In this variation, TheBee has the identity of Sou Yaguruma. He has access to a striker that just does everything for a character like this. He's able to use it to terrify the opponent out of whiffing anything, and to extend combos all the way to a kill. In a pinch, he can even use it like a burst such that he can start his own combo in return.
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![KRSCH TheBee Support Attack Illustration.png](/images/thumb/2/29/KRSCH_TheBee_Support_Attack_Illustration.png/130px-KRSCH_TheBee_Support_Attack_Illustration.png)
Sou Yaguruma
(Support Attack)
![KRSCH TheBee Rider Form Illustration.png](/images/thumb/e/eb/KRSCH_TheBee_Rider_Form_Illustration.png/130px-KRSCH_TheBee_Rider_Form_Illustration.png)
Shun Kageyama
(Speed Up)
(added normals) |
No edit summary |
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__NOTOC__ | |||
== Introduction == | |||
[[image:KRSCH_TheBee_portrait.png|<center><font size="3"><b>Kamen Rider TheBee</b></font></center>|frame|right]] | |||
'''Kamen Rider TheBee''' is a member of ZECT who has been the secret identity of far too many people. | |||
In general, TheBee plays as an in-fighting boxer type character. He uses his normals to duck and weave through the opponent's attacks, his rekka special to safely pressure them, and once he's got a hard read, he can deliver a sucker punch in the form of Rider Sting to really make them pay. | |||
<tabber> | <tabber> | ||
|-|Support Attack Style= | |-|Support Attack Style= | ||
In this variation, TheBee has the identity of Sou Yaguruma. He has access to a striker that just does everything for a character like this. He's able to use it to terrify the opponent out of whiffing anything, and to extend combos all the way to a kill. In a pinch, he can even use it like a burst such that he can start his own combo in return. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
Line 22: | Line 21: | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
|-|Speed Up Style= | |||
In this variation, TheBee has the identity of Shun Kageyama. He gains access to the Speed Up Style Action, which enables him to forcefully take control of the match as long as it lasts. | |||
{{StrengthsAndWeaknesses | |||
| intro = [[file:KRSCH_TheBee_icon.png|64px]] '''Kamen Rider TheBee (Speed Up)''' goes all-in on in-fighting and beats down the opponent. | |||
| pros = | |||
* '''Evasive Advancing Normals:''' Many of TheBee's normals duck, sidestep or otherwise evade the opponent's attack, making it scary to swing against him. This version of TheBee in particular has greatly souped up normals. Most notably, he's got a dash punch that he can link out of on hit, and a sliding uppercut that goes under many attacks. | |||
* '''Reliable Stagger Pressure:''' Between a rekka-style move and a number of great buttons on block, TheBee is very comfortable when his opponent is overly patient. | |||
* '''Speed Up Style:''' Clock Up has a lot of offensive utility, from whiff punishing, to untouchable pressure, to combos that are effectively unburstable. | |||
|cons = | |||
* '''Lower Damage and Meter Efficiency:''' With Speed Up style, TheBee has a harder time accessing his damage ceiling and more often finds himself playing meterless. | |||
* '''Safety:''' This version of TheBee puts himself at greater risk than the Support Attack version. You really don't want them to block your most evasive options, and it's a lot scarier to be without Guard Gauge when you don't have a striker. | |||
* '''Speed Up Style:''' Clock Up's defensive utility is arguably among the worst for Battle Style mechanics. This doesn't hold Speed Up back, but does force Speed Up players to be very careful. | |||
| tablewidth = 80 | |||
}} | |||
</tabber> | |||
== Normal Moves == | == Form Select == | ||
<div style="top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles"> | |||
