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
mNo edit summary |
(→Combos: added king form juggle route) |
||
(5 intermediate revisions by 2 users not shown) | |||
Line 4: | Line 4: | ||
'''Kamen Rider Blade''' yells WEH and throws himself at you full force. | '''Kamen Rider Blade''' yells WEH and throws himself at you full force. | ||
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 follow-up in both of his forms. | 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 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 | 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> | <tabber> | ||
|-|Power Up Style (King | |-|Power Up Style (King)= | ||
In this variation, Blade gains access to his | 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. | ||
Line 24: | Line 24: | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
|-|Power Up Style (Jack | |-|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. | In this variation, Blade gains access to his Jack Form, which solves one of Blade's core problems at a steep price. | ||
Line 30: | Line 30: | ||
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. | 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 | Players who enjoy Blade's Base Form over King Form may prefer the feel of this alternative. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
Line 36: | Line 36: | ||
| pros = | | pros = | ||
* '''A Normal Jumping Attack:''' Going to the air is much less of a bad idea for Jack Form. | * '''A Normal Jumping Attack:''' Going to the air is much less of a bad idea for Jack Form. | ||
* '''He's Still Blade:''' King Form is powerful, | * '''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 universally | * '''Power Up Style:''' Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming. | ||
|cons = | |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. | * '''Is Just Okay:''' Blade's Jack Form is a rare example of a Power Up character who becomes arguably worse than his default form. | ||
Line 70: | 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 574: | Line 574: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Costs .5 stocks of the Rider Gauge. Has access to a | 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. | ||
Line 603: | Line 603: | ||
== Combos == | == Combos == | ||
*5L > Rider Art | *5L > Rider Art follow-up | ||
*5L > Rider Finale | *5L > Rider Finale | ||
:Blade's only link starter. Useful to know, but might not be reasonable to hitconfirm. | :Blade's only link starter. Useful to know, but might not be reasonable to hitconfirm. | ||
*[5HHH > RC] repeat xN > 5L > Rider Art | *[5HHH > RC] repeat xN > 5L > Rider Art follow-up | ||
*[5HHH > RC] repeat xN > 5HHHH | *[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. | :Blade's basic RC loop. In spite of Blade's many useful normals, 5HHH will always squeeze the most damage. | ||
Line 635: | Line 635: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5LL | |version=5LL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 643: | 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 669: | Line 670: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5LH | |version=5LH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 681: | Line 683: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5LHH | |version=5LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 715: | Line 718: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LL | |version=4/6LL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 727: | Line 731: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LLL | |version=4/6LLL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 762: | Line 767: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LH | |version=4/6LH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 774: | Line 780: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/6LHH | |version=4/6LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 782: | 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 815: | 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 849: | 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 865: | Line 875: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8LHH | |version=2/8LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 900: | Line 911: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HH | |version=5HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 912: | Line 924: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HHH | |version=5HHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 924: | Line 937: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HHHH | |version=5HHHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 959: | Line 973: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=6HH | |version=6HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 971: | Line 986: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=6HHH | |version=6HHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 983: | Line 999: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=6HHHH | |version=6HHHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,017: | Line 1,034: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8HH | |version=2/8HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,025: | Line 1,043: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Launches the opponent on | Launches the opponent on hit. | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8HHH | |||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,045: | Line 1,056: | ||
|hitadv= | |hitadv= | ||
|description= | |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 JL</font> ====== | |||
====== <font style="visibility:hidden" size="0">King | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_King_jL.png | ||
|caption= | |caption= | ||
|name= | |name=jL | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 1,066: | Line 1,076: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
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= | |name=jH | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=Y | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,088: | Line 1,096: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A standard divekick. Identical to King Form jL. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">King | === Special Moves === | ||
====== <font style="visibility:hidden" size="0">King 5S</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_King_5S.png | ||
|caption= | |caption= | ||
|name=Diving Kick | |name=Royal Straight Flush (Wave) | ||
|subtitle=jS | |subtitle=5S | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=Y | ||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Blade slashes the air in front of him, sending a horizontal wave forward. A quick and damaging projectile that would be good if it stopped there. However, this projectile also deletes most other projectiles and retains its hitbox, making it very difficult to use projectiles at all against King Form. | |||
As an added bonus, it's possible for this attack to hit twice, dealing massive damage. Although the exact reason is unknown, this seems to happen consistently from 5HHH and 6LHH. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">King DS</font> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_King_dS.png | |||
|caption= | |||
|name=Royal Straight Flush | |||
|subtitle=Any direction + S | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Blade charges forward with a series of hits, ending in a slash that sends the opponent flying. This move is an excellent Special Attack ender, as well as a strong approach in its own right. Its long active time allows it to easily beat out attempts to intercept it, and thanks to its high hit count, it deals a lot of damage to the Guard Gauge as well as occasionally becoming unblockable for reasons yet unknown to us. | |||
When using this special in a combo at the wall, it often misses one of its middle hits and allows the opponent to tech roll. This can be avoided by using 5LL's crumple, then sidewalking to hit the opponent away from the wall. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">King JS</font> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_King_jS.png | |||
|caption= | |||
|name=Diving Kick | |||
|subtitle=jS | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
