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

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| pros =
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* '''One Button God Tier:''' Skull's Rider Art is a fully invincible, lightning-fast, unblockable projectile that starts a cinematic for massive damage on hit. What else could you possibly need?
* '''One Button God Tier:''' Skull's Rider Art is a fully invincible, lightning-fast, unblockable projectile that starts a cinematic for massive damage on hit. What else could you possibly need?
* '''Ridiculous Damage:''' Skull is effortlessly able to deal 50% in a single touch up close, not to mention his ability to land combos at range.
* '''Effortless Damage:''' Skull is able to easily combo into his Rider Art for high damage, whether he's up close or attacking from afar.
  |cons =
  |cons =
* '''Banned Character:''' Skull is not generally allowed in tournament play. Nobody wants to watch him tip his fedora until they die.
* '''Banned Character:''' Skull is not generally allowed in tournament play. Nobody wants to watch him tip his fedora until they die.

Revision as of 02:22, 29 June 2024

Introduction

Kamen Rider Skull

Kamen Rider Skull ain't soft boiled. Now THIS is what hard boiled looks like. If this guy was any more boiled he'd be eating a bowl of cigars for breakfast and washing it down with a bottle of scotch.

Skull is a zoner, and has most of the standard power tools associated with the archetype, including the Dash Shot Dash Action and a jS that he can safely use as a cross-up. Most notably, his Rider Art is the absolute strongest version of the Dodge Shot Rider Art, a truly fearsome tool which makes pinning down Skull extremely difficult. Adding to this, if Skull is given the opportunity for a close-range combo starter, he's easily able to route into a lot of damage and a favorable position, or build some extra Rider Gauge with an Instant Charge so he can continue to be a zoning threat.

This is all code for "he's banned as hell," to be clear.

Playstyle
KRSCH Skull icon.png Kamen Rider Skull brought a real gun to a toy gunfight.
Pros Cons
  • One Button God Tier: Skull's Rider Art is a fully invincible, lightning-fast, unblockable projectile that starts a cinematic for massive damage on hit. What else could you possibly need?
  • Effortless Damage: Skull is able to easily combo into his Rider Art for high damage, whether he's up close or attacking from afar.
  • Banned Character: Skull is not generally allowed in tournament play. Nobody wants to watch him tip his fedora until they die.

Form Select

KRSCH Skull Illustration.png
Skull

Move List

Normal Moves

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

A short-ranged jab.

5LL - Y - - - - -

A high kick.

5LLL - Y - - - - -

Skull snaps his leg back. Knocks the opponent away on hit.

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

A short-ranged jab.

5LH - Y - - - - -

Skull's launcher string. This can be followed up with a Combo Jump into its aircombo follow-up string, jLHSS.

Skull's aircombo would be useful because it just deals about 50% on its own, but it's actually air-techable after jL.

5LHH - Y - - - - -

An alternate ender to the launcher string. Skull fires two shots to juggle the opponent.

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

A spinning high kick.

4/6LL - Y - - - - -

A second spinning high kick that knocks the opponent away on hit.

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

A spinning high kick.

4/6LH - Y - - - - -

Skull fires two shots forward. The second projectile knocks the opponent away on hit.

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

A stepping high kick.

2/8LL - Y - - - - -

A second stepping high kick.

2/8LLL - Y - - - - -

A sobat that knocks the opponent away on hit.

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

A stepping high kick.

2/8LH - Y - - - - -

An uppercut that launches the opponent on hit.

2/8LHH - Y - - - - -

Skull fires a shot forward. Knocks the opponent down on hit. Can be cancelled into an Instant Charge by pressing the Special Attack button.

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

Skull fires a shot straight ahead. Launches the opponent on hit.

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

Skull fires an upward shot to juggle the opponent.

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

Skull fires another upward shot to juggle the opponent. This string is not guaranteed, as the opponent can air tech before it hits unless they were point-blank.

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

Skull fires a single shot.

Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
6HH - Y - - - - -

A stepping pistol whip.

