them to open up defensive opponents. |
| * '''Power Up Style:''' Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming. | | * '''Power Up Style:''' Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming. |
| |cons = | | |cons = |
| * '''Long Recovery on Many Attacks:''' Many of Xtreme's attacks have very lengthy recovery. | | * '''Long Recovery on Many Attacks:''' Many of Xtreme's attacks have very lengthy recovery. |
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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 powerup, 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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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
| | intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (FangJoker)''' is an infighter with unparalleled meter efficiency. | | | intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (FangJoker)''' is an in-fighter with unparalleled meter efficiency. |
| | pros = | | | pros = |
| * '''Tracking Projectile:''' FangJoker's Shoulder Blade is a bizarre projectile that hits and re-tracks multiple times, and can be difficult to navigate around. | | * '''Tracking Projectile:''' FangJoker's Shoulder Blade is a bizarre projectile that hits and re-tracks multiple times, and can be difficult to navigate around. |
| * '''Excellent Strings:''' Using their wide range of long strings and link combos, FangJoker pressures the guard gauge and does long meter-efficient combos. | | * '''Excellent Strings:''' Using their wide range of long strings and link combos, FangJoker pressures the Guard Gauge and does long meter-efficient combos. |
| * '''Resource Gain:''' Thanks both to having such long strings and using the Assault Style, FangJoker has no trouble gaining lots of Rider Gauge to bolster their offense. | | * '''Resource Gain:''' Thanks both to having such long strings and using the Assault Style, FangJoker has no trouble gaining lots of Rider Gauge to bolster their offense. |
| |cons = | | |cons = |
| * '''Awkward Normals:''' Some of FangJoker's grounded strings are held back somewhat by their starters being either slow or short range. | | * '''Awkward Normals:''' Some of FangJoker's grounded strings are held back somewhat by their starters being either slow or short-ranged. |
| * '''Middling Damage:''' FangJoker often struggles to end the match in a single guard crush opening. | | * '''Middling Damage:''' FangJoker often struggles to end the match in a single Guard Crush opening. |
| | tablewidth = 80 | | | tablewidth = 80 |
| }} | | }} |
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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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| You can also pick Joker on his own without Cyclone, but the only real effect of doing this is that you don't have a Rider Art Followup, so you probably shouldn't do that besides to sandbag.
| | Joker can also be picked on his own without Cyclone, but the only real effect of doing this is that his Rider Art doesn't have a follow-up anymore, so you probably shouldn't do that besides to sandbag. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
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| * '''Low Damage:''' Although Joker is able to string together a lot of attacks in a combo, it often does low damage anyway. | | * '''Low Damage:''' Although Joker is able to string together a lot of attacks in a combo, it often does low damage anyway. |
| * '''Slow Attacks:''' Joker's attacks are fairly weak as starters due to lacking range, speed, or both. | | * '''Slow Attacks:''' Joker's attacks are fairly weak as starters due to lacking range, speed, or both. |
| * '''No Gimmicks:''' Joker is even worse off than most characters who have to beat you down the honest way, as those characters often have some kind of unique tool, and he just doesn't. | | * '''No Gimmicks:''' Joker is even worse off than most characters who have to play honestly, as those characters often have some kind of unique tool, and he just doesn't. |
| | tablewidth = 80 | | | tablewidth = 80 |
| }} | | }} |
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| <div id="movelist-toggle-10" class="movelist-toggle-button">[[image:KRSCH_W_CycloneJokerXtreme_Illustration.png|130px|link=]]<br><center>'''CycloneJokerXtreme'''</center></div> | | <div id="movelist-toggle-10" class="movelist-toggle-button">[[image:KRSCH_W_CycloneJokerXtreme_Illustration.png|130px|link=]]<br><center>'''CycloneJokerXtreme'''</center></div> |
| <div id="movelist-toggle-11" class="movelist-toggle-button">[[image:KRSCH_W_FangJoker_Illustration.png|130px|link=]]<br><center>'''FangJoker'''</center></div> | | <div id="movelist-toggle-11" class="movelist-toggle-button">[[image:KRSCH_W_FangJoker_Illustration.png|130px|link=]]<br><center>'''FangJoker'''</center></div> |
| <div id="movelist-toggle-12" class="movelist-toggle-button">[[image:KRSCH_W_Joker_with_Cyclone_Illustration.png|130px|link=]]<br><center>'''Joker'''</center></div> | | <div id="movelist-toggle-12" class="movelist-toggle-button">[[image:KRSCH_W_Joker_with_Cyclone_Illustration.png|130px|link=]]<br><center>'''Joker (& Cyclone)'''</center></div> |
| </div> | | </div> |
