Kamen Rider: Super Climax Heroes/Eternal: Difference between revisions
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![KRSCH Eternal Illustration.png](/images/thumb/7/7b/KRSCH_Eternal_Illustration.png/130px-KRSCH_Eternal_Illustration.png)
Eternal
(→5S: clarified that it removes guard gauge when blocked, not just all the time) |
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__NOTOC__ | |||
== Introduction == | |||
[[image:KRSCH_Eternal_portrait.png|<center><font size="3"><b>Kamen Rider Eternal</b></font></center>|frame|right]] | [[image:KRSCH_Eternal_portrait.png|<center><font size="3"><b>Kamen Rider Eternal</b></font></center>|frame|right]] | ||
'''Kamen Rider Eternal''' is gonna cut ya!!! | '''Kamen Rider Eternal''' is gonna cut ya!!! | ||
Eternal has a very easy time dealing damage. He only needs a little Rider Gauge to turn any clean hit into a touch of death. | Eternal has a very easy time dealing damage. He only needs a little Rider Gauge to turn any clean hit into a touch of death. | ||
He also has the unique Zone Memory Rider Art, giving him access to an invincible teleport that costs | He also has the unique Zone Memory Rider Art, giving him access to an invincible teleport that costs Rider Gauge. This is useful both because it helps him close the distance, and because it allows him to punish attacks by making them whiff against its invincibility. | ||
The flip side of this is that Eternal often wants to play fast and loose with his own Guard Gauge. He notably struggles to keep this race up against Power Up Style characters, who can reset their own Guard Gauge by transforming. | The flip side of this is that Eternal often wants to play fast and loose with his own Guard Gauge. He notably struggles to keep this race up against Power Up Style characters, who can reset their own Guard Gauge by transforming. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = [[file:KRSCH_Eternal_icon.png|64px]] '''Kamen Rider Eternal''' muscles in and chews up the Guard Gauge. | | intro = [[file:KRSCH_Eternal_icon.png|64px]] '''Kamen Rider Eternal''' muscles in and chews up the opponent's Guard Gauge. | ||
| pros = | | pros = | ||
* '''Consistent Huge Damage:''' Eternal's strings deal absurd damage even without doing an extended combo. He can also frequently threaten touch of death | * '''Consistent Huge Damage:''' Eternal's strings deal absurd damage even without doing an extended combo. He can also frequently threaten touch of death scenarios. | ||
* '''Guard Gauge Pressure:''' Eternal's strings also do huge damage to the Guard Gauge. This complements his combo damage nicely, since he needs to Guard Crush the opponent before he can really flex it. | * '''Guard Gauge Pressure:''' Eternal's strings also do huge damage to the Guard Gauge. This complements his combo damage nicely, since he needs to Guard Crush the opponent before he can really flex it. | ||
|cons = | |cons = | ||
* '''Linear Gameplan:''' Eternal is banking on running the opponent out of defensive options, then killing them on the next touch. This leaves him open in a lot of ways | * '''Linear Gameplan:''' Eternal is banking on running the opponent out of defensive options, then killing them on the next touch. This leaves him open in a lot of ways, but most notably, he can expect to be Guard Cancelled often; as a result, Power Up Style characters, who can refill their Guard Gauge, can give him a hard time. | ||
* '''Meter Management:''' The bulk of Eternal's strength is loaded into Zone Memory and his ability to utilize RC, both of which cost | * '''Meter Management:''' The bulk of Eternal's strength is loaded into Zone Memory and his ability to utilize RC, both of which cost Rider Gauge. While he doesn't really struggle to build it and doesn't need a lot of it to be threatening, it's rough for him to have a completely empty Rider Gauge. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
== 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_Eternal_Illustration.png|130px|link=]]<br><center>'''Eternal'''</center></div> | |||
</div> | |||
<div id="movelist-1" class="movelist"><!-- Eternal Move List --> | |||
== Normal Moves == | == Normal Moves == | ||
====== <font style="visibility:hidden" size="0">5LLL</font> ====== | ====== <font style="visibility:hidden" size="0">5LLL</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 212: | Line 215: | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=This string can be followed up with | |description=This string can be followed up with an Instant Charge by pressing the <u>Special Attack</u> button. | ||
}} | }} | ||
}} | }} | ||
Line 342: | Line 345: | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=This string can be followed up with | |description=This string can be followed up with an Instant Charge by pressing the <u>Special Attack</u> button. | ||
}} | }} | ||
}} | }} | ||
Line 456: | Line 459: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">jL</font> ====== | ||
{{MoveData | |||
|image=KRSCH_Eternal_jL.png | |||
|caption= | |||
|input= | |||