<div id="movelist-toggle-1" class="movelist-toggle-button">[[image:KRSCH_TheBee_Support_Attack_Illustration.png|130px|link=]]<br><center>'''Sou Yaguruma<br>(Support Attack)'''</center></div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button">[[image:KRSCH_TheBee_Rider_Form_Illustration.png|130px|link=]]<br><center>'''Shun Kageyama<br>(Speed Up)'''</center></div> | |||
</div> | |||
<div id="movelist-1" class="movelist"><!-- Sou Move List --> | |||
== Move List == | |||
=== Normal Moves === | |||
====== <font style="visibility:hidden" size="0">Sou 5LLL</font> ====== | ====== <font style="visibility:hidden" size="0">Sou 5LLL</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 478: | Line 501: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Sou | === Special Moves === | ||
====== <font style="visibility:hidden" size="0">Sou 5S</font> ====== | |||
{{MoveData | {{MoveData | ||
|image=KRSCH_TheBee_5S.png | |||
|input=5S | |||
|image=KRSCH_TheBee_5S.png | |||
|input=5S | |||
|name=Rider Sting | |name=Rider Sting | ||
|subtitle= | |subtitle= | ||
Line 557: | Line 559: | ||
|description= | |description= | ||
Requires 4 stocks of the Rider Gauge, and activates Clock Up, slowing time the same as a Speed Up Style character would. This adds a layer of flexibility to the Support Attack Style version of TheBee. Mostly sees use in situations where it's effectively a checkmate. | Requires 4 stocks of the Rider Gauge, and activates Clock Up, slowing time the same as a Speed Up Style character would. This adds a layer of flexibility to the Support Attack Style version of TheBee. Mostly sees use in situations where it's effectively a checkmate. | ||
This unique version of Clock Up belongs only to TheBee, and is slightly worse in a number of ways than the Speed Up Style's version. Most importantly, this version of TheBee doesn't gain improved strings, and doesn't speed up in any way. | This unique version of Clock Up belongs only to TheBee, and is slightly worse in a number of ways than the Speed Up Style's version. Most importantly, this version of TheBee doesn't gain improved strings, and doesn't speed up in any way. | ||
}} | }} | ||
Line 581: | Line 584: | ||
}} | }} | ||
== | == Universal Mechanics == | ||
====== <font style="visibility:hidden" size="0">Sou | ====== <font style="visibility:hidden" size="0">Sou Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_TheBee_DA.png | |image=KRSCH_TheBee_Sou_Throw.png | ||
|caption= | |||
|input=4H | |||
|name=Throw | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=N | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Sou's throw. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Sou Dash Action</font> ====== | |||
{{MoveData | |||
|image=KRSCH_TheBee_DA.png | |||
|caption=Air Dash | |caption=Air Dash | ||
|name=Dash Action | |name=Dash Action | ||
Line 606: | Line 630: | ||
|image=KRSCH_TheBee_Zigzag_Dash.png | |image=KRSCH_TheBee_Zigzag_Dash.png | ||
|caption=Zig-Zag Dash | |caption=Zig-Zag Dash | ||
|name=Rider Art | |name=Rider Art | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 622: | Line 646: | ||
}} | }} | ||
== | ====== <font style="visibility:hidden" size="0"> Sou Style Action </font> ====== | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_TheBee_Support_Attack.png | |image=KRSCH_TheBee_Support_Attack.png | ||
Line 640: | Line 662: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Sou calls out the Zectroopers, who instantly appear and begin firing upon the opponent. This costs 2 stocks of the Rider Gauge, or 4 stocks when executed from hitstun. | |||
This Style Action has three variants: | |||
*When executed with 2/8SA, the Zectroopers appear in a cross formation at the edges of the stage. This version effectively has variable start up; much slower when the opponent is near the center of the stage, and much faster when they're against the wall. With 8SA, the Zectroopers appear at the corners of the stage, and with 2SA, the Zectroopers appear at the midpoint of the edges of the stage. | *When executed with 2/8SA, the Zectroopers appear in a cross formation at the edges of the stage. This version effectively has variable start up; much slower when the opponent is near the center of the stage, and much faster when they're against the wall. With 8SA, the Zectroopers appear at the corners of the stage, and with 2SA, the Zectroopers appear at the midpoint of the edges of the stage. | ||