| <div id="movelist-1" class="movelist"><!-- CycloneJoker Move List --> | | <div id="movelist-1" class="movelist"><!-- CycloneJoker Move List --> |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A launcher variant of 5LL that uses the same animation. Can be followed up with a Combo Jump into its aircombo followup string, jLHS. | | A launcher variant of 5LL that uses the same animation. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An alternate followup to 5LH that knocks the opponent away to the side on hit. | | An alternate follow-up to 5LH that knocks the opponent away to the side on hit. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An advancing jab with far more range than it looks. This is CycloneJoker's best string starter, thanks to its speed, range, and having a slightly better string followup to 5L. | | An advancing jab with far more range than it looks. This is CycloneJoker's best string starter, thanks to its speed, range, and having a slightly better string follow-up to 5L. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W holds out their knee. A mostly standard jumping attack with active frames until landing, except that for some reason W's jL launches the opponent on hit. This is mostly a bad thing, as it destabilizes your combo followup. It also does less damage than jH, which doesn't knock down. | | W holds out their knee. A mostly standard jumping attack with active frames until landing, except that for some reason W's jL launches the opponent on hit. This is mostly a bad thing, as it destabilizes your combo follow-up. It also does less damage than jH, which doesn't knock down. |
| }} | | }} |
| }} | | }} |
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| Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost. | | Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost. |
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| This Rider Art Followup is a strike, using 5LL's animation, and launches a cinematic on hit. It is useful as a whiff punish or combo ender thanks to its high damage. | | This Rider Art follow-up is a strike, using 5LL's animation, and launches a cinematic on hit. It is useful as a whiff punish or combo ender thanks to its high damage. |
| }} | | }} |
| }} | | }} |
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| *5HHHHH (4) > RC > jH > 5HHHH > RC > Rider Art Follow-up | | *5HHHHH (4) > RC > jH > 5HHHH > RC > Rider Art Follow-up |
| :A combo into Rider Art Followup that can be done starting from 1.5 stocks of Rider Gauge. Due to damage scaling, it's best not to use more than one RC loop before ending in Rider Art Followup. | | :A combo into Rider Art follow-up that can be done starting from 1.5 stocks of Rider Gauge. Due to damage scaling, it's best not to use more than one RC loop before ending in Rider Art follow-up. |
| </div> | | </div> |
| <div id="movelist-2" class="movelist"><!-- CycloneMetal Move List --> | | <div id="movelist-2" class="movelist"><!-- CycloneMetal Move List --> |
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| Heat Punch is unfortunately a little slow even when it's not charged, making it very difficult to combo into, or even to catch an opponent swinging into its superarmor without losing outright. It also has lengthy recovery and can be easily punished on whiff or block, and doesn't have any form of tracking. | | Heat Punch is unfortunately a little slow even when it's not charged, making it very difficult to combo into, or even to catch an opponent swinging into its superarmor without losing outright. It also has lengthy recovery and can be easily punished on whiff or block, and doesn't have any form of tracking. |
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| One important detail of this move is that if you were to make an opponent block a fully charged Heat Punch, it deals about 50% of the guard gauge. Don't expect them to sit still for it, though. | | One important detail of this move is that if you were to make an opponent block a fully charged Heat Punch, it deals about 50% of the Guard Gauge. Don't expect them to sit still for it, though. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W ducks low to the ground and sweeps the leg using the rod. Launches the opponent on hit. Actually a pretty okay poke held back by its followup string. | | W ducks low to the ground and sweeps the leg using the rod. Launches the opponent on hit. Actually a pretty okay poke held back by its follow-up string. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W spins forward with a rod uppercut. Unfortunately, this string is slow to come out, and the opponent is able to ground tech before this followup hits. W recovers in time to avoid being punished, at least. | | W spins forward with a rod uppercut. Unfortunately, this string is slow to come out, and the opponent is able to ground tech before this follow-up hits. W recovers in time to avoid being punished, at least. |
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| Although it's quite bad when 5H hits, using this string on whiff is actually pretty good as long as you can RC thanks to its forward movement. | | Although it's quite bad when 5H hits, using this string on whiff is actually pretty good as long as you can RC thanks to its forward movement. |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W plants their feet and fires a followup shot. Knocks the opponent away on hit. | | W plants their feet and fires a follow-up shot. Knocks the opponent away on hit. |
| }} | | }} |
| }} | | }} |
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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 followup 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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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A homing gunshot that launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo followup string, jLHS. | | A homing gunshot that launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS. |
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| The launcher string itself is pretty good. This aircombo string, on the other hand, is difficult if not impossible to actually connect as a combo without the opponent being able to ground tech, so it's not very useful. | | The launcher string itself is pretty good. This aircombo string, on the other hand, is difficult if not impossible to actually connect as a combo without the opponent being able to ground tech, so it's not very useful. |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Followup kick. Safe on block.
