Kamen Rider: Super Climax Heroes/Kiva: Difference between revisions

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(added info on jLHS without combo jump, as well as unburstable rider art combo)
 
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__NOTOC__
== Introduction ==
[[image:KRSCH_Kiva_portrait.png|<center><font size="3"><b>Kamen Rider Kiva</b></font></center>|frame|right]]
'''Kamen Rider Kiva''' is a talented violinist who believes all humans are music, and wants them to get buddy-buddy with Fangires.
<tabber>
<tabber>
|-|Power Up Style=
|-|Power Up Style=
[[image:KRSCH_Kiva_portrait.png|<center><font size="3"><b>Kamen Rider Kiva</b></font></center>|frame|right]]
In this variation, Kiva has access to his Emperor Form, during which he becomes exceedingly difficult to attack safely.
== Introduction ==
'''Kamen Rider Kiva (Power Up)''' has access to his final form, Emperor Form, during which he becomes exceedingly difficult to attack safely.


Emperor Form is a strong character taken on normals alone, but also has one of the fastest moves in the game, Dogga Hammer, aka Dogga Fever. Once he's transformed, your opponent has to play scared of him, or else give you a lot of free opportunities to clobber them.
Emperor Form is a strong character taken on normals alone, but also has one of the fastest moves in the game: Dogga Hammer. Once he's transformed, the opponent has to play scared of him, or else give him a lot of free opportunities to clobber them.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = [[file:KRSCH_Kiva_icon.png|64px]] '''Kamen Rider Kiva (Power Up)''' makes attacking feel like a really bad idea, and then cuts down his opponent while they cower.
| intro = [[file:KRSCH_Kiva_icon.png|64px]] '''Kamen Rider Kiva (Power Up)''' makes attacking feel like a really bad idea, and then cuts his opponent down while they cower.
| pros =
| pros =
* '''Ridiculous Punishment:''' In Emperor Form, Kiva's dS is one of the fastest moves in the game, making almost anything punishable on block. He can even swing successfully between hits in a lot of strings.
* '''Ridiculous Punishment:''' Emperor Form's Dogga Hammer is one of the fastest moves in the game, making almost anything punishable on block. He can even swing successfully between hits in a lot of strings.
* '''High Average Damage:''' Both of Kiva's forms have access to a Rider Art Followup that deals a lot of damage, and a string that combos into it without RC.
* '''High Average Damage:''' Both of Kiva's forms have access to a Rider Art follow-up that deals a lot of damage, and a string that combos into it without RC.
* '''Strong Normals:''' Even in Base Form, Kiva has a decent set of normals, but once in Emperor Form, his normals are very strong in all situations.
* '''Strong Normals:''' Even in Base Form, Kiva has a decent set of normals, but once in Emperor Form, his normals are very strong in all situations.
* '''Power Up Style:''' Power Up Style characters universally are able to refresh 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 =
* '''No Offensive Gimmicks:''' Kiva is leaning entirely on his normals and one useful special. If you wanna get through the opponent's guard, you've gotta do it the same way as everyone else.
* '''No Offensive Gimmicks:''' Kiva is leaning entirely on his normals and one useful special. If you wanna get through the opponent's guard, you've gotta do it the same way as everyone else.
* '''Pretty Normal in Base Form:''' Base Form Kiva's not a bad character, but has a very minimal kit. Reaching Emperor Form quickly should be your priority.
* '''Pretty Normal in Base Form:''' Base Form Kiva's not a bad character, but has a very minimal kit. Reaching Emperor Form quickly should be your priority.
| tablewidth = 80
| tablewidth = 80
}}
|-|Support Attack Style=
In this variation, Kiva trades away Emperor Form's straightforward power for a striker that takes some time to start up, but covers the screen in highly damaging fireballs.
This isn't really a fair trade in terms of picking the stronger version of Kiva. That said, Castle Doran is a pretty fun striker to play with. If you're familiar with Tron Bonne's assist in ''Marvel vs Capcom 2'', which deals massive total damage but doesn't combo on its own, you'll recognize something similar here.
{{StrengthsAndWeaknesses
| intro = [[file:KRSCH_Kiva_icon.png|64px]] '''Kamen Rider Kiva (Support Attack)''' calls upon Castle Doran to bombard the opponent.
| pros =
* '''High Average Damage:''' Kiva has access to a Rider Art follow-up that deals a lot of damage, and a string that combos into it without RC.
* '''Striker Can Deal Massive Damage:''' Normally intended to hit twice, it's possible for Kiva's striker to hit 4 times and deal a really silly amount of damage for a single move.
|cons =
* '''Striker is Very Difficult to Use Efficiently:''' Castle Doran's projectiles have a long travel time and a wide spread, so this striker is difficult to use reactively and requires a plan ahead of time.
* '''Pretty Normal:''' Base Form Kiva's not a bad character, but has a very minimal kit. In this variant, he really has to flex every part of that kit to its maximum.
* '''Starved for Meter:''' Kiva struggles without spending meter to RC strings or call his striker, but he doesn't build a ton of meter either.
| 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_Kiva_Illustration.png|130px|link=]]<br><center>'''Base Form'''</center></div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[image:KRSCH_Kiva_Emperor_Form_Illustration.png|130px|link=]]<br><center>'''Emperor Form'''</center></div>
</div>
<div id="movelist-1" class="movelist"><!-- Base Form Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">5LLL</font> ======
{{MoveData
|image=KRSCH_Kiva_5L.png
|image2=KRSCH_Kiva_5LL.png
|image3=KRSCH_Kiva_5LLL.png
|name=5LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">5LH</font> ======
{{MoveData
|image=KRSCH_Kiva_5L.png
|image2=KRSCH_Kiva_5LH.png
|name=5LH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=5LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">4/6LLL</font> ======
{{MoveData
|image=KRSCH_Kiva_46L.png
|image2=KRSCH_Kiva_46LL.png
|image3=KRSCH_Kiva_46LLL.png
|name=4/6LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=4/6L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=4/6LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=4/6LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">4/6LHH</font> ======
{{MoveData
|image=KRSCH_Kiva_46L.png
|image2=KRSCH_Kiva_46LH.png
|image3=KRSCH_Kiva_46LHH.png
|name=4/6LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=4/6L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=4/6LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
This string can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.
This launcher is a pretty useful tool for Support Attack Kiva especially; Combo Jump is fairly expensive, but there's less reason to save Rider Gauge without Emperor Form.
}}
{{AttackData-KRSCH
|version=4/6LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">2/8LLLL</font> ======
{{MoveData
|image=KRSCH_Kiva_28L.png
|image2=KRSCH_Kiva_28LL.png
|image3=KRSCH_Kiva_28LLL.png
|image4=KRSCH_Kiva_28LLLL.png
|name=2/8LLLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=2/8LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=2/8LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=2/8LLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">2/8LH</font> ======
{{MoveData
|image=KRSCH_Kiva_28L.png
|image2=KRSCH_Kiva_28LH.png
|name=2/8LH
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=2/8LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">5HHH</font> ======
{{MoveData
|image=KRSCH_Kiva_5H.png
|image2=KRSCH_Kiva_5HH.png
|image3=KRSCH_Kiva_5HHH.png
|name=5HHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">6HHH</font> ======
{{MoveData
|image=KRSCH_Kiva_6H.png
|image2=KRSCH_Kiva_6HH.png
|image3=KRSCH_Kiva_6HHH.png
|name=6HHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=6H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=6HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=6HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
====== <font style="visibility:hidden" size="0">2/8HH</font> ======
{{MoveData
|image=KRSCH_Kiva_28H.png
|image2=KRSCH_Kiva_28HH.png
|name=2/8HH
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=2/8HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
}}
}}