*When executed with 4/6SA, the Zectroopers appear in a fan formation behind TheBee. | *When executed with 4/6SA, the Zectroopers appear in a fan formation behind TheBee. | ||
These strikers are otherwise identical. Extremely fast, deals substantial damage, and causes a ton of hitstun. Expect to use this anytime that makes sense at any stage of the match. When used from hitstun, it may even allow you to burst a combo while getting a huge combo opportunity. | These strikers are otherwise identical. Extremely fast, deals substantial damage, and causes a ton of hitstun. Expect to use this anytime that makes sense at any stage of the match. When used from hitstun, it may even allow you to burst a combo while getting a huge combo opportunity. | ||
The main downside here is that the Zectroopers are neither firing homing bullets, nor tracking their target after they begin firing. Even in combos where the opponent is stationary, it's unreliable to get every bullet to hit. Against a moving target, it's possible that it whiffs completely. | The main downside here is that the Zectroopers are neither firing homing bullets, nor tracking their target after they begin firing. Even in combos where the opponent is stationary, it's unreliable to get every bullet to hit. Against a moving target, it's possible that it whiffs completely. | ||
}} | }} | ||
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*2HH > Style Action > Meter Charge > 2HH > Style Action > Gauge Charge > 2HH > RC > 5S > Climax Time > Rider Finale | *2HH > Style Action > Meter Charge > 2HH > Style Action > Gauge Charge > 2HH > RC > 5S > Climax Time > Rider Finale | ||
:Touch of death combo. Requires about 4 meters at the first striker call, with a little wiggle room thanks to gauge charge. | :Touch of death combo. Requires about 4 meters at the first striker call, with a little wiggle room thanks to gauge charge. | ||
</div> | |||
<div id="movelist-2" class="movelist"><!-- Shun Move List --> | |||
== Move List == | |||
== | === Normal Moves === | ||
====== <font style="visibility:hidden" size="0">Shun 5LLL</font> ====== | |||
{{MoveData | |||
== Normal Moves == | |||
====== <font style="visibility:hidden" size="0">Shun 5LLL</font> ====== | |||
{{MoveData | |||
|image=KRSCH_TheBee_Shun_5L.png | |image=KRSCH_TheBee_Shun_5L.png | ||
|caption= | |caption= | ||
Line 1,139: | Line 1,146: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Shun | === During Clock Up === | ||
====== <font style="visibility:hidden" size="0">Shun Clock Up 5LLLLL</font> ====== | |||
{{MoveData | {{MoveData | ||
|image=KRSCH_TheBee_Shun_ClockUp_5L.png | |||
|image2=KRSCH_TheBee_Shun_ClockUp_5LL.png | |||
|image3=KRSCH_TheBee_Shun_ClockUp_5LLL.png | |||
|image=KRSCH_TheBee_Shun_ClockUp_5L.png | |||
|image2=KRSCH_TheBee_Shun_ClockUp_5LL.png | |||
|image3=KRSCH_TheBee_Shun_ClockUp_5LLL.png | |||
|image4=KRSCH_TheBee_Shun_ClockUp_5LLLL.png | |image4=KRSCH_TheBee_Shun_ClockUp_5LLLL.png | ||
|image5=KRSCH_TheBee_Shun_ClockUp_5LLLLL.png | |image5=KRSCH_TheBee_Shun_ClockUp_5LLLLL.png | ||
Line 1,589: | Line 1,575: | ||
}} | }} | ||
== Special Moves == | === Special Moves === | ||
====== <font style="visibility:hidden" size="0">Shun 5S</font> ====== | ====== <font style="visibility:hidden" size="0">Shun 5S</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 1,651: | Line 1,637: | ||
}} | }} | ||
== | == Universal Mechanics == | ||
====== <font style="visibility:hidden" size="0">Shun | ====== <font style="visibility:hidden" size="0">Shun Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_TheBee_DA.png | |image=KRSCH_TheBee_Shun_Throw.png | ||
