Kamen Rider: Super Climax Heroes/Femme: Difference between revisions
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Being a ''Ryuki'' Rider, Femme uses the Support Attack style, and does not have access to normal grounded special moves. Instead, she equips weapons at the cost of Rider Gauge; in particular, Femme has access to Sword Vent (which improves her heavy normals) and Guard Vent (which grants her temporary Super Armor). | Being a ''Ryuki'' Rider, Femme uses the Support Attack style, and does not have access to normal grounded special moves. Instead, she equips weapons at the cost of Rider Gauge; in particular, Femme has access to Sword Vent (which improves her heavy normals) and Guard Vent (which grants her temporary Super Armor). | ||
Femme stands out from the other ''Ryuki'' Riders in a few ways - some subtle and some more noticeable. Her lightning-quick, far-reaching normals both with and without her Sword Vent give her potent space control that can easily start combos, which combines well with her top-notch mobility thanks to her divekick cancels. More importantly, however, Femme has easily one of the strongest strikers in the game: her Contract Monster, Blancwing, summons a whirlwind directly around her opponent with an enormous number of active frames, giving her the freedom to extend combos, pressure the opponent's | Femme stands out from the other ''Ryuki'' Riders in a few ways - some subtle and some more noticeable. Her lightning-quick, far-reaching normals (both with and without her Sword Vent) give her potent space control that can easily start combos, which combines well with her top-notch mobility thanks to her divekick cancels. More importantly, however, Femme has easily one of the strongest strikers in the game: her Contract Monster, Blancwing, summons a whirlwind directly around her opponent with an enormous number of active frames, giving her the freedom to extend combos, pressure the opponent's Guard Gauge, or even just take control of neutral. While these incredible strengths are somewhat held back by overall low damage and a weak defense modifier, Femme's offensive presence and mobility make her a force to be reckoned with. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = [[file:KRSCH_Femme_icon.png|64px]] '''Kamen Rider Femme''' is a speedy setplay-type character who uses her powerful normals to set up guard pressure situations with her striker, Blancwing. | | intro = [[file:KRSCH_Femme_icon.png|64px]] '''Kamen Rider Femme''' is a speedy setplay-type character who uses her powerful normals to set up guard pressure situations with her striker, Blancwing. | ||
| pros = | | pros = | ||
* '''Amazing Normals:''' Even putting aside the extra range and damage she gets with Sword Vent, Femme has some absolutely incredible normals that sport great range and speed | * '''Amazing Normals:''' Even putting aside the extra range and damage she gets with Sword Vent, Femme has some absolutely incredible normals that sport great range and speed, often confirming into meterless combos. | ||
* '''Unique Mobility:''' Thanks to an oversight in her j.S, Femme is able to utilise divekick cancels in order to perform something almost akin to a downward-angled airdash | * '''Unique Mobility:''' Thanks to an oversight in her j.S, Femme is able to utilise divekick cancels in order to perform something almost akin to a downward-angled airdash, giving her a great degree of freedom to move aggressively or defensively. | ||
* '''Powerful Pressure:''' Blancwing is an absolutely brolic striker that basically guarantees that | * '''Powerful Pressure:''' Blancwing is an absolutely brolic striker that basically guarantees that the opponent will have to deal with it when put in play, allowing Femme to establish or maintain offense in just about any situation. | ||
|cons = | |cons = | ||
* '''Poor Damage:''' Because ''Ryuki'' riders lack standard special moves, it's very difficult for them to cut off the opponent's red life without spending a resource. This especially hurts Femme, whose overall damage is fairly low despite her combo potential, meaning she will generally have to win more exchanges than many of her opponents. | * '''Poor Damage:''' Because ''Ryuki'' riders lack standard special moves, it's very difficult for them to cut off the opponent's red life without spending a resource. This especially hurts Femme, whose overall damage is fairly low despite her combo potential, meaning she will generally have to win more exchanges than many of her opponents. | ||
* '''Meter Hungry:''' Since Femme is so reliant on Blancwing to bolster her offence, she can be in serious trouble if she's ever caught without | * '''Meter Hungry:''' Since Femme is so reliant on Blancwing to bolster her offence, she can be in serious trouble if she's ever caught without Rider Gauge. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
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Femme only loses her sword when she next returns to neutral after Sword Vent's timer runs out. This means that you can continue to RC and start new Sword Vent strings after the timer has expired. | Femme only loses her sword when she next returns to neutral after Sword Vent's timer runs out. This means that you can continue to RC and start new Sword Vent strings after the timer has expired. | ||
Having Sword Vent active completely changes Femme's heavy normals and strings. Overall, Sword Vent's attacks deal more damage and have stronger hitboxes, but they lack the ability to easily confirm combos that her base normals do. Not useless, but in many situations, she would rather save the meter for Blancwing. | Having Sword Vent active completely changes Femme's heavy normals and strings. It also modifies her throw to give a comboable launch state, allowing Blancwing to combo if it was used before the throw. Overall, Sword Vent's attacks deal more damage and have stronger hitboxes, but they lack the ability to easily confirm combos that her base normals do. Not useless, but in many situations, she would rather save the meter for Blancwing. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">JS</font> ====== | ====== <font style="visibility:hidden" size="0">JS</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Femme_jS.png | ||
|name=Diving Kick | |name=Diving Kick | ||
|input=jS | |input=jS | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
