Kamen Rider: Super Climax Heroes/Diend: Difference between revisions

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Introduction

Kamen Rider Diend

Kamen Rider Diend is an interdimensional thief crossing through worlds looking for treasure. This is a good thing, because if he was one of those "fights for justice" types, I'd be losing hope in justice.

Diend is a zoner with a lot of one-of-a-kind options that only he has access to. He even uses a one-of-a-kind Support Attack: he summons Kamen Riders, controlled by the game's AI, to fight for him, on the same stage at the same time.

Although he's a really unique character, that uniqueness doesn't bring strength with it. Diend is somewhat infamous for being potentially the least durable character in the game, with the worst defensive stats and absolutely no built-in defensive mechanic. As if that wasn't enough, his damage is pitiful, so any risk he takes grants trivial reward.

Picking Diend isn't really competitively advisable, but he is really swaggy and his striker occasionally makes some really funny game states happen, so you can definitely still have a good time playing him.

Playstyle
KRSCH Diend icon.png Kamen Rider Diend summons ancillary Riders to fight alongside him.
Pros Cons
  • Has an Infinite: Diend isn't capable of doing much solo, but he does have an infinite.
  • Style: Diend uses a lot of unique tools and animations, and his advanced combos are quite stylish.
  • Low Damage: Diend's damage is so low that any good character can make two dozen mistakes before ending Diend in one of his own.
  • Unusual Striker: Diend's striker is really unique, but it's also extremely expensive and inconsistent. The AI can choose to do nothing helpful for its entire duration, and it can only be used at 4 stocks of Rider Gauge.
  • Waiting For The End: Diend is unlikely to ever win besides by time up due to his low damage, and unlikely to survive his opponent's offense due to his low health and the lack of defensive cushions in his kit.

Form Select

KRSCH Diend Illustration.png
Diend

Move List

Normal Moves

5LLL
5LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

A stepping elbow.

5LL - Y - - - - -

A side kick. Recovers notably fast.

5LLL - Y - - - - -

A high kick that knocks the opponent down on hit.

4/6LL
4/6LL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -

A high kick. Diend's fastest light starter.

4/6LL - Y - - - - -

A slow kick that causes a mashable stagger on hit.

4/6LHH
4/6LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -

A high kick. Diend's fastest light starter.

4/6LH - Y - - - - -

Diend does a spinning high kick. Launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo followup string, jLHS.

A mainstay of Diend's combos, this aircombo string is excellent in every way but damage. He's able to loop it against the wall, and at midscreen it creates a lot of distance on hit to allow him to keep out and regain some Rider Gauge.

4/6LHH - Y - - - - -

An alternate ender for the launcher string. Diend shoots and then kicks, knocking the opponent away on hit.

2/8LL
2/8LL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -

An advancing low kick. Diend's longest range light starter.

2/8LL - Y - - - - -

A high kick that knocks the opponent away on hit.

5HH
5HH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5H - Y - - - - -

Diend leans back and fires a shot at mid level.

5HH - Y - - - - -

Diend follows up with a volley of 3 shots.

6HHH
6HHHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
6H - Y - - - - -

A stepping high elbow.

6HH - Y - - - - -

Diend does a spinning high kick. Launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo followup string, jLHS.

A mainstay of Diend's combos, this aircombo string is excellent in every way but damage. He's able to loop it against the wall, and at midscreen it creates a lot of distance on hit to allow him to keep out and regain some Rider Gauge.

6HHH - Y - - - - -

An alternate ender for the launcher string. Diend fires a shot that knocks the opponent away.

2/8HH
5LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8H - Y - - - - -

Diend fires a shot at mid-level.

2/8HH - Y - - - - -

Diend steps in with an elbow. Crumples the opponent on hit, which is nice.

jL
jL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Diend fires a shot at a very steep angle. Useful for coverage.

This attack has landing recovery that is cancellable into everything but jump. In order to jump right after using it anyway, hold a direction on landing so that you'll cancel the recovery into walking, and then jump again.

jH
jH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Diend fires a shot at a 45 degree angle.

This attack has landing recovery that is cancellable into everything but jump. In order to jump right after using it anyway, hold a direction on landing so that you'll cancel the recovery into walking, and then jump again.

Using this technique, Diend is actually able to combo this into itself for an infinite. This is pretty tricky to keep up forever, though, and doesn't deal a lot of damage anyway.

Special Moves

5S
Diendriver
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Diend fires a quick projectile straight ahead. Knocks the opponent away on hit.

This is Diend's most consistently useful special, but it doesn't combo in a few key places.

dS
Homing Barrage
any direction + S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Diend holds his gun to the sky and fires a volley of 15 homing shots. Launches and drains the opponent's Rider Gauge on hit.

