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| * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have, especially in combination with maximized combos. | | * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have, especially in combination with maximized combos. |
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| * '''Slow and Stubby Normals:''' Because his basic strikes are lacking, Fourze may struggle to play normal strike-throw offense, even with his opponent pinned down. | | * '''Slow and Stubby Normals:''' Because his basic strikes are lacking, Fourze may struggle to play normal strike/throw offense, even with his opponent pinned down. |
| * '''Base Switches are Just Okay:''' Fourze has an additional layer of flexibility, but his default Special Attacks just aren't as strong as the Astroswitches exclusive to Form Change Style. | | * '''Base Switches are Just Okay:''' Fourze has an additional layer of flexibility, but his default Special Attacks just aren't as strong as the Astroswitches exclusive to Form Change Style. |
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| In this variation, Fourze gains access to his Elek States form. In it, he wields Billy the Rod, rushing the opponent down and limiting their options. This version of Fourze is chosen as the second option in the Form Change Style menu. | | In this variation, Fourze gains access to his Elek States form. In it, he wields Billy the Rod, rushing the opponent down and limiting their options. This version of Fourze is chosen as the second option in the Form Change Style menu. |
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| The defining aspect of Elek States is that his <u>5S</u> and <u>4/6S</u> drain the opponent's meter, and his <u>5S</u> even crumples the opponent, allowing a second Special Attack as a followup. | | The defining aspect of Elek States is that his <u>5S</u> and <u>4/6S</u> drain the opponent's meter. His <u>5S</u> even crumples the opponent, allowing a second Special Attack as a follow-up. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
| | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Elek States)''' is a close-range bruiser specializing in short, damaging combos and meter drain. | | | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Elek States)''' is a close-range bruiser specializing in short, damaging combos and meter drain. |
| | pros = | | | pros = |
| * '''Stick Normals:''' Choosing Elek States trades away the major weakness of Fourze's Base Form. His normals are quick and allow link combos, turning him into a close range threat. | | * '''Stick Normals:''' Choosing Elek States trades away the major weakness of Fourze's Base Form. His normals are quick and allow for link combos, turning him into a close range threat. |
| * '''Drains Meter:''' Elek States drains one stock of the opponent's Rider Gauge upon hitting a Special Attack and can hit up to two in one combo, dramatically limiting the opponent's metered options. | | * '''Drains Meter:''' Elek States drains one stock of the opponent's Rider Gauge upon hitting a Special Attack and can hit up to two in one combo, dramatically limiting the opponent's metered options. |
| * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have. | | * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have. |
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| | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Fire States)''' is an aggressive character who primarily uses projectiles. | | | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Fire States)''' is an aggressive character who primarily uses projectiles. |
| | pros = | | | pros = |
| * '''jS Fire Hose:''' A gliding air beam that hits until landing, Fire's <u>jS</u> is able to control a lot of space, approach, run away, and generally bully the opponent. In combination with his Airdash type Dash Action, he can even cross up the opponent. | | * '''jS Fire Hose:''' A gliding air beam that hits until landing, Fire's <u>jS</u> is able to control a lot of space, approach, run away, and generally bully the opponent. In combination with his Air Dash-type Dash Action, he can even cross up the opponent. |
| * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have. | | * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have. |
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| * '''Low Average Damage:''' Fire's combos are very limited, and it can be difficult for Fire States to remove red life at the end of a combo. | | * '''Low Average Damage:''' Fire's combos are very limited, and it can be difficult for Fire States to remove red life at the end of a combo. |
| * '''Slow and Stubby Normals:''' Because his basic strikes are lacking, Fourze may struggle to play normal strike-throw offense, even with his opponent pinned down. | | * '''Slow and Stubby Normals:''' Because his basic strikes are lacking, Fourze may struggle to play normal strike/throw offense, even with his opponent pinned down. |
