In this variation, Blade gains access to his King Form, boasting improved strings, a notably powerful projectile, and an oppressive advancing attack.
Kamen Rider: Super Climax Heroes/Blade: Difference between revisions
(Created Blade's page under the old style of page, mostly just getting this one out it's been cooking for months for no reason) |
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__NOTOC__ | |||
== Introduction == | |||
[[image:KRSCH_Blade_portrait.png|<center><font size="3"><b>Kamen Rider Blade</b></font></center>|frame|right]] | [[image:KRSCH_Blade_portrait.png|<center><font size="3"><b>Kamen Rider Blade</b></font></center>|frame|right]] | ||
'''Kamen Rider Blade''' yells WEH and throws himself at you full force. | |||
'''Kamen Rider Blade | |||
It's mostly obvious how Blade works at first glance. His attacks are very strong on their face, he does a ton of damage, and he's working with a damaging and flexible Rider Art | It's mostly obvious how Blade works at a first glance. His attacks are very strong on their face, he does a ton of damage, and he's working with a damaging and flexible Rider Art follow-up in both of his forms. | ||
Blade's kit is highly unusual in a number of ways. This is usually in his favor, supplementing his obvious strengths with some really deranged properties on his moves. This includes moves that drain Rider Gauge arbitrarily, a projectile that deletes other projectiles, and utterly bizarre tracking. | |||
Blade's most notable weakness is that he's one of the very few characters in the game without a normal jumping attack; all of his air buttons are divekicks, so he must choose carefully when jumping. He also has a very small and relatively inflexible movelist relative to a lot of characters. | |||
<tabber> | |||
Blade's most notable weakness is that he's one of the very few characters in the game without a normal jumping attack | |-|Power Up Style (King)= | ||
In this variation, Blade gains access to his King Form, boasting improved strings, a notably powerful projectile, and an oppressive advancing attack. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = [[file:KRSCH_Blade_icon.png|64px]] '''Kamen Rider Blade (King Form)''' is a heavy all-rounder who controls the pace from the ground. | | intro = [[file:KRSCH_Blade_icon.png|64px]] '''Kamen Rider Blade (King Form)''' is a heavy all-rounder who controls the pace from the ground. | ||
| pros = | | pros = | ||
* '''Powerful Normals:''' Blade was gifted some of the best normals in the game, and for a wide variety of purposes. From advancing evasive normals to | * '''Powerful Normals:''' Blade was gifted some of the best normals in the game, and for a wide variety of purposes. From advancing evasive normals to straightforward quick strikes with low recovery, he's able to get a lot done just by using his strings. | ||
* '''Aggressive Approaches:''' Blade rarely has any issues closing the gap, and he's able to throw himself at the opponent in a number of really threatening ways. | * '''Aggressive Approaches:''' Blade rarely has any issues closing the gap, and he's able to throw himself at the opponent in a number of really threatening ways. | ||
* '''Power Up Style:''' Power Up Style characters universally | * '''Power Up Style:''' Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming. | ||
|cons = | |cons = | ||
* '''Limited Air Options:''' Blade is a rare character who doesn't have any air normals besides divekicks. | * '''Limited Air Options:''' Blade is a rare character who doesn't have any air normals besides divekicks. | ||
* '''Awkward Base Form Matchups:''' Some of Blade's Base Form tools match up poorly against certain characters. For example, an advancing tackle | * '''Awkward Base Form Matchups:''' Some of Blade's Base Form tools match up poorly against certain characters. For example, an advancing tackle isn't a great idea against characters who put a lot of projectiles in his path. These concerns mostly go away once he reaches King Form, but reaching it is half the battle. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
|-|Power Up Style (Jack)= | |||
In this variation, Blade gains access to his Jack Form, which solves one of Blade's core problems at a steep price. | |||
The main benefit of choosing Jack Form is that Blade gains access to his only non-divekick jumping attacks. However, Jack Form is probably Blade's weakest form overall. | |||
{{ | Players who enjoy Blade's Base Form over King Form may prefer the feel of this alternative. | ||
Base Form= | |||
[[image: | {{StrengthsAndWeaknesses | ||
== Normal Moves == | | intro = [[file:KRSCH_Blade_icon.png|64px]] '''Kamen Rider Blade (Jack Form)''' boasts air superiority over King Form. | ||
| pros = | |||
* '''A Normal Jumping Attack:''' Going to the air is much less of a bad idea for Jack Form. | |||
* '''He's Still Blade:''' While King Form is powerful, Blade's Base Form is a large part of his strength. Losing said form doesn't make Blade bad by any means. | |||
* '''Power Up Style:''' Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming. | |||
|cons = | |||
* '''Is Just Okay:''' Blade's Jack Form is a rare example of a Power Up character who becomes arguably worse than his default form. | |||
* '''Awkward Base Form Matchups:''' Some of Blade's Base Form tools match up poorly against certain characters. For example, an advancing tackle isn't a great idea against characters who put a lot of projectiles in his path. | |||
| tablewidth = 80 | |||