The homing on these shots leaves something to be desired. They have multiple sour spots where they just won't home in no matter what you do, most importantly full distance from the opponent and point blank. Even when they do connect, it's often only a few, and usually for piddling damage.

This special is mostly a deathtrap, since it's very likely to miss, tends to be dodged pretty effortlessly, and even on hit, it's just not worth the reward. It is somewhat more useful as a combo ender in the corner.

jS
Jump Shot
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Diend fires a projectile at a steep angle. Knocks the opponent down on hit.

This is probably the overall best part of Diend's kit, as it deals relatively nice damage, knocks down, doesn't affect Diend's movement, and is relatively risk-free.

Universal Mechanics

Throw
Throw
4H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Diend's throw. Causes a hard knockdown, and Diend can combo a 2/8L after this against the wall, but not much else.

Dash Action
Dash Action
Dash Shot
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A generic Dash Shot-type Dash Action. Costs .5 stocks of the Rider Gauge and can chain into itself up to 3 shots. Dash Shot tracks the opponent's position when firing, including vertically, so although these shots aren't homing, they can be used to snipe the opponent out of the air.

Dash Shot recovers instantly when its user returns to neutral.

Rider Art
Rider Art
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
0 N - - - - -

A unique spin on the Dodge Shot type Rider Art, this sees Diend fire an unblockable shot aimed towards the ground, then slip away into the wall between worlds, popping back out at full-stage distance. If this unblockable hits, this is a cinematic that holds the opponent in place for a more effective escape, but Diend backs up regardless. This costs 1 stock of the Rider Gauge.

This doesn't do any damage, making it really limited in its usage. It's also really expensive, which is extra tough for Diend because his low damage means he also builds very little Rider Gauge. This combination of factors makes it often feel like a bad idea to use this, but it *is* able to get you out of a tight spot.

Style Action
Support Attack
KRSCH Diend Support Attack Illustration.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

When selecting Diend, players also choose a Rider to accompany him and serve as his Striker. Diend can choose from the following Riders: Ouja, Raia, Scissors, Gai, PunchHopper, and Femme.

By pressing Style Action, Diend calls another Rider to the field, who is controlled by the AI. This costs 4 stocks of the Rider Gauge regardless of when it is used.

This is Diend's main gimmick, but it usually doesn't help him very much for how expensive it is. The AI tends to do full strings and not much else.

Combos

  • 2HH > walk back > dS
  • 2HH > walk back > jS
  • 2HH > Rider Art
  • 2HH > Rider Finale
Diend is able to link a few things from 2HH's crumple.
  • DA > 5HH > RC > 5S
Diend has the powerful Dash Shot dash action, and can combo from it if he's on point.
  • (corner) 6LH > jc > jL~H~S > 6HH > jc > jLHS > 2HH
  • (corner) 2HH > 6HH > jc > jL~H~S > 6HH > RC > dS
Diend's advanced corner loops.
Delaying the aircombo string allows Diend to land earlier and enables the juggle height necessary for the loop to work.
The [RC > dS] combo part is intended to hit the opponent point-blank with every projectile from dS, and drains just shy of 1 stock of their Rider Gauge.
  • (corner) jH > repeat xN > 5S
Diend's infinite. Deals precious little damage, which at least means an experienced opponent might choose to not burst and just hope you drop it.
Doing this infinitely requires occasionally adjusting your positioning some, i.e. manually timing the forward jump very slightly later.

Navigation

General
FAQ
Controls
HUD
Strategy
System
Links
Showa
Kamen Rider
Rider 1
Rider 2
Kamen Rider V3
V3
Kamen Rider Amazon
Amazon
Kamen Rider BLACK (RX)
BLACK
BLACK RX
Shadow Moon
Heisei Phase 1
Kamen Rider Kuuga
Kuuga
Kamen Rider Agito
Agito
G3-X
Gills
Kamen Rider Ryuki
Ryuki
Knight
Scissors
Zolda
Raia
Gai
Ouja
Verde
Tiger
Imperer
Odin
Femme
Ryuga
Kamen Rider 555
Faiz
Kaixa
Delta
Kamen Rider Blade
Blade
Garren
Chalice
Leangle
Kamen Rider Hibiki
Hibiki
Ibuki
Zanki
Todoroki
Kamen Rider Kabuto
Kabuto
Gatack
TheBee
Drake
Sasword
KickHopper
PunchHopper
Dark Kabuto
Kamen Rider Den-O
Den-O
Zeronos
Nega Den-O
New Den-O
Kamen Rider Kiva
Kiva
Ixa
Saga
Kamen Rider Decade
Decade
Diend
Heisei Phase 2
Kamen Rider W
W
Accel
Skull
Eternal
Kamen Rider OOO
OOO
Birth
Kamen Rider Fourze
Fourze
Meteor
Kamen Rider Wizard
Wizard