A standard divekick. Deals the most damage of King Form's divekicks, and so it's the most useful one. | |||
}} | |||
}} | |||
== 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> ====== | |||
{{MoveData | |||
|image=KRSCH_Blade_King_DA.png | |||
|caption=Air Dash | |||
|name=Dash Action | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=N/A | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,110: | Line 1,203: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
A | Blade airdashes. A generic mobility tool. Costs .5 stocks of Rider Gauge. Somewhat awkward for Blade to attack from, but can be useful anyway for movement. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">King Rider Art</font> ====== | |||
====== <font style="visibility:hidden" size="0">King | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_King_RA.png | ||
|caption= | |caption=High Speed Dash | ||
|name=Rider Art | |||
|name= | |||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard= | |guard=Y | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,132: | Line 1,223: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
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 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 | ====== <font style="visibility:hidden" size="0"> King Style Action </font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_King_SA.png | ||
|caption= | |caption=Power Up | ||
|name= | |name=Style Action | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 1,152: | Line 1,245: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Blade | 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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | == 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. | |||
</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 | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_5L.png | ||
| | |image2=KRSCH_Blade_Jack_5LL.png | ||
|name= | |name=5LL | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5L | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,172: | 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 | |||
|version=5LL | |||
|header=no | |||
|damage= | |||
|guard=Y | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Identical to Blade's Base Form 5LL. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Jack 5LHH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Blade_Jack_5L.png | ||
| | |image2=KRSCH_Blade_Jack_5LH.png | ||
|name= | |image3=KRSCH_Blade_Jack_5LHH.png | ||
|name=5LHH | |||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5L | |||
|damage= | |damage= | ||
|guard= | |guard=Y | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,194: | Line 1,322: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version= | |version=5LH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,231: | Line 1,335: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version= | |version=5LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,243: | Line 1,348: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent away on hit. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Jack | ====== <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= | |||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version= | |version=4/6L | ||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,265: | Line 1,369: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
An advancing step kick. | |||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version= | |version=4/6LL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,277: | Line 1,382: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent away on hit. | |||
}} | }} | ||
}} | |||
====== <font style="visibility:hidden" size="0">Jack 4/6LH</font> ====== | |||
}} | |||
====== <font style="visibility:hidden" size="0">Jack 4/ | |||
{{MoveData | {{MoveData | ||
|image=KRSCH_Blade_Jack_46L.png | |image=KRSCH_Blade_Jack_46L.png | ||
|image2= | |image2=KRSCH_Blade_Jack_46LH.png | ||
|name=4/ | |name=4/6LH | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 1,310: | Line 1,403: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=4/ | |version=4/6LH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,322: | Line 1,416: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Knocks the opponent | Knocks the opponent down on hit. Fast enough to reliably hitconfirm from 4/6L. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Jack | ====== <font style="visibility:hidden" size="0">Jack 2/8LL</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_Blade_Jack_28L.png | |||
|image2=KRSCH_Blade_Jack_28LL.png | |||
|image=KRSCH_Blade_Jack_28L.png | |||
|image2=KRSCH_Blade_Jack_28LL.png | |||
|name=2/8LL | |name=2/8LL | ||
|subtitle= | |subtitle= | ||
Line 1,380: | Line 1,441: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8LL | |version=2/8LL | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,414: | Line 1,476: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8LH | |version=2/8LH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,422: | Line 1,485: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
Launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo | 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. | You can alternatively follow up meterlessly by linking to 5S. | ||
Line 1,428: | Line 1,491: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8LHH | |version=2/8LHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,464: | Line 1,528: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HH | |version=5HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,476: | Line 1,541: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HHH | |version=5HHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,488: | Line 1,554: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HHHH | |version=5HHHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,500: | Line 1,567: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=5HHHHH | |version=5HHHHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,534: | Line 1,602: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=6HH | |version=6HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,546: | Line 1,615: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=6HHH | |version=6HHH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,579: | Line 1,649: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=2/8HH | |version=2/8HH | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,631: | Line 1,702: | ||
An awkward diving slash. | 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. | 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. | ||
}} | }} | ||
}} | }} | ||
Line 1,741: | Line 1,812: | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_Blade_Jack_RA.png | |image=KRSCH_Blade_Jack_RA.png | ||
|caption= | |caption=Flight Mode | ||
|name=Rider Art | |name=Rider Art | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
Line 1,846: | Line 1,917: | ||
: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> | </div> | ||
== Navigation == | == Navigation == | ||
{{Navbox-KRSCH}} | {{Navbox-KRSCH}} | ||
[[Category:Kamen Rider Blade]] | [[Category:Kamen Rider Blade]] | ||
[[Category:Kamen Rider: Super Climax Heroes]] | [[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
|
---|
King JL
jL
|
---|
King JH
jH
|
---|
Special Moves
King 5S
Royal Straight Flush (Wave)
5S |
---|
King DS
Royal Straight Flush
Any direction + S |
---|
King JS
Diving Kick
jS |
---|
Universal Mechanics
King Throw
Throw
4H |
---|
King Dash Action
Dash Action Air Dash Air Dash
|
---|
King Rider Art
Rider Art High Speed Dash High Speed Dash
|
---|
King Style Action
Style Action Power Up Power Up
|
---|
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
|
---|
Jack 5LHH
5LHH
|
---|
Jack 4/6LL
4/6LL
|
---|
Jack 4/6LH
4/6LH
|
---|
Jack 2/8LL
2/8LL
|
---|
Jack 28LHH
2/8LHH
|
---|
Jack 5HHHHH
5HHHHH
|
---|
Jack 6HHH
6HHH
|
---|
Jack 2/8HH
2/8HH
|
---|
Jack JL
jL
|
---|
Jack JH
jH
|
---|
Special Moves
Jack 5S
Lightning Sonic
5S |
---|
Jack DS
Lightning Slash
Any direction + S |
---|
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
|
---|
Jack Rider Art H
H during Flight Mode
|
---|
Jack Rider Art S
S during Flight Mode
|
---|
Jack Style Action
Style Action Power Up Power Up
|
---|
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.