}} | |||
</tabber> | |||
== 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_Blade_Ace_Form_Illustration.png|130px|link=]]<br><center>'''Base Form'''</center></div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button">[[image:KRSCH_Blade_King_Form_Illustration.png|130px|link=]]<br><center>'''King Form'''</center></div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button">[[image:KRSCH_Blade_Jack_Form_Illustration.png|130px|link=]]<br><center>'''Jack Form'''</center></div> | |||
</div> | |||
<div id="movelist-1" class="movelist"><!-- Base Blade Move List --> | |||
== Move List == | |||
=== Normal Moves === | |||
====== <font style="visibility:hidden" size="0">5LL</font> ====== | ====== <font style="visibility:hidden" size="0">5LL</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 47: | Line 70: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Not a particularly fast jab, but has notably good frame advantage on hit, allowing Blade to link his Rider Art | Not a particularly fast jab, but has notably good frame advantage on hit, allowing Blade to link his Rider Art follow-up. | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 407: | Line 430: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade divekicks, dealing the lowest damage of his three divekicks. In return, this normal is really unusual for divekicks in Super Climax Heroes, and has absurd tracking. Where other divekicks would whiff directly over the opponent's head, this divekick will get stuck directly above the opponent and land on top of them for a successful hit. | Blade divekicks, dealing the lowest damage of his three divekicks. In return, this normal is really unusual for divekicks in ''Super Climax Heroes'', and has absurd tracking. Where other divekicks would whiff directly over the opponent's head, this divekick will get stuck directly above the opponent and land on top of them for a successful hit. | ||
The downside is that it's still unsafe on block, as you'd expect for a divekick in this game. This move might be a footnote for other characters, but Blade often wants to use this if he has to go airborne, considering he doesn't have access to normal jumping attacks. | The downside is that it's still unsafe on block, as you'd expect for a divekick in this game. This move might be a footnote for other characters, but Blade often wants to use this if he has to go airborne, considering he doesn't have access to normal jumping attacks. | ||
Line 432: | Line 455: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | === Special Moves === | ||
====== <font style="visibility:hidden" size="0">5S</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_5S.png | ||
|caption= | |caption= | ||
|name=Boar Tackle | |||
|name= | |input=5S | ||
| | |||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=Y | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 449: | Line 472: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade charges up in place, and then launches into a flying shoulder tackle. Has long startup, but remains active for the entire recovery animation, making it extremely risky if not impossible to whiff punish, as well as a powerful meaty attack given the right setup. This attack also drains the opponent's Rider Gauge on hit or block. | |||
Blade charges up in place, and then launches into a flying shoulder tackle. Has long startup, but remains active for the entire recovery animation, making it extremely risky if not impossible to whiff punish, as well as a powerful meaty attack given the right setup. This attack also drains the opponent's Rider Gauge on hit or block. | |||
}} | }} | ||
}} | }} | ||
Line 514: | Line 516: | ||
}} | }} | ||
== | == Universal Mechanics == | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_Blade_DA.png | |image=KRSCH_Blade_Throw.png | ||
|caption=Air Dash | |caption= | ||
|name=Dash Action | |input=4H | ||
|name=Throw | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=N | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Blade's throw. Has plenty of advantage, but not enough to safely power up with dS near the corner. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Dash Action</font> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_DA.png | |||
|caption=Air Dash | |||
|name=Dash Action | |||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 538: | Line 561: | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_Blade_RA.png | |image=KRSCH_Blade_RA.png | ||
|caption=High Speed Dash | |||
|name=Rider Art | |name=Rider Art | ||
|subtitle= | |subtitle= | ||
Line 550: | Line 574: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost. | |||
This Rider Art | This Rider Art follow-up has ridiculously fast startup, and if it hits this initial hitbox, Blade enters a cinematic that deals substantial damage, making it useful as a punish or a combo ender. | ||
If the initial hitbox either whiffs or is blocked, however, Blade transitions into a regular 5S with all of the usual properties of that move. This can become a risk if the move is blocked up close. It also means that when RAF is used as an approach, Blade may careen safely into the distance or punish whatever his opponent did to evade it. This effect can be bolstered by using Rider Art to sidestep quickly, then approach with a spaced 5S. | If the initial hitbox either whiffs or is blocked, however, Blade transitions into a regular 5S with all of the usual properties of that move. This can become a risk if the move is blocked up close. It also means that when RAF is used as an approach, Blade may careen safely into the distance or punish whatever his opponent did to evade it. This effect can be bolstered by using Rider Art to sidestep quickly, then approach with a spaced 5S. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> Style Action </font> ====== | |||