|name=jL | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=Y | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description=Eternal slashes without changing his momentum. A useful standard jumping attack. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">jH</font> ====== | |||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Eternal_jH.png | ||
|caption= | |caption= | ||
|input= | |input= | ||
|name= | |name=jH | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 473: | Line 495: | ||
|blockadv= | |blockadv= | ||
|hitadv= | |hitadv= | ||
|description=Eternal's | |description=Eternal pauses in mid-air, then executes a helm-breaker with his knife. Very useful as a fastfall to control your screen position when jumping, as well as being a very strong direct attack. It's advantageous even when blocked, as well as allowing link combos on hit. It even enables Eternal's true infinite combo, done by repeatedly executing it immediately off the ground. | ||
}} | }} | ||
}} | }} | ||
Line 480: | Line 502: | ||
====== <font style="visibility:hidden" size="0">Assault 5L</font> ====== | ====== <font style="visibility:hidden" size="0">Assault 5L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Eternal_Assault_5L.png | ||
|caption= | |caption= | ||
|image2= | |image2=KRSCH_Eternal_Assault_5LL.png | ||
|caption2= | |caption2= | ||
|image3= | |image3=KRSCH_Eternal_Assault_5LLL.png | ||
|caption3= | |caption3= | ||
|image4= | |image4=KRSCH_Eternal_Assault_5LLLL.png | ||
|caption4= | |caption4= | ||
|image5= | |image5=KRSCH_Eternal_Assault_5LLLLL.png | ||
|caption5= | |caption5= | ||
|name=5LLLLL | |name=5LLLLL (Assault Mode) | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 556: | Line 578: | ||
====== <font style="visibility:hidden" size="0">Assault 5LHHH</font> ====== | ====== <font style="visibility:hidden" size="0">Assault 5LHHH</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=KRSCH_Eternal_Assault_5L.png | ||
|caption= | |caption= | ||
|image2= | |image2=KRSCH_Eternal_Assault_5LH.png | ||
|caption2= | |caption2= | ||
|image3= | |image3=KRSCH_Eternal_Assault_5LHH.png | ||
|caption3= | |caption3= | ||
|image4= | |image4=KRSCH_Eternal_Assault_5LHHH.png | ||
|name=5LHHH | |name=5LHHH (Assault Mode) | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
Line 601: | Line 623: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-KRSCH | |||
|version=5LHHH | |version=5LHHH | ||
|header=no | |header=no | ||
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Eternal winds up for a long time, then throws a corkscrew punch. Gains armor during the wind-up. Unsafe on block and very easy to avoid, but removes a massive chunk of the Guard Gauge when blocked. | Eternal winds up for a long time, then throws a corkscrew punch. Gains armor during the wind-up. Unsafe on block and very easy to avoid, but removes a massive chunk of the Guard Gauge when blocked. | ||
}} | }} | ||
{{AttackData-KRSCH | |||
|version=Assault | |version=Assault | ||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 660: | Line 683: | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=Normal | |version=Normal | ||
|subtitle=Double Flash | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 670: | Line 694: | ||
Eternal cuts in front of him, sending a sequence of two light blades forward. An alright projectile option and Eternal's most useful special ender, but has a ton of recovery and no tracking. Be careful using it in neutral. | Eternal cuts in front of him, sending a sequence of two light blades forward. An alright projectile option and Eternal's most useful special ender, but has a ton of recovery and no tracking. Be careful using it in neutral. | ||
It's also worth noting that this move does not juggle cleanly. For example, if | It's also worth noting that this move does not juggle cleanly. For example, if combo'd from Assault Mode 5LHHH's crumple, the opponent can ground tech between the first and second hits and get a full punish. | ||
}} | }} | ||
{{AttackData-KRSCH | |||
|version=Assault | |version=Assault | ||
|subtitle=Bloody Hell Blade | |||
|header=no | |||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 706: | Line 732: | ||
Eternal spins in the air, then does a diving punch. An unusually strong diving attack by comparison to others in this game. Usually safe on block, and if spaced properly, this can even become advantageous. It can also be used very low from a forward jump to cross up an overly defensive opponent in the corner. | Eternal spins in the air, then does a diving punch. An unusually strong diving attack by comparison to others in this game. Usually safe on block, and if spaced properly, this can even become advantageous. It can also be used very low from a forward jump to cross up an overly defensive opponent in the corner. | ||
}} | }} | ||
{{AttackData-KRSCH | |||
|version=Assault | |version=Assault | ||
|damage= | |damage= | ||
|header=no | |||
|guard=Y | |guard=Y | ||
|startup= | |startup= | ||
Line 720: | Line 747: | ||
}} | }} | ||
== | == Universal Mechanics == | ||
====== <font style="visibility:hidden" size="0">Throw</font> ====== | |||
{{MoveData | |||
|image=KRSCH_Eternal_Throw.png | |||