|caption= | |||
|input=4H | |||
|name=Throw | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=N | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Shun's throw. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Shun Dash Action</font> ====== | |||
{{MoveData | |||
|image=KRSCH_TheBee_DA.png | |||
|caption=Air Dash | |caption=Air Dash | ||
|name=Dash Action | |name=Dash Action | ||
Line 1,676: | Line 1,683: | ||
|image=KRSCH_TheBee_Super_Jump.png | |image=KRSCH_TheBee_Super_Jump.png | ||
|caption=Super Jump | |caption=Super Jump | ||
|name=Rider Art | |name=Rider Art | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 1,692: | Line 1,699: | ||
}} | }} | ||
== | ====== <font style="visibility:hidden" size="0">Shun Style Action</font> ====== | ||
{{MoveData | |||
|image=KRSCH_TheBee_SA.png | |||
|caption=Speed Up | |||
|name=Style Action | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=N/A | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Shun activates Clock Up, slowing time for the opponent. Requires at least 2 stocks of the Rider Gauge to initiate, and lasts until the Rider Gauge fully drains. | |||
During Clock Up, TheBee has access to the following extended strings: | During Clock Up, TheBee has access to the following extended strings: | ||
Line 1,703: | Line 1,725: | ||
*2/8HHHH | *2/8HHHH | ||
*dSSSSSS | *dSSSSSS | ||
}} | |||
}} | |||
== Combos == | == Combos == | ||
Line 1,722: | Line 1,746: | ||
*Style Action > (5S)*7 > Climax Time > Rider Finale | *Style Action > (5S)*7 > Climax Time > Rider Finale | ||
:Touch of death combo. Requires Clock Up as a point-blank punish with 4 stocks of the Rider Gauge on hand, so it's not the most practical, but it's useful to know. | :Touch of death combo. Requires Clock Up as a point-blank punish with 4 stocks of the Rider Gauge on hand, so it's not the most practical, but it's useful to know. | ||
</ | </div> | ||
== Navigation == | == Navigation == | ||
{{Navbox-KRSCH}} | {{Navbox-KRSCH}} | ||
[[Category:Kamen Rider TheBee]] | [[Category:Kamen Rider TheBee]] | ||
[[Category:Kamen Rider: Super Climax Heroes]] | [[Category:Kamen Rider: Super Climax Heroes]] |
Revision as of 12:15, 31 January 2024
Introduction
Kamen Rider TheBee is a member of ZECT who has been the secret identity of far too many people.
In general, TheBee plays as an in-fighting boxer type character. He uses his normals to duck and weave through the opponent's attacks, his rekka special to safely pressure them, and once he's got a hard read, he can deliver a sucker punch in the form of Rider Sting to really make them pay.
Playstyle
In this variation, TheBee has the identity of Shun Kageyama. He gains access to the Speed Up Style Action, which enables him to forcefully take control of the match as long as it lasts.
Playstyle
Form Select
![KRSCH TheBee Support Attack Illustration.png](/images/thumb/2/29/KRSCH_TheBee_Support_Attack_Illustration.png/130px-KRSCH_TheBee_Support_Attack_Illustration.png)
(Support Attack)
![KRSCH TheBee Rider Form Illustration.png](/images/thumb/e/eb/KRSCH_TheBee_Rider_Form_Illustration.png/130px-KRSCH_TheBee_Rider_Form_Illustration.png)
(Speed Up)
Move List
Normal Moves
Sou 5LLL
5LHH
|
---|
Sou 5LHH
5LHH
|
---|
Sou 4/6LLL
4/6LLL
|
---|
Sou 4/6LHH
4/6LHH
|
---|
Sou 2/8LL
2/8LL
|
---|
Sou 2/8LH
2/8LH
|
---|
Sou 5HHH
5HHH
|
---|
Sou 6HHH
6HHH
|
---|
Sou 2/8HH
2/8HH
|
---|
Sou jL
jL
|
---|
Sou jH
jH
|
---|
Special Moves
Sou 5S
Rider Sting
5S |
---|
Sou 46S
Punch Combination
4/6S > 4/6S > 4/6S |
---|
Sou 28S
Clock Up
2/8s |
---|
Sou JS
Rider Sting (Air Version)
jS |
---|
Universal Mechanics
Sou Throw
Throw
4H |
---|
Sou Dash Action
Dash Action Air Dash Air Dash
|
---|
Sou Rider Art
Rider Art Zig-Zag Dash Zig-Zag Dash
|
---|
Sou Style Action
Support Attack
|
---|
Combos
- 5HH > RC > 5S > 6S~6S~6S
- Standard combo with one RC. TheBee's special enders are highly efficient and almost completely refund the RC's meter cost.