====== <font style="visibility:hidden" size="0"> | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_SA.png | ||
| | |caption=Power Up | ||
|name= | |name=Style Action | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=N/A | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 578: | Line 598: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade transforms into his chosen alternate form (King Form or Jack Form) at the cost of three stocks of the Rider Gauge. As with all Power Up style transformations, this can be used to cancel grounded normal attacks and blockstun. Doing so also refreshes damage scaling and the Guard Gauge. | |||
}} | |||
}} | |||
}} | == Combos == | ||
*5L > Rider Art follow-up | |||
*5L > Rider Finale | |||
:Blade's only link starter. Useful to know, but might not be reasonable to hitconfirm. | |||
*[5HHH > RC] repeat xN > 5L > Rider Art follow-up | |||
*[5HHH > RC] repeat xN > 5HHHH | |||
:Blade's basic RC loop. In spite of Blade's many useful normals, 5HHH will always squeeze the most damage. | |||
</div> | |||
<div id="movelist-2" class="movelist"><!-- King Form Move List --> | |||
== Move List == | |||
=== Normal Moves === | |||
====== <font style="visibility:hidden" size="0">King 5LL</font> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_King_5L.png | |||
|image2=KRSCH_Blade_King_5LL.png | |||
|name=5LL | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|version=5L | |||
|damage= | |||
|guard=Y | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
}} | |||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5LL | |version=5LL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 590: | Line 644: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Crumples the opponent. A reliable combo tool leading into Rider Art | Crumples the opponent. A reliable combo tool leading into Rider Art follow-up or any of King Form's special moves. | ||
}} | }} | ||
}} | }} | ||
Line 616: | Line 670: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5LH | |version=5LH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 628: | Line 683: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5LHH | |version=5LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 662: | Line 718: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LL | |version=4/6LL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 674: | Line 731: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LLL | |version=4/6LLL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 709: | Line 767: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LH | |version=4/6LH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 721: | Line 780: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LHH | |version=4/6LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 729: | Line 789: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A faster and even more hitconfirmable string | A faster and even more hitconfirmable string follow-up. An overall excellent string that sees use in neutral and in combos. | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LHHH | |version=4/6LHHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 762: | Line 823: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A backhand strike that has an awful tendency to whiff even at point-blank range. As a result, it and most of its | A backhand strike that has an awful tendency to whiff even at point-blank range. As a result, it and most of its follow-ups are rarely useful. | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8LL | |version=2/8LL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 796: | Line 858: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A backhand strike that has an awful tendency to whiff even at point-blank range. As a result, it and most of its | A backhand strike that has an awful tendency to whiff even at point-blank range. As a result, it and most of its follow-ups are rarely useful. | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8LH | |version=2/8LH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 812: | Line 875: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8LHH | |version=2/8LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 844: | Line 908: | ||
|description= | |description= | ||
A quick and powerful slash that leads into a deadly string. King Form's powered up version of 5H retains all of its strengths, as well as advancing on startup. | A quick and powerful slash that leads into a deadly string. King Form's powered up version of 5H retains all of its strengths, as well as advancing on startup. | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HH | |version=5HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 859: | Line 924: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HHH | |version=5HHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 871: | Line 937: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HHHH | |version=5HHHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 906: | Line 973: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=6HH | |version=6HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 918: | Line 986: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=6HHH | |version=6HHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 930: | Line 999: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=6HHHH | |version=6HHHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 964: | Line 1,034: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8HH | |version=2/8HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 972: | Line 1,043: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Launches the opponent on | Launches the opponent on hit. | ||
