Kamen Rider: Super Climax Heroes/Eternal: Difference between revisions
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![KRSCH Eternal Illustration.png](/images/thumb/7/7b/KRSCH_Eternal_Illustration.png/130px-KRSCH_Eternal_Illustration.png)
Eternal
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Eternal has a very easy time dealing damage. He only needs a little Rider Gauge to turn any clean hit into a touch of death. | Eternal has a very easy time dealing damage. He only needs a little Rider Gauge to turn any clean hit into a touch of death. | ||
He also has the unique Zone Memory Rider Art, giving him access to an invincible teleport that costs | He also has the unique Zone Memory Rider Art, giving him access to an invincible teleport that costs Rider Gauge. This is useful both because it helps him close the distance, and because it allows him to punish attacks by making them whiff against its invincibility. | ||
The flip side of this is that Eternal often wants to play fast and loose with his own Guard Gauge. He notably struggles to keep this race up against Power Up Style characters, who can reset their own Guard Gauge by transforming. | The flip side of this is that Eternal often wants to play fast and loose with his own Guard Gauge. He notably struggles to keep this race up against Power Up Style characters, who can reset their own Guard Gauge by transforming. | ||
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| intro = [[file:KRSCH_Eternal_icon.png|64px]] '''Kamen Rider Eternal''' muscles in and chews up the opponent's Guard Gauge. | | intro = [[file:KRSCH_Eternal_icon.png|64px]] '''Kamen Rider Eternal''' muscles in and chews up the opponent's Guard Gauge. | ||
| pros = | | pros = | ||
* '''Consistent Huge Damage:''' Eternal's strings deal absurd damage even without doing an extended combo. He can also frequently threaten touch of death | * '''Consistent Huge Damage:''' Eternal's strings deal absurd damage even without doing an extended combo. He can also frequently threaten touch of death scenarios. | ||
* '''Guard Gauge Pressure:''' Eternal's strings also do huge damage to the Guard Gauge. This complements his combo damage nicely, since he needs to Guard Crush the opponent before he can really flex it. | * '''Guard Gauge Pressure:''' Eternal's strings also do huge damage to the Guard Gauge. This complements his combo damage nicely, since he needs to Guard Crush the opponent before he can really flex it. | ||
|cons = | |cons = | ||
* '''Linear Gameplan:''' Eternal is banking on running the opponent out of defensive options, then killing them on the next touch. This leaves him open in a lot of ways, but most notably, he can expect to be Guard Cancelled often; as a result, Power Up Style characters, who can refill | * '''Linear Gameplan:''' Eternal is banking on running the opponent out of defensive options, then killing them on the next touch. This leaves him open in a lot of ways, but most notably, he can expect to be Guard Cancelled often; as a result, Power Up Style characters, who can refill their Guard Gauge, can give him a hard time. | ||
* '''Meter Management:''' The bulk of Eternal's strength is loaded into Zone Memory and his ability to utilize RC, both of which cost | * '''Meter Management:''' The bulk of Eternal's strength is loaded into Zone Memory and his ability to utilize RC, both of which cost Rider Gauge. While he doesn't really struggle to build it and doesn't need a lot of it to be threatening, it's rough for him to have a completely empty Rider Gauge. | ||
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Revision as of 11:32, 14 March 2024
Introduction
Kamen Rider Eternal is gonna cut ya!!!
Eternal has a very easy time dealing damage. He only needs a little Rider Gauge to turn any clean hit into a touch of death.
He also has the unique Zone Memory Rider Art, giving him access to an invincible teleport that costs Rider Gauge. This is useful both because it helps him close the distance, and because it allows him to punish attacks by making them whiff against its invincibility.
The flip side of this is that Eternal often wants to play fast and loose with his own Guard Gauge. He notably struggles to keep this race up against Power Up Style characters, who can reset their own Guard Gauge by transforming.
Playstyle
Form Select
![KRSCH Eternal Illustration.png](/images/thumb/7/7b/KRSCH_Eternal_Illustration.png/130px-KRSCH_Eternal_Illustration.png)
Normal Moves
5LLL
5LLL
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5LHH
5LHH
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4/6LLL
4/6LLL
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4/6LHH
4/6LHH
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2/8LLL
2/8LLL
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2/8LHH
2/8LHH
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5HH
5HH
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6HHHH
6HHHH
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2/8HHH
5LLL
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jL
jL
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jH
jH
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Assault Mode
Assault 5L
5LLLLL
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Assault 5LHHH
5LHHH
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Special Moves
5S
Unicorn Maximum Drive
5S |
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DS
Double Flash / Bloody Hell Blade
any direction + S |
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JS
Revolving Jump Punch
jS |
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Universal Mechanics
Throw
Throw
4H |
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Dash Action
Dash Action Air Dash Air Dash
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Rider Art
Rider Art Zone Memory Zone Memory
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Style Action
Style Action Assault Assault
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Combos
- [6HHH > RC] repeat xN > 6S
- [6HHH > RC] repeat xN > 5HHS
- Basic RC loop. Well worth the damage for any amount of Rider Gauge. Can choose either a special ender to remove red health, or a Quick Charge ender to build an extra stock of Rider Gauge.
- Starting from 2 stocks of Rider Gauge, this loop builds enough meter back over the course of the combo to be a touch of death on most characters, but takes a very long time to actually kill.
- 6HHH > Style Action > 6HHH > RC > 5LHHH > Assault Mode Ends > Climax Time > Rider Finale
- A much faster touch of death combo using Assault Mode's exclusive string to crumple, then trigger Climax Time.
- Requires a bit of funky meter management to keep it quick. Try to be as close as possible to 2 stocks of the Rider Gauge, while not setting off Climax Time when activating Assault Mode.
- The main utility of this combo is to kill before the opponent's Guard Gauge is able to recover from Guard Crush, and thus before they can burst out.