| | follow-up kick. Safe on block. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A sword launcher. Can be followed up with a Combo Jump into its aircombo followup string, jLHS. | | A sword launcher. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS. |
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| This aircombo does nice damage and is otherwise unremarkable. | | This aircombo does nice damage and is otherwise unremarkable. |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An elbow followup that knocks the opponent away on hit. | | An elbow follow-up that knocks the opponent away on hit. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A followup slash. Launches the opponent on hit. | | A follow-up slash. Launches the opponent on hit. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A followup slash. A high damage string filler. | | A follow-up slash. A high damage string filler. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| W jumps forward and slashes. A little on the slow side, but has the unique benefit of crumpling the opponent on grounded hit. | | W jumps forward and slashes. A little on the slow side, but has the unique benefit of crumpling the opponent on grounded hit. |
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| Worthwhile non-string followups include guaranteed combos into dS, or Rider Finale if the opponent is unable to burst. You can also recover and set up a 5S. | | Worthwhile non-string follow-ups include guaranteed combos into dS, or Rider Finale if the opponent is unable to burst. You can also recover and set up a 5S. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A followup sword uppercut. Launches the opponent on hit. | | A follow-up sword uppercut. Launches the opponent on hit. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A sword uppercut. Launches the opponent on hit, but it's air techable almost immediately, rendering its followup strings effectively useless unless this first hit whiffs. | | A sword uppercut. Launches the opponent on hit, but it's air techable almost immediately, rendering its follow-up strings effectively useless unless this first hit whiffs. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| This move is very quirky. It leaves the opponent standing on grounded hit, although it's not possible to combo from it normally. It also has multiple hits of Super Armor during its windup, so an opponent swinging into it is forced to respond somehow. | | This move is very quirky. It leaves the opponent standing on grounded hit, although it's not possible to combo from it normally. It also has multiple hits of Super Armor during its windup, so an opponent swinging into it is forced to respond somehow. |
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| It also deals a large amount of damage, and if the entire attack is blocked, it drains about 90% of the guard gauge. It has no tracking to the side whatsoever, so getting the opponent to block this demands some setup. | | It also deals a large amount of damage, and if the entire attack is blocked, it drains about 90% of the Guard Gauge. It has no tracking to the side whatsoever, so getting the opponent to block this demands some setup. |
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| Given all these properties of this move, its main use is to knock the opponent down and set it up so that they either have to block, or time a sidestep on wakeup. The most useful way to do this is via 6H's crumple against the wall. | | Given all these properties of this move, its main use is to knock the opponent down and set it up so that they either have to block, or time a sidestep on wakeup. The most useful way to do this is via 6H's crumple against the wall. |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a followup by pressing <u>Special Attack</u> or <u>Rider Art</u> at no additional cost. | | A Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing <u>Special Attack</u> or <u>Rider Art</u> at no additional cost. |
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| This followup is a divekick similar to jS, but which is unblockable and starts a cinematic on hit, dealing good damage and causing a hard knockdown. This is especially useful thanks to Xtreme's divekick having an extremely wide angle, making it relatively safe to whiff up close and easy to catch opponents with at long range. | | This follow-up is a divekick similar to jS, but which is unblockable and starts a cinematic on hit, dealing good damage and causing a hard knockdown. This is especially useful thanks to Xtreme's divekick having an extremely wide angle, making it relatively safe to whiff up close and easy to catch opponents with at long range. |
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| |description= | | |description= |
| A followup body blow. FangJoker can link any normal other than 4/6L from this, most usefully into 2L and 6H. | | A follow-up body blow. FangJoker can link any normal other than 4/6L from this, most usefully into 2L and 6H. |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |description= | | |description= |
| An alternative followup body blow. This one has worse link options but deals a little more damage. Only links to 5L or 6H. | | An alternative follow-up body blow. This one has worse link options but deals a little more damage. Only links to 5L or 6H. |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |description= | | |description= |