}} | |||
{{AttackData-KRSCH | |||
|version=2/8HHH | |||
|header=no | |||
|damage= | |||
|guard=Y | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Launches the opponent on grounded hit, although it's meant to juggle as part of the string. Notably, this launcher is completely untechable and allows Blade to link from it. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">King | ====== <font style="visibility:hidden" size="0">King JL</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_Blade_King_jL.png | |image=KRSCH_Blade_King_jL.png | ||
Line 992: | Line 1,076: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A standard divekick. Unlike Base Form jL, this one doesn't have any benefits over jS | A standard divekick. Unlike Base Form jL, this one doesn't have any benefits over jS. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">King | ====== <font style="visibility:hidden" size="0">King JH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_King_jL.png | ||
|caption= | |caption= | ||
|name=jH | |||
|name= | |||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=Y | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,013: | Line 1,096: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
King Form | A standard divekick. Identical to King Form jL. | ||
}} | }} | ||
}} | }} | ||
== Special Moves == | === Special Moves === | ||
====== <font style="visibility:hidden" size="0">King 5S</font> ====== | ====== <font style="visibility:hidden" size="0">King 5S</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 1,082: | Line 1,165: | ||
}} | }} | ||
== | == Universal Mechanics == | ||
====== <font style="visibility:hidden" size="0">King Throw</font> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_King_Throw.png | |||
|caption= | |||
|input=4H | |||
|name=Throw | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=N | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
King Form's throw. Fairly standard in most ways. If Blade does his dS immediately after a throw against the wall, it can hit meaty as a crossup. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">King Dash Action</font> ====== | ====== <font style="visibility:hidden" size="0">King Dash Action</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 1,106: | Line 1,210: | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_Blade_King_RA.png | |image=KRSCH_Blade_King_RA.png | ||
|caption= | |caption=High Speed Dash | ||
|name=Rider Art | |name=Rider Art | ||
|subtitle= | |subtitle= | ||
Line 1,119: | Line 1,223: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a | High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost, which does a slash into a cinematic. Useful to end combos and whiff punish. | ||
Unlike Blade's Base Form RAF, this | Unlike Blade's Base Form RAF, this follow-up uses a unique starter attack. This makes it a bit less of a commitment, though it's still punishable when blocked. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> King Style Action </font> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_King_SA.png | |||
|caption=Power Up | |||
|name=Style Action | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=N/A | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
While already in King Form, <u>Style Action</u> transforms back into Blade's Base Form at no cost. Doing so also refreshes damage scaling and the Guard Gauge. | While already in King Form, <u>Style Action</u> transforms back into Blade's Base Form at no cost. Doing so also refreshes damage scaling and the Guard Gauge. | ||
}} | |||
}} | |||
== Combos == | == Combos == | ||
*5LL > 5S | *5LL > 5S | ||
*5LL > optional side walk > dS | *5LL > optional side walk > dS | ||
Line 1,158: | Line 1,257: | ||
:dS as an ender is consistent midscreen, but against the wall, you must sidewalk in order to hit the opponent away from the wall, or dS will cross under during its middle hits and whiff its finisher. | :dS as an ender is consistent midscreen, but against the wall, you must sidewalk in order to hit the opponent away from the wall, or dS will cross under during its middle hits and whiff its finisher. | ||
*5HHH > RC > 5LL > Rider Art | *5HHH > RC > 5LL > Rider Art follow-up | ||
*5HHH > RC > 6LHH > RC > 5S | *5HHH > RC > 6LHH > RC > 5S | ||
:King Form's standard RC combos. These examples balance meter spent for damage. | :King Form's standard RC combos. These examples balance meter spent for damage. | ||
:Using 5HHH or 6LHH guarantees that 5S will hit as a double hit of 5S, unless hitting the opponent into the wall. This ender both deals absurd damage and builds 2 full stocks of Rider Gauge, making it preferred when possible. | :Using 5HHH or 6LHH guarantees that 5S will hit as a double hit of 5S, unless hitting the opponent into the wall. This ender both deals absurd damage and builds 2 full stocks of Rider Gauge, making it preferred when possible. | ||
== | *5HHH > RC > 2/8HHH > 5HHH > RC > 5S | ||
