Introduction
Kamen Rider Fourze (Form Change) is an extremely customizable character who overwhelms his opponent with an array of powerful special moves. This style is chosen with the first option on the Form Change Style menu. Additionally, the fourth option on the Form Change Style menu will get you this style with a selection of random Astroswitches.
After choosing this style, Fourze is presented with a unique menu. The top option allows him to select four Astroswitches, customizing many properties of his moveset. While Fourze starts the round with all of your chosen Astroswitches equipped, you can still access Fourze's default moveset by using Style Action inputs.
- The first row chooses a replacement special for 5S
- The second row chooses a replacement special for 2/8S
- The third row chooses a replacement special for jS
- The fourth row chooses a replacement special for 4/6S
This Battle Style offers Fourze not only an unparalleled wealth of flexibility for different matchups and playstyles, but a number of extremely strong special moves taken on their own.
Normal Moves
5LL
5LL
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5LHH
5LHH
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46LLL
4/6LLL
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28LL
2/8LL
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28LHHH
2/8LHHH
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5HH
5HH
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6HH
6HH
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28HH
2/8HH
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Throw
Throw 4H 4H
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Special Moves
5S
Rocket Astroswitch
5S (default) |
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46S
Radar Astroswitch
4/6S (default) |
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28S
Launcher Astroswitch
2/8S (default) |
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JS
Drill Astroswitch
jS (default) |
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Rider Art and Dash Action
Rider Art
Rider Art Flight Mode Flight Mode
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Rider Art L
L During Flight Mode
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Rider Art H
H During Flight Mode
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Rider Art S
S During Flight Mode
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Dash Action
Dash Action Air Dash Air Dash
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Style Action
Fourze (Form Change) is able to use the Style Action inputs to change his selected Astroswitches back to the default special moves.
Style Action 4/6 scroll left and right on Fourze's Astroswitch display. Style Action 2/8 changes out the highlighted switch between its default and its chosen variant.
Astroswitches
Fourze's Astroswitch mechanic has a hidden mechanic within it: comboing specific switches will change the properties of some Astroswitch special moves! Most notably is that Fourze's base kit of special moves has a combo within it, namely the Launcher + Radar combo, which adds homing to the Launcher's missiles. While this page will do its best to detail every Astroswitch, the exact details of this combo mechanic aren't documented anywhere currently.
Recommended Astroswitches
- 5S
- Magic Hand
- Scoop
- 2/8S
- Stealth
- Giant Foot
- Net
- jS
- Screw
- 4/6S
- Camera
- Scissors
- Medical
Magic Hand Switch (5S)
Astroswitch #5 |
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Chain Array Switch (5S)
Astroswitch #13 |
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Flash Switch (5S)
Astroswitch #17 |
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Scoop Switch (5S)
Astroswitch #29 |
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Claw Switch (5S)
Astroswitch #33 |
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Chainsaw Switch (2/8S)
Astroswitch #8 |
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Beat Switch (2/8S)
Astroswitch #12 |
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Smoke Switch (2/8S)
Astroswitch #14 |
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Stealth Switch (2/8S)
Astroswitch #21 |
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Pen Switch (2/8S)
Astroswitch #25 |
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Hand Switch (2/8S)
Astroswitch #28 |
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Freeze Switch (2/8S)
Astroswitch #32 |
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Giant Foot Switch (2/8S)
Astroswitch #35 |
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Net Switch (2/8S)
Astroswitch #38 |
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Spike Switch (jS)
Astroswitch #15 |
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Water Switch (jS)
Astroswitch #23 |
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Screw Switch (jS)
Astroswitch #27 |
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Board Switch (jS)
Astroswitch #34 |
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Aero Switch (jS)
Astroswitch #36 |
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Stamper Switch (jS)
Astroswitch #39 |
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Camera Switch (4/6S)
Astroswitch #6 |
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Scissors Switch (4/6S)
Astroswitch #11 |
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Winch Switch (4/6S)
Astroswitch #16 |
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Shield Switch (4/6S)
Astroswitch #18 |
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Hammer Switch (4/6S)
Astroswitch #22 |
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Medical Switch (4/6S)
Astroswitch #24 |
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Combos
- 5HH > 2LHHH
- Standard link combo that doesn't require any specific switches.
- 5HH > 2LHH > RC > jS
- Standard link combo that works with most jS Astroswitches and ends in a Special Attack.
- 5HH > 6S
- Link combo that requires Scissors, Hammer, or Medical Astroswitch. Alternatively, links into Claw Switch 5S.
- 5S > 5LH > combo jump > jLHS
- Magic Hand starter that doesn't require any specific other Astroswitches.
- [5HH > 2LHH > RC > Scoop/Net/Freeze] repeat xN
- Infinite loop using Scoop, Net or Freeze Astroswitches.
- When using Scoop or Freeze Astroswitch, you can manually charge meter between each rep, making it a true infinite.
- When using Net Astroswitch, this is not a true infinite as meter gain stops after 50 hits in the combo. It does, however, do enough damage to trigger Climax Time and end in Rider Finale for a touch of death combo.
- 5S > 5LH > RC > Scoop/Net/Freeze > ...
- Magic Hand starter into any containment Astroswitch. Can continue with the above combo.
- [2S > jL] repeat xN
- True infinite combo that requires Freeze Astroswitch.
- (Corner) Throw > 6L
- Basic combo from throw.