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

Skull does a flipping heel drop that crumples the opponent on hit. Combos reliably into Rider Art or Rider Finale.

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

Skull fires a single shot aimed low.

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

Skull fires a second shot aimed low. Crumples the opponent on hit.

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

A dash punch that knocks the opponent away on hit.

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

Skull holds his leg out. An excellent jumping normal with active frames until landing, except that it launches the opponent on hit.

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

Skull takes on a set upwards momentum, and fires a shot at an angle. An air projectile option that knocks the opponent down on hit.

If used rising, this doesn't affect Skull's jump arc, but when used late in the jump, he will bounce upwards.

Assault Mode

Assault 5LLLLL
5LLLLL (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

Identical to 5L.

5LL - Y - - - - -

Identical to 5LL.

5LLL - Y - - - - -

Identical to 5LLL, except that it leaves the opponent standing on hit.

5LLLL - Y - - - - -

An uppercut that launches the opponent on hit.

5LLLL - Y - - - - -

Skull fires a shot forward. Knocks the opponent away on hit.

Assault 5HHH
5HHH (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

Identical to 5H.

5HH - Y - - - - -

Skull fires two shots upward.

5HHH - Y - - - - -

Skull fires two more shots upward.

Assault 2/8LHHHHH
2/8LHHHHH (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -

Identical to 2/8L.

2/8LH - Y - - - - -

An uppercut identical to 2/8LH except that it causes a mashable stagger on hit.

2/8LHH - Y - - - - -

Skull fires a show aimed low.

2/8LHHH - Y - - - - -

A pistol whip.

2/8LHHHH - Y - - - - -

A sobat that launches the opponent on hit.

2/8LHHHHH - Y - - - - -

A final shot forward that knocks the opponent away on hit.

Special Moves

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

Skull uses the Skull Memory's Maximum Drive and fires a series of shots forward.

Deals substantial damage, but is a little slow to start up.

DS
Skull Spinning Kick / Skull Spinning Kick and Skull Magnum
any direction + S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal
Skull Spinning Kick
- Y - - - - -

Skull does a spinning kick in place. Has greatly reduced recovery on whiff or block.

Assault
Skull Spinning Kick and Skull Magnum
- Y - - - - -

Skull does a spinning kick in place, identical to his standard dS. On hit, Skull tacks on a follow-up shot.

Against the wall, it's likely that the follow-up shot misses completely, as the other character will move off-axis while pushing against the wall.

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

Skull flips in mid-air and fires a wave of shots beneath himself.

This has very little recovery, and deals variable damage depending on how many hits connect. Overall one of his most useful attacks.

One other way to apply Somersault Shot is to use it from a sidewalk jump, which will align the shots with the opponent but continue moving Skull off-axis. This can be an extremely potent defensive poke.

Universal Mechanics

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

Skull's throw.

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

Skull backdashes with full invulnerability and fires one shot directly forward. Costs 1 stock of the Rider Gauge.

Unblockable, and starts a cinematic on hit that deals massive damage. Skull's defining tool, and the place most of his Rider Gauge should probably go.

Style Action
Style Action
Assault Mode
Assault Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Skull uses the Assault Style. Pressing Style Action with at least two stocks of Rider Gauge at any time besides during hitstun activates Assault Mode.

During Assault Mode, Skull gains the following extended strings:

  • 5LLLLL
  • 5HHH
  • 2/8LHHHHH
  • dS (replaces Skull Spinning Kick with Skull Spinning Kick and Skull Magnum)

Combos

  • 2HH > jS
Skull's strongest meterless combo.
The direction to jump for the highest hit count on jS depends a little bit on distance to the opponent, but it's usually forward. At long range and using a forward jump, it's possible to get 5 hits of jS and deal a lot of damage.
  • 6HHH > RA
  • 2HH > RA
These strings crumple, and allow Skull to combo a Rider Art for big damage. Alternatively, he can link Rider Finale on either crumple.
  • DA > RA
Skull's Dash Shot zoning is able to seamlessly combo into his Rider Art.

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