:An extended RC combo juggle starter that deals good damage and gains a massive amount of Rider Gauge in return. | |||
:When juggling into 5S, at certain heights, the projectile will hit twice and deal double damage. This can happen immediately or as a delayed bounce when midscreen. | |||
</div> | |||
<div id="movelist-3" class="movelist"><!-- Jack Form Move List --> | |||
== Move List == | |||
=== Normal Moves === | |||
====== <font style="visibility:hidden" size="0">Jack 5LL</font> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_Jack_5L.png | |||
|image2=KRSCH_Blade_Jack_5LL.png | |||
== Normal Moves == | |||
====== <font style="visibility:hidden" size="0">5LL</font> ====== | |||
{{MoveData | |||
|image= | |||
|image2= | |||
|name=5LL | |name=5LL | ||
|subtitle= | |subtitle= | ||
Line 1,210: | Line 1,287: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Compared to Base Form's 5L, this one is slightly worse on hit, so you can't link Rider Finale from it. | |||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 1,223: | Line 1,300: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Identical to Blade's Base Form 5LL. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5LHH</font> ====== | ====== <font style="visibility:hidden" size="0">Jack 5LHH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_5L.png | ||
|image2= | |image2=KRSCH_Blade_Jack_5LH.png | ||
|image3= | |image3=KRSCH_Blade_Jack_5LHH.png | ||
|name= | |name=5LHH | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 1,258: | Line 1,335: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 1,275: | Line 1,352: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">4/6LL</font> ====== | ====== <font style="visibility:hidden" size="0">Jack 4/6LL</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_46L.png | ||
|image2= | |image2=KRSCH_Blade_Jack_46LL.png | ||
|name=4/6LL | |name=4/6LL | ||
|subtitle= | |subtitle= | ||
Line 1,309: | Line 1,386: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">4/6LH</font> ====== | ====== <font style="visibility:hidden" size="0">Jack 4/6LH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_46L.png | ||
|image2= | |image2=KRSCH_Blade_Jack_46LH.png | ||
|name=4/6LH | |name=4/6LH | ||
|subtitle= | |subtitle= | ||
Line 1,339: | Line 1,416: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent down on hit. Fast enough to reliably hitconfirm from 4/6L. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2/8LL</font> ====== | ====== <font style="visibility:hidden" size="0">Jack 2/8LL</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_28L.png | ||
|image2= | |image2=KRSCH_Blade_Jack_28LL.png | ||
|name=2/8LL | |name=2/8LL | ||
|subtitle= | |subtitle= | ||
Line 1,373: | Line 1,450: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent away on hit | Knocks the opponent away on hit. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Jack 28LHH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_28L.png | ||
|image2= | |image2=KRSCH_Blade_Jack_28LH.png | ||
|name=2/ | |image3=KRSCH_Blade_Jack_28LHH.png | ||
|name=2/8LHH | |||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 1,407: | Line 1,485: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS. | |||
You can alternatively follow up meterlessly by linking to 5S. | |||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version= | |version=2/8LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,430: | Line 1,500: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent away on hit. | |||
}} | }} | ||
{{AttackData-KRSCH | }} | ||
|version=5HH | |||
|header=no | ====== <font style="visibility:hidden" size="0">Jack 5HHHHH</font> ====== | ||
{{MoveData | |||
|image=KRSCH_Blade_Jack_5H.png | |||
|image2=KRSCH_Blade_Jack_5HH.png | |||
|image3=KRSCH_Blade_Jack_5HHH.png | |||
|image4=KRSCH_Blade_Jack_5HHHH.png | |||
|image5=KRSCH_Blade_Jack_5HHHHH.png | |||
|name=5HHHHH | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|version=5H | |||
|damage= | |||
|guard=Y | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
A quick slash that leads into a powerful string. A key normal for Jack Form, same as Base Form. | |||
}} | |||
{{AttackData-KRSCH | |||
|version=5HH | |||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,443: | Line 1,537: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Has a mashable stagger, so it's best not to delay 5HHH too much. | Fast enough to hitconfirm from 5H. Has a mashable stagger, so it's best not to delay your 5HHH too much. | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 1,458: | Line 1,552: | ||
}} | }} | ||
{{AttackData-KRSCH | |||
|version=5HHHH | |version=5HHHH | ||
|header=no | |header=no | ||
Line 1,469: | Line 1,563: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent away on hit. | Launches the opponent on hit. | ||
}} | |||
{{AttackData-KRSCH | |||
|version=5HHHHH | |||
|header=no | |||
|damage= | |||
|guard=Y | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Knocks the opponent away on hit. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">6HHH</font> ====== | ====== <font style="visibility:hidden" size="0">Jack 6HHH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_King_6H.png | ||
|image2= | |image2=KRSCH_Blade_King_6HH.png | ||
|image3= | |image3=KRSCH_Blade_King_6HHH.png | ||
|name=6HHH | |name=6HHH | ||
|subtitle= | |subtitle= | ||
