Kamen Rider: Super Climax Heroes/Strategy

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Advanced Techniques

Throw Break Option Select

While guarding, inputting 4H alongside Rider Cancel or Jump in time with the opponent's attacks will result in a Guard Cancel if the opponent used a strike, and a throw break if the opponent used a throw.

Jump Cancel Throw

By inputting a throw during the startup frames of a jump, you will cancel your jump startup and instead perform the throw. This can be used with forward jumps to extend the range of your throw, but it also has the added benefit of essentially creating a throw-invulnerable (albeit slower) throw attempt, as jumping is immune to throws from frame one.

Instant Rider Art

When transforming while in Power Up Style (either to or from the Power Up form), a Rider Art can be performed on the first possible frame by holding Rider Art while the transformation takes place. This is useful for a number of characters, as the transformation itself carries generous invincibility, and given that transformations can be used during blockstun, these attacks become very viable reversal options.

Rider Finale Cancel

Normally, because a character must have a full four stocks of meter to perform a Rider Finale, you cannot Rider Cancel in order to combo into a Rider Finale. However, by inputting Rider Cancel on the same frame as Rider Finale, it's possible to cancel a normal directly into a Finale. This will cost three bars of meter to attempt instead of two, due to the Rider Cancel and the Finale happening at the same time, but otherwise does not change the Rider Finale in any way.

Rider Art Throw Cancel

The throw action takes priority over other actions, even when another action is already being performed. This results in Jump Cancel Throw as mentioned above, but this is also possible with certain Rider Arts by inputting Rider Art followed by 4H within a short window. Pending more research, this window is 1-2 frames.

Most notably, when the Showa Riders (Rider 1/2, V3, Black, Black RX) use a Rider Art Throw Cancel, the game gets seriously affected in some very strange ways. When successfully performed, the character will perform their throw while the camera focuses on them, and Finisher Mode's sepia-tone screen filter will not be applied. From here, most visual effects do not get drawn, including hitsparks and the effects for projectiles and other attacks, including Black RX's RevolCane. This can also affect hitboxes of some attacks, e.g. V3's Support Attack will lose both the hook visual element and its associated hitbox, rendering the move useless. The buff from Finisher Mode still applies, however, and the attack will deal extra damage and trigger the narration, but both characters will disappear from the screen until the narration is over. Please note that Finisher Mode Throw Cancel is banned in competitive play.

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