Introduction
Kamen Rider Den-O (Form Change) has the ability to switch between all of Den-O's four base forms. Of the four, Sword and Rod forms play a bit more of a straightforward gameplan, while Axe and Gun play around some particularly silly tools.
- Sword Form has greater speed than Rod Form, and is able to attack comfortably with a set of solid normals.
- Rod Form has greater reach than Sword Form, and can use an unblockable hookshot to whiff punish and start a combo, or throw the rod to stay a bit safer.
- Axe Form uses armor and a jS helm-breaker that has very little recovery to muscle in. He has access to the rare unblockable Earthquake Rider Art, and with it, a bug that allows him to permanently freeze the opponent in place until they either burst or get hit again.
- Gun Form weaves in and out rather than committing to a full-on zoning gameplan. His normals move while firing, allowing him to shoot-walk all the way in for a full combo using RC. He can also move with jS, which spins and fires projectiles all over the place, making it both a formidable approach and a difficult retreat to contest.
This all adds up to a character who does a little of everything, often doing it really well, but who has to choose which toolset he wants in any given moment on the fly.
Normal Moves
Sword 5L
5LL (Sword Form)
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5LH (Sword Form)
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Sword 4/6L
4/6LHH (Sword Form)
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Sword 2/8L
2/8LL (Sword Form)
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Sword 5H
5HHH (Sword Form)
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Sword 6H
6HHH (Sword Form)
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Sword 2/8H
2/8HH (Sword Form)
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Sword Throw
Throw (Sword Form)
4H |
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Special Moves
Sword 5S
Dash Slash
5S (Sword Form) |
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Sword DS
Combo Slash
any direction + S (Sword Form) |
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Sword JS
Long-range DenGasher Attack
jS (Sword Form) |
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Rider Art and Dash Action
Sword Rider Art
Rider Art (Sword Form) Super Jump Super Jump
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Sword Dash Action
Dash Action
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Normal Moves
Rod Throw
Throw (Rod Form)
4H |
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Special Moves
Rod 5S
Den-Rider Kick
5S (Rod Form) |
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Rod DS
I'll Reel You In
any direction + S (Rod Form) |
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Rod JS
Rod Toss
jS (Rod Form) |
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Rider Art and Dash Action
Rod Rider Art
Rider Art (Rod Form) Super Jump Super Jump
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Rod Dash Action
Dash Action
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Normal Moves
Axe Throw
Throw (Axe Form)
4H |
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Special Moves
Axe 5S
Chop Down
5S (Axe Form) |
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Axe DS
Dynamic Chop
any direction + S (Axe Form) |
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Axe JS
Jumping Axe Attack
jS (Axe Form) |
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Rider Art and Dash Action
Rider Art (Axe Form) Earthquake Earthquake
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Axe Dash Action
Dash Action
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Normal Moves
Gun Throw
Throw (Gun Form)
4H |
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Special Moves
Gun 5S
Wild Shot
5S (Gun Form) |
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Gun DS
Breakdance Shot
any direction + S (Gun Form) |
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Gun JS
Jumping Blindfire
jS (Gun Form) |
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Rider Art and Dash Action
Gun Rider Art
Rider Art (Gun Form)
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Dash Action
Dash Action
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Style Action
Den-O (Form Change) can switch between Sword, Rod, Axe, and Gun form using the Style Action inputs. This doesn't cost anything to do, and Den-O is vulnerable for the duration of his transformations.
Style Action Up transforms into Sword Form.
Style Action Left transforms into Axe Form.
Style Action Right transforms into Gun Form.
Style Action Down transforms into Rod Form.
Combos
Sword Form
- 5HH > RC > 6HH > RC > dS
- Standard Sword Form RC extension into a special ender.
Rod Form
- 6HHHHH > RC > 5S
- Standard Rod Form RC extension into a special ender. Near the corner, you can finish the 6H string, but midscreen you must RC before the last hit.
- dS > 6HH
- dS > 2LL
- Unblockable hookshot combo. 6HH is easier to connect at close ranges, while 2LL is stronger as an OTG pickup from longer ranges.
- Be aware that at some distances, the 2LL string will juggle such that it's ground techable. To avoid this while stabilizing your followup, you can intentionally whiff 2L and hit with 2LL.
- Throw > 6HH
- Rod Form can combo off of throw in the corner.
Axe Form
- 6HH > RC > 5S
- Standard Axe Form RC extension into a special ender.
- 5H > RC > RA > Style Action
- Combo into freeze glitch. From here,
Gun Form
- 5HHHHH > RC > 5HHHHH > RC > dS
- Standard Gun Form RC extension into a special ender. The 5H string fires projectiles while moving forward, so this combo is useful even from a long distance.
- j6S > repeat xN
- Gun Form's corner infinite. Linking jS from jS requires the earliest possible jS, as well as ensuring that jS's last hit connects, which isn't usually possible to control outside of the corner.
- Because Gun Form doesn't have a way to combo into jumping, this must also be started from a raw jS on an already cornered opponent.
- j6S > Rider Finale
- jS is plus enough to link Rider Finale, and is also a common point for Climax Time to activate on landing.