|caption= | |||
|input=4H | |||
|name=Throw | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=Y | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Eternal's throw. Can be ground-teched, reducing its advantage on hit. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Dash Action</font> ====== | ====== <font style="visibility:hidden" size="0">Dash Action</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 771: | Line 819: | ||
}} | }} | ||
== Style Action == | ====== <font style="visibility:hidden" size="0">Style Action</font> ====== | ||
{{MoveData | |||
|image=KRSCH_Eternal_SA.png | |||
|caption=Assault Mode | |||
|name=Style Action | |||
|subtitle= | |||
|data= | |||
{{AttackData-KRSCH | |||
|damage= | |||
|guard=N/A | |||
|startup= | |||
|active= | |||
|recovery= | |||
|blockadv= | |||
|hitadv= | |||
|description= | |||
Eternal uses the Assault Style. Pressing <u>Style Action</u> with at least two stocks of Rider Gauge at any time besides during hitstun activates Assault Mode. | Eternal uses the Assault Style. Pressing <u>Style Action</u> with at least two stocks of Rider Gauge at any time besides during hitstun activates Assault Mode. | ||
During Assault Mode, Eternal gains the following extended strings: | During Assault Mode, Eternal gains the following extended strings: | ||
*5LLLLL | *5LLLLL | ||
*5LHHH | *5LHHH | ||
*dS (replaces Double Flash with Bloody Hell Blade) | *dS (replaces Double Flash with Bloody Hell Blade) | ||
}} | |||
}} | |||
== Combos == | == Combos == | ||
*[6HHH > RC] repeat xN > 6S | *[6HHH > RC] repeat xN > 6S | ||
*[6HHH > RC] repeat xN > 5HHS | *[6HHH > RC] repeat xN > 5HHS | ||
Line 792: | Line 856: | ||
:The main utility of this combo is to kill before the opponent's Guard Gauge is able to recover from Guard Crush, and thus before they can burst out. | :The main utility of this combo is to kill before the opponent's Guard Gauge is able to recover from Guard Crush, and thus before they can burst out. | ||
*jH repeat xN | |||
:Eternal's true infinite combo. Much more difficult to land and to execute than an RC loop, but being a true infinite as well as a useful pressure sequence, it has its advantages. | |||
</div> | |||
== Navigation == | == Navigation == | ||
{{Navbox-KRSCH}} | {{Navbox-KRSCH}} | ||
[[Category:Kamen Rider Eternal]] | [[Category:Kamen Rider Eternal]] | ||
[[Category:Kamen Rider: Super Climax Heroes]] | [[Category:Kamen Rider: Super Climax Heroes]] |
Revision as of 15:32, 13 June 2024
Introduction
Kamen Rider Eternal is gonna cut ya!!!
Eternal has a very easy time dealing damage. He only needs a little Rider Gauge to turn any clean hit into a touch of death.
He also has the unique Zone Memory Rider Art, giving him access to an invincible teleport that costs Rider Gauge. This is useful both because it helps him close the distance, and because it allows him to punish attacks by making them whiff against its invincibility.
The flip side of this is that Eternal often wants to play fast and loose with his own Guard Gauge. He notably struggles to keep this race up against Power Up Style characters, who can reset their own Guard Gauge by transforming.
Playstyle
Form Select
![KRSCH Eternal Illustration.png](/images/thumb/7/7b/KRSCH_Eternal_Illustration.png/130px-KRSCH_Eternal_Illustration.png)
Normal Moves
5LLL
5LLL
|
---|
5LHH
5LHH
|
---|
4/6LLL
4/6LLL
|
---|
4/6LHH
4/6LHH
|
---|
2/8LLL
2/8LLL
|
---|
2/8LHH
2/8LHH
|
---|
5HH
5HH
|
---|
6HHHH
6HHHH
|
---|
2/8HHH
5LLL
|
---|
jL
jL
|
---|
jH
jH
|
---|
Assault Mode
Assault 5L
5LLLLL (Assault Mode)
|
---|
Assault 5LHHH
5LHHH (Assault Mode)
|
---|
Special Moves
5S
Unicorn Maximum Drive
5S |
---|
DS
Double Flash / Bloody Hell Blade
any direction + S |
---|
JS
Revolving Jump Punch
jS |
---|
Universal Mechanics
Throw
Throw
4H |
---|
Dash Action
Dash Action Air Dash Air Dash
|
---|
Rider Art
Rider Art Zone Memory Zone Memory
|
---|
Style Action
Style Action Assault Mode Assault Mode
|
---|
Combos
- [6HHH > RC] repeat xN > 6S
- [6HHH > RC] repeat xN > 5HHS
- Basic RC loop. Well worth the damage for any amount of Rider Gauge. Can choose either a special ender to remove red health, or a Quick Charge ender to build an extra stock of Rider Gauge.
- Starting from 2 stocks of Rider Gauge, this loop builds enough meter back over the course of the combo to be a touch of death on most characters, but takes a very long time to actually kill.
- 6HHH > Style Action > 6HHH > RC > 5LHHH > Assault Mode Ends > Climax Time > Rider Finale
- A much faster touch of death combo using Assault Mode's exclusive string to crumple, then trigger Climax Time.
- Requires a bit of funky meter management to keep it quick. Try to be as close as possible to 2 stocks of the Rider Gauge, while not setting off Climax Time when activating Assault Mode.
- The main utility of this combo is to kill before the opponent's Guard Gauge is able to recover from Guard Crush, and thus before they can burst out.
- jH repeat xN
- Eternal's true infinite combo. Much more difficult to land and to execute than an RC loop, but being a true infinite as well as a useful pressure sequence, it has its advantages.