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| | intro = [[file:KRSCH_OOO_icon.png|64px]] '''Kamen Rider OOO (BuraKaWani Combo)''' slithers into close range and obliterates his opponents. | | | intro = [[file:KRSCH_OOO_icon.png|64px]] '''Kamen Rider OOO (BuraKaWani Combo)''' slithers into close range and obliterates his opponents. |
| | pros = | | | pros = |
| * '''Infinite Combo:''' TaToBa Combo, OOO's base form in this Style, has access to an infinite combo. This especially helps a lot for building the meter required to activate Power Up. | | * '''Infinite Combo:''' TaToBa Combo has access to an infinite, which is especially helpful for building the meter required to activate Power Up. |
| * '''Ridiculous Damage:''' BuraKaWani's strings build a lot of meter and deal massive damage. They can be made even more deadly by using Power Up as a cancel to reset damage scaling. | | * '''Ridiculous Damage:''' BuraKaWani's strings build a lot of meter and deal massive damage. They can be made even more deadly by using Power Up as a cancel to reset damage scaling. |
| * '''Speed:''' BuraKaWani has exceedingly quick movement on the ground, as well as a unique Zig Zag Dash Rider Art to cover a lot of distance while evading attacks. | | * '''Speed:''' BuraKaWani has exceedingly quick movement on the ground, as well as a unique Zig-Zag Dash Rider Art to cover a lot of distance while evading attacks. |
| * '''Power Up Style:''' Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming. | | * '''Power Up Style:''' Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming. |
| |cons = | | |cons = |
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| | intro = [[file:KRSCH_OOO_icon.png|64px]] '''Kamen Rider OOO (PuToTyra Combo)''' uses the power of dinosaurs to do unblockables. | | | intro = [[file:KRSCH_OOO_icon.png|64px]] '''Kamen Rider OOO (PuToTyra Combo)''' uses the power of dinosaurs to do unblockables. |
| | pros = | | | pros = |
| * '''Infinite Combo:''' TaToBa Combo, OOO's base form in this Style, has access to an infinite combo. This especially helps a lot for building the meter required to activate Power Up. | | * '''Infinite Combo:''' TaToBa Combo has access to an infinite, which is especially helpful for building the meter required to activate Power Up. |
| * '''High Damage:''' Though PuToTyra doesn't deal quite as much damage as BuraKaWani, it's plenty strong in its own right, dealing lots of damage in single hits. | | * '''High Damage:''' Though PuToTyra doesn't deal quite as much damage as BuraKaWani, it's plenty strong in its own right, dealing lots of damage in single hits. |
| * '''Difficult to Contest:''' Thanks to Flight Mode and a retreating armored attack, attacking into PuToTyra is very difficult, to the point that it's common for in-fighters to really struggle. | | * '''Difficult to Contest:''' Thanks to Flight Mode and a retreating armored attack, attacking into PuToTyra is very difficult, to the point that it's common for in-fighters to really struggle. |
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| |description= | | |description= |
| OOO holds out his leg. A standard jumping attack with active frames until landing. | | OOO holds out his leg. A standard jumping attack with active frames until landing. |
| | }} |
| | }} |
|
| |
|
| jH is identical to this attack. | | ====== <font style="visibility:hidden" size="0">Tatoba jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_OOO_Tatoba_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | OOO holds out his leg. Identical to jL in every way. |
| }} | | }} |
| }} | | }} |
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| |description= | | |description= |
| OOO holds out his leg. A standard jumping attack with active frames until landing. | | OOO holds out his leg. A standard jumping attack with active frames until landing. |
| | }} |
| | }} |
|
| |
|
| jH is identical to this attack. | | ====== <font style="visibility:hidden" size="0">Tajador jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_OOO_Tajador_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | OOO holds out his leg. Identical to jL in every way. |
| }} | | }} |
| }} | | }} |
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| }} | | }} |
| }} | | }} |
| | |
| ====== <font style="visibility:hidden" size="0">Tajador Rider Art H</font> ====== | | ====== <font style="visibility:hidden" size="0">Tajador Rider Art H</font> ====== |
| {{MoveData | | {{MoveData |
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| |description= | | |description= |
| OOO holds out his leg. A standard jumping attack with active frames until landing. | | OOO holds out his leg. A standard jumping attack with active frames until landing. |
|
| |
| jH is identical to this attack.