Line 1,491: | Line 1,598: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A stepping slash. Useful as an advancing normal to confirm from. | |||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 1,504: | Line 1,611: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Hit-confirmable string filler. | |||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 1,517: | Line 1,624: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent | Knocks the opponent away on hit. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2/8HH</font> ====== | ====== <font style="visibility:hidden" size="0">Jack 2/8HH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_28H.png | ||
|image2= | |image2=KRSCH_Blade_Jack_28HH.png | ||
|name=2/8HH | |name=2/8HH | ||
|subtitle= | |subtitle= | ||
Line 1,538: | Line 1,645: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Identical to Base Form's 2/8H, making it an incredible advancing normal. Launches the opponent on hit. | |||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 1,551: | Line 1,658: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent down | Knocks the opponent down. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Jack JL</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_jL.png | ||
|caption= | |||
|name=jL | |name=jL | ||
|subtitle= | |subtitle= | ||
Line 1,570: | Line 1,678: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
An airborne twirling slash. More or less the entire reason to pick Jack Form is that you wanted this normal more than you wanted everything King Form offers. | |||
Despite that, its hitbox really leaves something to be desired, and it must be used incredibly low to the ground to even hit a grounded opponent. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Jack JH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_jH.png | ||
|caption= | |||
|name=jH | |name=jH | ||
|subtitle= | |subtitle= | ||
Line 1,591: | Line 1,700: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
An awkward diving slash. | |||
Jack Form's other unique air tool, though this one also leaves a lot to be desired. Very unsafe on block or whiff like most diving attacks in ''Super Climax Heroes''. That's not helped by its hitbox and damage being far worse than Blade's divekick alternatives, meaning it often whiffs completely where a divekick would hit and it's worse even when it does hit. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | === Special Moves === | ||
====== <font style="visibility:hidden" size="0">Jack 5S</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_5S.png | ||
|caption= | |caption= | ||
|name=Lightning Sonic | |||
|name= | |subtitle=5S | ||
|subtitle= | |||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=Y | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,612: | Line 1,723: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade | Blade yells and books it towards the opponent. A bizarre attack that begins a cinematic on hit, dealing a small chunk of damage. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Jack DS</font> ====== | |||
====== <font style="visibility:hidden" size="0"> | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_dS.png | ||
|caption= | |caption= | ||
|name= | |name=Lightning Slash | ||
| | |subtitle=Any direction + S | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,633: | Line 1,743: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade | Blade plants his sword in the ground and allows lightning to flow through him, increasing his damage for a set period. The damage increase is substantial, so it's worth fitting this in. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Jack JS</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_jS.png | ||
|caption= | |caption= | ||
|name=Lightning | |name=Lightning Blast | ||
| | |subtitle=jS | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,653: | Line 1,763: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Maybe the most notable factor in Jack Form's air superiority, this is Blade's jS if it had the bizarre tracking of jL. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | == Universal Mechanics == | ||
====== <font style="visibility:hidden" size="0">Jack Throw</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_Throw.png | ||
|caption= | |caption= | ||
|name= | |input=4H | ||
| | |name=Throw | ||
|subtitle= | |||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=N | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,673: | Line 1,785: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Jack Form's throw. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Jack Dash Action</font> ====== | |||
====== <font style="visibility:hidden" size="0">Dash Action</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_DA.png | ||
|caption=Air Dash | |caption=Air Dash | ||
|name=Dash Action | |name=Dash Action | ||
Line 1,694: | Line 1,805: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade airdashes. A generic mobility tool. Costs .5 stocks of | Blade airdashes. A generic mobility tool. Costs .5 stocks of Rider Gauge. Thanks to Jack Form's better air capabilities, this is much more useful. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Rider Art</font> ====== | ====== <font style="visibility:hidden" size="0">Jack Rider Art</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_RA.png | ||
|caption=Flight Mode | |||
|name=Rider Art | |name=Rider Art | ||
|subtitle= | |subtitle= | ||
