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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze casually uppercuts the opponent, knocking them away. Mostly useful as a meterless followup to 5LH. | | Fourze casually uppercuts the opponent, knocking them away. Mostly useful as a meterless follow-up to 5LH. |
| }} | | }} |
| }} | | }} |
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| |blockadv= | | |blockadv= |
| |hitadv= | | |hitadv= |
| |description=Fourze kicks the opponent away. Doesn't have any application besides as a combo followup since he's at the top of the screen. | | |description=Fourze kicks the opponent away. Doesn't have any application besides as a combo follow-up since he's at the top of the screen. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze drops an elbow on the opponent. Slow and stubby, it's not very useful for neutral, but it's one of his best options as a combo followup. | | Fourze drops an elbow on the opponent. Slow and stubby, it's not very useful for neutral, but it's one of his best options as a combo follow-up. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Followup uppercut. This string whiffs on block, so it's probably best to use something else.
| | follow-up uppercut. This string whiffs on block, so it's probably best to use something else. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's throw. This throw has an untechable knockdown, allowing combo followups. | | Fourze's throw. This throw has an untechable knockdown, allowing combo follow-ups. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze uses the Magic Hand to grab the opponent. A very fast command grab with long reach that launches for a followup combo, with an untechable knockdown. | | Fourze uses the Magic Hand to grab the opponent. A very fast command grab with long reach that launches for a follow-up combo, with an untechable knockdown. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's leg becomes hand. A command grab similar to the Magic Hand Astroswitch. By comparison, it's faster, shorter range, deals damage, and has less followup combo potential. | | Fourze's leg becomes hand. A command grab similar to the Magic Hand Astroswitch. By comparison, it's faster, shorter range, deals damage, and has less follow-up combo potential. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's Elek States throw. Allows a combo followup. | | Fourze's Elek States throw. Allows a combo follow-up. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's Fire States throw. Allows a combo followup. | | Fourze's Fire States throw. Allows a combo follow-up. |
| }} | | }} |
| }} | | }} |
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| </div> | | </div> |
| <div id="movelist-4" class="movelist"><!-- Cosmic States Move List --> | | <div id="movelist-4" class="movelist"><!-- Cosmic States Move List --> |
| == Normal Moves == | | == Move List == |
| | === Normal Moves === |
| ====== <font style="visibility:hidden" size="0">Cosmic 5LL</font> ====== | | ====== <font style="visibility:hidden" size="0">Cosmic 5LL</font> ====== |
| {{MoveData | | {{MoveData |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's leg becomes a Launcher and fires homing missiles. A souped up version of his Base Form's default 2/8S. The homing is greatly improved, and on grounded hit, it deals increased hitstun and causes a freeze effect. Although this situation is not extremely common, when these missiles connect at full-stage distance, it is possible to combo into Rider Art Followup. | | Fourze's leg becomes a Launcher and fires homing missiles. A souped up version of his Base Form's default 2/8S. The homing is greatly improved, and on grounded hit, it deals increased hitstun and causes a freeze effect. Although this situation is not extremely common, when these missiles connect at full-stage distance, it is possible to combo into Rider Art follow-up. |
| }} | | }} |
| }} | | }} |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's Cosmic States throw. Allows a combo followup. | | Fourze's Cosmic States throw. Allows a combo follow-up. |
| }} | | }} |
| }} | | }} |
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| Standard High-Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. | | Standard High-Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. |
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|
| Has access to a followup by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost, launching an extremely quick attack that begins a cinematic. Unsafe on block. | | Has access to a follow-up by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost, launching an extremely quick attack that begins a cinematic. Unsafe on block. |
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| This Rider Art followup is a critical part of Cosmic States' gameplan in multiple respects. It's a fast whiff punisher, an unburstable combo ender for huge damage, and may even work as a reversal thanks to its speed. | | This Rider Art follow-up is a critical part of Cosmic States' gameplan in multiple respects. It's a fast whiff punisher, an unburstable combo ender for huge damage, and may even work as a reversal thanks to its speed. |
| }} | | }} |
| }} | | }} |
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| === Cosmic States === | | === Cosmic States === |
| *6LHH > dS | | *6LHH > dS |
| *6LHH > RA Followup | | *6LHH > RA follow-up |
| :Essential combo. 6LHH builds about .49 of a Rider Gauge stock, so it's very rare that you won't have the meter for RA. | | :Essential combo. 6LHH builds about .49 of a Rider Gauge stock, so it's very rare that you won't have the meter for RA. |
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| *2HH > RC > 6LHH > RA Followup | | *2HH > RC > 6LHH > RA follow-up |
| :Simple RC extension. Cosmic States has many good poking normals, and can easily RC to get big reward from them. | | :Simple RC extension. Cosmic States has many good poking normals, and can easily RC to get big reward from them. |
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| *2HH > Style Action (Base Form) > 5HH > 2LH > Style Action (Cosmic States) > 5HH > RC > 6LHH > RA Followup | | *2HH > Style Action (Base Form) > 5HH > 2LH > Style Action (Cosmic States) > 5HH > RC > 6LHH > RA follow-up |
| :Un-transform re-transform combo. May be useful if you have a lot of extra meter, ie after Climax Time is initiated. | | :Un-transform re-transform combo. May be useful if you have a lot of extra meter, ie after Climax Time is initiated. |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A variant on Meteor's Saturn Sorcery. Winds up for a little while, then fires the rings of Saturn. A projectile with long startup, very little recovery, and very strong homing that allows followup combos if the opponent is hit grounded. The long startup makes using this a big risk, but once it's on the screen, your opponent has a problem to deal with now. | | A variant on Meteor's Saturn Sorcery. Winds up for a little while, then fires the rings of Saturn. A projectile with long startup, very little recovery, and very strong homing that allows follow-up combos if the opponent is hit grounded. The long startup makes using this a big risk, but once it's on the screen, your opponent has a problem to deal with now. |
| }} | | }} |
| }} | | }} |
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| Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge. | | Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge. |
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| Has access to a followup by pressing <u>Special Attack</u> at no additional cost, which is a variant on his normal jS. This variant is unblockable, allows followup combos, and turns off the opponent's ability to burst for the rest of the combo. | | Has access to a follow-up by pressing <u>Special Attack</u> at no additional cost, which is a variant on his normal jS. This variant is unblockable, allows follow-up combos, and turns off the opponent's ability to burst for the rest of the combo. |
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| This is the reason to pick the character. If you have enough meter and this hits, you just won the round and there's nothing they can do about it. Comboable from multiple strings with RC, and a dangerous approach in its own right since it's unblockable. | | This is the reason to pick the character. If you have enough meter and this hits, you just won the round and there's nothing they can do about it. Comboable from multiple strings with RC, and a dangerous approach in its own right since it's unblockable. |