| |
| }} | | }} |
| }} | | }} |
|
| |
|
| === Special Moves ===
| | ====== <font style="visibility:hidden" size="0">Latorata jH</font> ====== |
| ====== <font style="visibility:hidden" size="0">Latorata 5S</font> ====== | |
| {{MoveData | | {{MoveData |
| |image=KRSCH_OOO_Latorata_5S.png | | |image=KRSCH_OOO_Latorata_jL.png |
| |caption= | | |caption= |
| |input=5S
| | |name=jH |
| |name=Mane Attack | |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
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| |hitadv= | | |hitadv= |
| |description= | | |description= |
| OOO proudly displays his lion's mane, shocking the opponent so that they get crumpled unless they shield their eyes. A fairly difficult move to use in neutral due to its slow startup and long recovery, though its 360 degree hitbox can be useful. | | OOO holds out his leg. Identical to jL in every way. |
| | }} |
| | }} |
| | |
| | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">Latorata 5S</font> ====== |
| | {{MoveData |
| | |image=KRSCH_OOO_Latorata_5S.png |
| | |caption= |
| | |input=5S |
| | |name=Mane Attack |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | OOO proudly displays his lion's mane, shocking the opponent so that they get crumpled unless they shield their eyes. A fairly difficult move to use in neutral due to its slow startup and long recovery, though its 360 degree hitbox can be useful. |
|
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|
| Where this move shines is that it removes 2 full stocks of Rider Gauge on hit. It does this even if it's comboed into, so it's good to use this when possible. | | Where this move shines is that it removes 2 full stocks of Rider Gauge on hit. It does this even if it's comboed into, so it's good to use this when possible. |
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| |description= | | |description= |
| OOO holds out his leg. A standard jumping attack with active frames until landing. | | OOO holds out his leg. A standard jumping attack with active frames until landing. |
| | }} |
| | }} |
|
| |
|
| jH is identical to this attack. | | ====== <font style="visibility:hidden" size="0">Gatakiriba jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_OOO_Gatakiriba_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | OOO holds out his leg. Identical to jL in every way. |
| }} | | }} |
| }} | | }} |
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| |description= | | |description= |
| OOO holds out his leg. A standard jumping attack with active frames until landing. | | OOO holds out his leg. A standard jumping attack with active frames until landing. |
|
| |
| jH is identical to this attack.
| |
| }} | | }} |
| }} | | }} |
|
| |
|
| === Special Moves ===
| | ====== <font style="visibility:hidden" size="0">Shauta jH</font> ====== |
| ====== <font style="visibility:hidden" size="0">Shauta 5S</font> ====== | |
| {{MoveData | | {{MoveData |
| |image=KRSCH_OOO_Shauta_5S.png | | |image=KRSCH_OOO_Shauta_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | OOO holds out his leg. Identical to jL in every way. |
| | }} |
| | }} |
| | |
| | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">Shauta 5S</font> ====== |
| | {{MoveData |
| | |image=KRSCH_OOO_Shauta_5S.png |
| |caption= | | |caption= |
| |input=5S | | |input=5S |
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| |description= | | |description= |
| OOO holds out his leg. A standard jumping attack with active frames until landing. | | OOO holds out his leg. A standard jumping attack with active frames until landing. |
| | }} |
| | }} |
|
| |
|
| jH is identical to this attack. | | ====== <font style="visibility:hidden" size="0">Sagozou jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_OOO_Sagozou_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | OOO holds out his leg. Identical to jL in every way. |
| }} | | }} |
| }} | | }} |
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| |description= | | |description= |
| OOO holds out his fist. Does not have active frames until landing, and can whiff if it's done too early off the ground, but still a useful jumping attack. | | OOO holds out his fist. Does not have active frames until landing, and can whiff if it's done too early off the ground, but still a useful jumping attack. |
| | }} |
| | }} |
|
| |
|
| jH is identical to this attack. | | ====== <font style="visibility:hidden" size="0">Burakawani jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_OOO_Burakawani_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | OOO holds out his fist. Identical to jL in every way. |
| }} | | }} |
| }} | | }} |
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| |description= | | |description= |
| OOO holds out the axe. Does not have active frames until landing and can whiff if it's done early, but still a useful jumping attack. | | OOO holds out the axe. Does not have active frames until landing and can whiff if it's done early, but still a useful jumping attack. |
| | }} |
| | }} |
|
| |
|
| jH is identical to this attack, except that it plays a different sound on hit, for some reason. | | ====== <font style="visibility:hidden" size="0">Putotyra jH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_OOO_Putotyra_jL.png |
| | |caption= |
| | |name=jH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | OOO holds out the axe. Mostly identical to jL, but plays a different sound effect on hit. |
| }} | | }} |
| }} | | }} |