A very standard divekick shared with other ''Ryuki'' riders. For some reason, Femme's j.S can be cancelled into aerial normals at any point during its animation before hitting the ground. While this has some niche combo applications, its primary use is in a technique called a divekick cancel, which allows her to cut all the landing recovery that the j.S would normally incur. Combined with the fact that Femme performs the move in the direction she was facing when she begins her jump, she's able to use this as a pseudo-airdash in any direction she can jump in. | A very standard divekick shared with other ''Ryuki'' riders. For some reason, Femme's j.S can be cancelled into aerial normals at any point during its animation before hitting the ground. While this has some niche combo applications, its primary use is in a technique called a divekick cancel, which allows her to cut all the landing recovery that the j.S would normally incur by using jL during its descent. Combined with the fact that Femme performs the move in the direction she was facing when she begins her jump, she's able to use this as a pseudo-airdash in any direction she can jump in. | ||
}} | }} | ||
}} | }} | ||
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|description=Femme's throw. | |description=Femme's throw. | ||
During Sword Vent, Femme's throw deals extra damage and causes a comboable launch state. This allows Blancwing to combo if it was used before the throw. | |||
}} | }} | ||
}} | }} | ||
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== Combos == | == Combos == | ||
* 5LHH/5HH, 2HHH | |||
:Femme's bread and butter combo utilising the crumple stun on 5LHH and 5HH. 2HHH gives a close knockdown with ample time to set up a meaty Blancwing call. You can also omit the 2HHH, sacrificing damage for time to manually charge meter. | |||
* 5LHH/5HH, 2HH RC 2(L)H jc j.S~LHS | |||
:Somewhat niche midscreen combo into an air combo. 2L should whiff so the opponent can't air tech. Also showcases a basic use of Femme's j.S cancel as a combo extension tool. | |||
* 5LHH/5HH, j.H, 2HHH | |||
:Corner extension using the massive hitstun of j.H. Adds a grip of damage to any combo while still allowing for the 2HHH knockdown. | |||
* [j.S~(L)]xN, 2HHH | |||
:More advanced use of j.S cancels at the wall, using j.L just as j.S hits to bypass the usual landing recovery period. | |||
</div> | </div> | ||
== Navigation == | == Navigation == |
Latest revision as of 19:50, 19 June 2024
Introduction
Kamen Rider Femme is the only participant in Ryuki's Rider War that is a woman. Talk about nominative determinism.
Being a Ryuki Rider, Femme uses the Support Attack style, and does not have access to normal grounded special moves. Instead, she equips weapons at the cost of Rider Gauge; in particular, Femme has access to Sword Vent (which improves her heavy normals) and Guard Vent (which grants her temporary Super Armor).
Femme stands out from the other Ryuki Riders in a few ways - some subtle and some more noticeable. Her lightning-quick, far-reaching normals (both with and without her Sword Vent) give her potent space control that can easily start combos, which combines well with her top-notch mobility thanks to her divekick cancels. More importantly, however, Femme has easily one of the strongest strikers in the game: her Contract Monster, Blancwing, summons a whirlwind directly around her opponent with an enormous number of active frames, giving her the freedom to extend combos, pressure the opponent's Guard Gauge, or even just take control of neutral. While these incredible strengths are somewhat held back by overall low damage and a weak defense modifier, Femme's offensive presence and mobility make her a force to be reckoned with.
Form Select
Move List
Normal Moves
5LLL
5LHH
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5LHH
5LHH
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4/6LL
4/6LL
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Shun 4/6LHH
4/6LHH
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2/8LL
2/8LL
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2/8LHH
2/8LH
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5HHH
5HHH
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6HHH
6HHH
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2/8HHH
2/8HHH
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jL
jL
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JH
jH
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During Sword Vent
Sword Vent 5LHHHH
5LHHHH (Sword Vent)
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Sword Vent 4/6LH
4/6LH (Sword Vent)
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Sword Vent 2/8LHHH
2/8LHHH (Sword Vent)
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Sword Vent 5HHHHH
5HHHHH (Sword Vent)
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Sword Vent 6HHHH
6HHHH (Sword Vent)
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Sword Vent 2/8HHH
2/8HHH (Sword Vent)
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Special Moves
5S
Sword Vent
5S |
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DS
Guard Vent
any direction + S |
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JS
Diving Kick
jS |
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Universal Mechanics
Throw
Throw
4H |
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Dash Action
Dash Action
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Rider Art
Rider Art
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Style Action
Style Action
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Combos
- 5LHH/5HH, 2HHH
- Femme's bread and butter combo utilising the crumple stun on 5LHH and 5HH. 2HHH gives a close knockdown with ample time to set up a meaty Blancwing call. You can also omit the 2HHH, sacrificing damage for time to manually charge meter.
- 5LHH/5HH, 2HH RC 2(L)H jc j.S~LHS
- Somewhat niche midscreen combo into an air combo. 2L should whiff so the opponent can't air tech. Also showcases a basic use of Femme's j.S cancel as a combo extension tool.
- 5LHH/5HH, j.H, 2HHH
- Corner extension using the massive hitstun of j.H. Adds a grip of damage to any combo while still allowing for the 2HHH knockdown.
- [j.S~(L)]xN, 2HHH
- More advanced use of j.S cancels at the wall, using j.L just as j.S hits to bypass the usual landing recovery period.