- 5LLL > RC > 6S~6S~6S
- 5LLL > RC > 5HH > RC > 5S > 6S~6S~6S
- TheBee has some strings that cause a stagger, during which 5S's crumple will fail and instead juggle the opponent.
- Instead, go straight to 6S or RC into a string that does not stagger or launch the opponent.
- 5LLL > Style Action > jH > 5S > 6S~6S~6S
- 5LLL > Style Action > Gauge Charge > 5S > 6S~6S~6S
- Sample combos that use one striker call. Using jH increases the damage slightly, while meter charging increases the meter efficiency.
- 2HH > Style Action > Meter Charge > 2HH > Style Action > Gauge Charge > 2HH > RC > 5S > Climax Time > Rider Finale
- Touch of death combo. Requires about 4 meters at the first striker call, with a little wiggle room thanks to gauge charge.
Move List
Normal Moves
Shun 5LLL
5LHH
|
---|
Shun 5LHH
5LHH
|
---|
Shun 4/6LLL
4/6LLL
|
---|
Shun 4/6LHH
4/6LHH
|
---|
Shun 2/8LL
2/8LL
|
---|
Shun 2/8LHH
2/8LHH
|
---|
Shun 5HHH
5HHH
|
---|
Shun 6HH
6HH
|
---|
Shun 2/8HH
2/8HH
|
---|
Shun jL
jL
|
---|
Shun jH
jH
|
---|
During Clock Up
Shun Clock Up 5LLLLL
5LLLLL (Clock Up)
|
---|
Shun Clock Up 4/6LLLLL
4/6LLLLL (Clock Up)
|
---|
Shun Clock Up 2/8LLLL
2/8LLLL (Clock Up)
|
---|
Shun Clock Up 5HHHHH
5HHHHH (Clock Up)
|
---|
Shun Clock Up 6HHHHH
6HHHHH (Clock Up)
|
---|
Shun Clock Up 2/8HHHH
2/8HHHH (Clock Up)
|
---|
Special Moves
Shun 5S
Rider Sting
5S |
---|
Shun 46S
Punch Combination
dS > dS > dS |
---|
Shun JS
Rider Sting (Air Version)
jS |
---|
Universal Mechanics
Shun Throw
Throw
4H |
---|
Shun Dash Action
Dash Action Air Dash Air Dash
|
---|
Shun Rider Art
Rider Art Super Jump Super Jump
|
---|
Shun Style Action
Style Action Speed Up Speed Up
|
---|
Combos
- 5H > 6S~6S~6S
- A link starter into a special. Most characters don't get to do this, so it's really nice that he can.
- 2H > 5H > 2LH > RC > 5H > 6LL > RC > 5S > 6S~6S~6S
- A more complex link combo with one RC. The (2H > 5H) combo part requires 2H to hit at a distance.
- 5HH > RC > 6S~6S~6S
- 5HH > RC > 5H > 2LH > RC > 5S > 6S~6S~6S
- TheBee has some strings that cause a stagger, during which 5S's crumple will fail and instead juggle the opponent.
- Instead, go straight to 6S or RC into a string that does not stagger or launch the opponent.
- 5HH > Style Action > 5LLLL > 6HHHH > Speed Up Ends > 5S > 6S~6S~6S
- A sample combo into Clock Up, starting at 2 stocks of the Rider Gauge.
- It's best to freestyle strings for the duration of Clock Up and then link a standard 5S ender so that there's no easy burst point during Clock Up.
- Style Action > (5S)*7 > Climax Time > Rider Finale
- Touch of death combo. Requires Clock Up as a point-blank punish with 4 stocks of the Rider Gauge on hand, so it's not the most practical, but it's useful to know.