Line 1,713: | Line 1,825: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Upon pressing <u>Rider Art</u>, Blade enters Flight Mode until the button is released. While hovering, the Rider Gauge slowly drains, and Blade has access to moves exclusive to Flight Mode. Requires (but does not consume) 1 stock of Rider Gauge to initiate. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Jack Rider Art L</font> ====== | |||
====== <font style="visibility:hidden" size="0">Jack | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_RA_L.png | ||
| | |caption= | ||
|name= | |name=L during Flight Mode | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,741: | Line 1,845: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A poke with a deadzone underneath Blade. | |||
}} | }} | ||
}} | |||
====== <font style="visibility:hidden" size="0">Jack Rider Art H</font> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_Jack_RA_H.png | |||
|caption= | |||
|name=H during Flight Mode | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,753: | Line 1,865: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A downward swipe that doesn't always reach to the ground. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Jack | ====== <font style="visibility:hidden" size="0">Jack Rider Art S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_RA_S.png | ||
| | |caption= | ||
|name=S during Flight Mode | |||
|name= | |||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,775: | Line 1,885: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade dives, starting a cinematic if this hit connects. Unlike most moves of this type, this is blockable, so it's not particularly scary. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0"> Jack Style Action </font> ====== | |||
====== <font style="visibility:hidden" size="0">Jack | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_SA.png | ||
|caption= | |caption=Power Up | ||
|name= | |name=Style Action | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=N/A | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 2,324: | Line 1,905: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade | While already in Jack Form, <u>Style Action</u> transforms back into Blade's Base Form at no cost. Doing so also refreshes damage scaling and the Guard Gauge. | ||
}} | }} | ||
}} | }} | ||
== Combos == | == Combos == | ||
*5HHH > RC > 2LH > 5S | *5HHH > RC > 2LH > 5S | ||
*5HHH > RC > 2LH > Combo Jump > jLHS | *5HHH > RC > 2LH > Combo Jump > jLHS | ||
Line 2,356: | Line 1,916: | ||
*5HHH > RC > 5HHH > RC > 5HHH > RC > 5HHH > Style Action (Base Form) > 5HHH > RC > 5HHH > RC > 5HHH > RC > 5L > Climax Time > Rider Finale | *5HHH > RC > 5HHH > RC > 5HHH > RC > 5HHH > Style Action (Base Form) > 5HHH > RC > 5HHH > RC > 5HHH > RC > 5L > Climax Time > Rider Finale | ||
:A touch of death combo starting from 3 stocks of Rider Gauge. Can be useful to close out rounds when your opponent is guard crushed. | :A touch of death combo starting from 3 stocks of Rider Gauge. Can be useful to close out rounds when your opponent is guard crushed. | ||
</div> | |||
== Navigation == | == Navigation == | ||
{{Navbox-KRSCH}} | {{Navbox-KRSCH}} | ||
[[Category:Kamen Rider Blade]] | |||
[[Category:Kamen Rider: Super Climax Heroes]] |
Revision as of 11:25, 2 June 2024
Introduction
Kamen Rider Blade yells WEH and throws himself at you full force.
It's mostly obvious how Blade works at a first glance. His attacks are very strong on their face, he does a ton of damage, and he's working with a damaging and flexible Rider Art follow-up in both of his forms.
Blade's kit is highly unusual in a number of ways. This is usually in his favor, supplementing his obvious strengths with some really deranged properties on his moves. This includes moves that drain Rider Gauge arbitrarily, a projectile that deletes other projectiles, and utterly bizarre tracking.
Blade's most notable weakness is that he's one of the very few characters in the game without a normal jumping attack; all of his air buttons are divekicks, so he must choose carefully when jumping. He also has a very small and relatively inflexible movelist relative to a lot of characters.
In this variation, Blade gains access to his Jack Form, which solves one of Blade's core problems at a steep price.
The main benefit of choosing Jack Form is that Blade gains access to his only non-divekick jumping attacks. However, Jack Form is probably Blade's weakest form overall.
Players who enjoy Blade's Base Form over King Form may prefer the feel of this alternative.
Form Select
![KRSCH Blade Ace Form Illustration.png](/images/thumb/7/77/KRSCH_Blade_Ace_Form_Illustration.png/130px-KRSCH_Blade_Ace_Form_Illustration.png)
![KRSCH Blade King Form Illustration.png](/images/thumb/7/7f/KRSCH_Blade_King_Form_Illustration.png/130px-KRSCH_Blade_King_Form_Illustration.png)
![KRSCH Blade Jack Form Illustration.png](/images/thumb/3/39/KRSCH_Blade_Jack_Form_Illustration.png/130px-KRSCH_Blade_Jack_Form_Illustration.png)
Move List
Normal Moves
5LL
5LL
|
---|
5LHH
5LH
|
---|
4/6LL
4/6LL
|
---|
4/6LH
4/6LH
|
---|
2/8LL
2/8LL
|
---|
2/8LH
2/8LH
|
---|
5HHHH
5HHHH
|
---|
6HHH
6HHH
|
---|
2/8HH
2/8HH
|
---|
jL
jL
|
---|
jH
jH
|
---|
Special Moves
5S
Boar Tackle
5S |
---|
DS
Lightning Slash
Any direction + S |
---|
JS
Lightning Blast
jS |
---|
Universal Mechanics
Throw
Throw
4H |
---|
Dash Action
Dash Action Air Dash Air Dash
|
---|
Rider Art
Rider Art High Speed Dash High Speed Dash
|
---|
Style Action
Style Action Power Up Power Up
|
---|
Combos
- 5L > Rider Art follow-up
- 5L > Rider Finale
- Blade's only link starter. Useful to know, but might not be reasonable to hitconfirm.