| * '''Every Ground Attack is A Huge Risk:''' Although he has access to a number of projectile attacks, they all have massive recovery. He's not really able to zone as such, and these moves are mostly relegated to punishing the opponent. | | * '''Every Ground Attack is A Huge Risk:''' Although he has access to a number of projectile attacks, they all have massive recovery. He's not really able to zone as such, and these moves are mostly relegated to punishing the opponent. |
| * '''No Other Style Actions:''' While Fire States is free and does not impose a limitation on this character, he also doesn't benefit from any of the Battle Style mechanics. | | * '''No Other Style Actions:''' While Fire States is free and does not impose a limitation on this character, he also doesn't benefit from any of the Battle Style mechanics. |
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| | pros = | | | pros = |
| * '''Huge Hitboxes:''' In Cosmic States, Fourze gains normals with excellent reach. <u>5S</u> is the cherry on top, striking basically the entire screen. | | * '''Huge Hitboxes:''' In Cosmic States, Fourze gains normals with excellent reach. <u>5S</u> is the cherry on top, striking basically the entire screen. |
| * '''Extreme Forward Mobility:''' <u>jS</u> and <u>Rider Art</u> send Cosmic States flying across the screen, and <u>Rider Art</u> also allows for an extremely fast followup attack. | | * '''Extreme Forward Mobility:''' <u>jS</u> and <u>Rider Art</u> send Cosmic States flying across the screen, and the latter also allows for an extremely fast follow-up attack. |
| * '''Power Up Style:''' Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming. | | * '''Power Up Style:''' Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming. |
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| * '''Unstable Juggles:''' If the opponent is hit airborne by <u>5S</u>, the followup strikes will not combo, leaving Fourze open. | | * '''Unstable Juggles:''' If the opponent is hit airborne by <u>5S</u>, the follow-up strikes will not combo, leaving Fourze open. |
| * '''Average Damage:''' Cosmic States does solid damage with short combos, but can't easily extend a long combo into big damage. | | * '''Average Damage:''' Cosmic States does solid damage with short combos, but can't easily extend a long combo into big damage. |
| * '''Base Form Fourze:''' Without Astroswitches, Base Form Fourze is left with slow and stubby normals, and unsafe special moves. Getting out of Base Form as soon as possible is a priority. | | * '''Base Form Fourze:''' Without Astroswitches, Base Form Fourze is left with slow and stubby normals, and unsafe special moves. Getting out of Base Form as soon as possible is a priority. |
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| | pros = | | | pros = |
| * '''Keepaway Gameplan:''' Although his projectiles don't win the game on their own, as long as Magnet States has room to build 2 stocks of Rider Gauge, he's exceedingly comfortable. | | * '''Keepaway Gameplan:''' Although his projectiles don't win the game on their own, as long as Magnet States has room to build 2 stocks of Rider Gauge, he's exceedingly comfortable. |
| * '''Ridiculous Striker:''' The Powerdizer assist is quick, high damage, and puts them right where you want them. With 4 stocks of Rider Gauge on hand, not even hitting Magnet States is enough to avoid the Powerdizer. | | * '''Ridiculous Striker:''' The Powerdizer assist is quick, deals high damage, and puts them right where he wants them. With 4 stocks of Rider Gauge on hand, not even hitting Magnet States is enough to avoid the Powerdizer. |
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| * '''Banned Character:''' One of the few characters universally agreed to be too much. Only pick this guy for laughs. | | * '''Banned Character:''' One of the few characters universally agreed to be too much. Only pick this guy for laughs. |
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| * '''Unburstable Combo:''' <u>Rider Art</u> is easily comboable, turns off the opponent's burst for the rest of the combo, and can be comboed from. It's also unblockable, so it's even useful as a starter on its own. | | * '''Unburstable Combo:''' <u>Rider Art</u> is easily comboable, turns off the opponent's burst for the rest of the combo, and can be comboed from. It's also unblockable, so it's even useful as a starter on its own. |
| * '''Whiff Punishment:''' Using quick advancing normals similar to Meteor's, Meteor Fusion States is reliably able to catch the opponent overextending and make them really pay. | | * '''Whiff Punishment:''' Using quick advancing normals similar to Meteor's, Meteor Fusion States can reliably catch the opponent overextending and make them really pay. |
| * '''Meter Generation:''' Because Meteor Fusion States uses the Assault Battle Style, he is able to build an extra bar of meter at the end of many of his strings. | | * '''Meter Generation:''' Because Meteor Fusion States uses the Assault Battle Style, he is able to build an extra bar of meter at the end of many of his strings. |
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