| An uppercut launcher that can be followed up with a Combo Jump into its aircombo followup string, jLHS. | | An uppercut launcher that can be followed up with a Combo Jump into its aircombo follow-up string, jLHS. |
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| This launcher can mostly be treated as an afterthought in FangJoker's gameplan, as FangJoker's aircombo does not knock down, deal particularly good damage, or enable any other notable combo. It may come out on accident sometimes when attempting to link 2L into 5H, in which case it might be good to know that you have the aircombo option. | | This launcher can mostly be treated as an afterthought in FangJoker's gameplan, as FangJoker's aircombo does not knock down, deal particularly good damage, or enable any other notable combo. It may come out on accident sometimes when attempting to link 2L into 5H, in which case it might be good to know that you have the aircombo option. |
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| |description= | | |description= |
| A followup 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, also unique to Assault Mode. Does not launch on grounded hit, but it's unlikely to connect that way. |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |description= | | |description= |
| A followup claw swipe unique to Assault Mode. | | A follow-up claw swipe unique to Assault Mode. |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |description= | | |description= |
| An uppercut that launches the opponent on hit. This can be followed up with a Combo Jump into its aircombo followup string, jLHHS. | | An uppercut that launches the opponent on hit. This can be followed up with a Combo Jump into its aircombo follow-up string, jLHHS. |
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| This aircombo followup is one of Joker's most important tools. jLHH causes a completely untechable groundbounce, which allows Joker to stop the aircombo and link a grounded combo ender. For maximum damage, end in Rider Art Followup, or to save meter, end in Rider Punch (5S). | | This aircombo follow-up is one of Joker's most important tools. jLHH causes a completely untechable groundbounce, which allows Joker to stop the aircombo and link a grounded combo ender. For maximum damage, end in Rider Art follow-up, or to save meter, end in Rider Punch (5S). |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |description= | | |description= |
| A followup kick that knocks the opponent away on hit. | | A follow-up kick that knocks the opponent away on hit. |
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| A followup kick with notably long recovery. Stopping the string here can even be punishable on hit against characters with fast options. | | A follow-up kick with notably long recovery. Stopping the string here can even be punishable on hit against characters with fast options. |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |description= | | |description= |
| A followup punch. Has much better damage and frame data (on block and hit) than 2/8LL, so it's generally better to use this attack. | | A follow-up punch. Has much better damage and frame data (on block and hit) than 2/8LL, so it's generally better to use this attack. |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |description= | | |description= |
| Joker throws a series of three body blows. Has good frame advantage on hit, but doesn't link into a followup of any kind. | | Joker throws a series of three body blows. Has good frame advantage on hit, but doesn't link into a follow-up of any kind. |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Standard High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a Rider Art Followup by pressing <u>Special Attack</u> or <u>Rider Art</u> at no additional cost. | | Standard High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a Rider Art follow-up by pressing <u>Special Attack</u> or <u>Rider Art</u> at no additional cost. |
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| Joker's Rider Art Followup is a jumping kick that starts a cinematic. It's very useful in combos and as a whiff punish, and does decent damage. | | Joker's Rider Art follow-up is a jumping kick that starts a cinematic. It's very useful in combos and as a whiff punish, and does decent damage. |
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| If you chose Joker without Cyclone, the only difference is that you lose access to this Rider Art Followup. | | If you chose Joker without Cyclone, the only difference is that you lose access to this Rider Art follow-up. |
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| == Combos == | | == Combos == |
| *5LH > Combo Jump > jLHH > (land) > 5S | | *5LH > Combo Jump > jLHH > (land) > 5S |
| *5LH > Combo Jump > jLHH > (land) > Rider Art Followup | | *5LH > Combo Jump > jLHH > (land) > Rider Art follow-up |
| :Joker's aircombo grants a groundbounce and comboable hard knockdown, so it's an essential combo piece. | | :Joker's aircombo grants a groundbounce and comboable hard knockdown, so it's an essential combo piece. |
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