- [5HHH > RC] repeat xN > 5L > Rider Art follow-up
- [5HHH > RC] repeat xN > 5HHHH
- Blade's basic RC loop. In spite of Blade's many useful normals, 5HHH will always squeeze the most damage.
Move List
Normal Moves
King 5LL
5LL
|
---|
King 5LHH
5LHH
|
---|
King 4/6LLL
4/6LLL
|
---|
King 4/6LHHH
4/6LHHH
|
---|
King 2/8LL
2/8LL
|
---|
King 28LHH
2/8LHH
|
---|
King 5HHHH
5HHHH
|
---|
King 6HHHH
6HHHH
|
---|
King 2/8HHH
2/8HHH
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King JL
jL
|
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King JH
jH
|
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Special Moves
King 5S
Royal Straight Flush (Wave)
5S |
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King DS
Royal Straight Flush
Any direction + S |
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King JS
Diving Kick
jS |
---|
Universal Mechanics
King Throw
Throw
4H |
---|
King Dash Action
Dash Action Air Dash Air Dash
|
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King Rider Art
Rider Art High Speed Dash High Speed Dash
|
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King Style Action
Style Action Power Up Power Up
|
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Combos
- 5LL > 5S
- 5LL > optional side walk > dS
- 5LL > walk back > 5S
- Meterless special enders using 5LL's crumple, in order of least to most damage.
- 5S is the simplest ender. Walking back before 5S enables a double-hit of 5S, dealing the most damage, but is difficult to land consistently.
- dS as an ender is consistent midscreen, but against the wall, you must sidewalk in order to hit the opponent away from the wall, or dS will cross under during its middle hits and whiff its finisher.
- 5HHH > RC > 5LL > Rider Art follow-up
- 5HHH > RC > 6LHH > RC > 5S
- King Form's standard RC combos. These examples balance meter spent for damage.
- Using 5HHH or 6LHH guarantees that 5S will hit as a double hit of 5S, unless hitting the opponent into the wall. This ender both deals absurd damage and builds 2 full stocks of Rider Gauge, making it preferred when possible.
- 5HHH > RC > 2/8HHH > 5HHH > RC > 5S
- An extended RC combo juggle starter that deals good damage and gains a massive amount of Rider Gauge in return.
- When juggling into 5S, at certain heights, the projectile will hit twice and deal double damage. This can happen immediately or as a delayed bounce when midscreen.
Move List
Normal Moves
Jack 5LL
5LL
|
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Jack 5LHH
5LHH
|
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Jack 4/6LL
4/6LL
|
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Jack 4/6LH
4/6LH
|
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Jack 2/8LL
2/8LL
|
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Jack 28LHH
2/8LHH
|
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Jack 5HHHHH
5HHHHH
|
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Jack 6HHH
6HHH
|
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Jack 2/8HH
2/8HH
|
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Jack JL
jL
|
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Jack JH
jH
|
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Special Moves
Jack 5S
Lightning Sonic
5S |
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Jack DS
Lightning Slash
Any direction + S |
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Jack JS
Lightning Blast
jS |
---|
Universal Mechanics
Jack Throw
Throw
4H |
---|
Jack Dash Action
Dash Action Air Dash Air Dash
|
---|
Jack Rider Art
Rider Art Flight Mode Flight Mode
|
---|
Jack Rider Art L
L during Flight Mode
|
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Jack Rider Art H
H during Flight Mode
|
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Jack Rider Art S
S during Flight Mode
|
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Jack Style Action
Style Action Power Up Power Up
|
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Combos
- 5HHH > RC > 2LH > 5S
- 5HHH > RC > 2LH > Combo Jump > jLHS
- Jack Form's staple combos.
- 5HHH > RC > 5HHH > RC > 5HHH > RC > 5HHH > Style Action (Base Form) > 5HHH > RC > 5HHH > RC > 5HHH > RC > 5L > Climax Time > Rider Finale
- A touch of death combo starting from 3 stocks of Rider Gauge. Can be useful to close out rounds when your opponent is guard crushed.