{{#tag:tabber|
====== <font style="visibility:hidden" size="0">jL</font> ======
  Base Form=
{{MoveData
[[image:KRSCH_Kiva_Illustration.png|border|center|190px]]
|image=KRSCH_Kiva_jL.png
== Normal Moves ==
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
  |damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Kiva sticks out his knee. Has active frames until landing.
 
Kiva uniquely has access to his aircombo string (jLHS) without first using a Combo Jump. This allows Kiva to meet opponents in the air with jLHS, giving him one of the game's precious few air-to-airs. This aircombo string is also delayable and has a lot of untechable time, enabling a complex "dustloop" combo.
}}
}}


== Special Moves ==
====== <font style="visibility:hidden" size="0">jH</font> ======
{{MoveData
|image=KRSCH_Kiva_jL.png
|name=jH
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Visually identical to jL, but does more damage.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">5S</font> ======
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
{{MoveData
Line 86: Line 556:
}}
}}


== Rider Art and Dash Action ==
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
|image=KRSCH_Kiva_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Kiva's throw. Deals notably low damage for a throw.
}}
}}
 
====== <font style="visibility:hidden" size="0">Dash Action</font> ======
====== <font style="visibility:hidden" size="0">Dash Action</font> ======
{{MoveData
{{MoveData
Line 110: Line 601:
{{MoveData
{{MoveData
|image=KRSCH_Kiva_RA.png
|image=KRSCH_Kiva_RA.png
|caption=WAKE UP!
|caption=High Speed Dash
|caption2=WAKE UP!
|name=Rider Art
|name=Rider Art
|subtitle=
|subtitle=
Line 123: Line 615:
  |hitadv=
  |hitadv=
  |description=
  |description=
High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a followup by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost, which does a soccer kick into a cinematic. Useful to end combos and whiff punish.
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 soccer kick into a cinematic. Useful to end combos and whiff punish.
Kiva is also able to use this Rider Art in directions besides forward. When using the followup from other directions, it will face the opponent.
 
Occasionally, when hitting the opponent at a very specific angle, they will be temporarily frozen in place afterward.
Kiva is also able to use this Rider Art in directions besides forward. When using the follow-up from other directions, it will face the opponent.
 
When hitting the opponent out of an attack while they are off-axis, Kiva's final hit will miss and his opponent will be temporarily frozen in place afterward. Kiva can take advantage of this to fully charge his meter before following up with an unburstable combo.
}}
}}
 
====== <font style="visibility:hidden" size="0">Style Action</font> ======
{{MoveData
|image=KRSCH_Kiva_SA.png
|caption=Power Up
|name=Style Action
|subtitle=Power Up Style Only
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Kiva transforms into his final form, Emperor Form, at the cost of 3 stocks of the Rider Gauge. Doing so also refreshes damage scaling and the Guard Gauge.
  }}
  }}
}}
}}
{{!}}-{{!}}
Emperor Form=
[[image:KRSCH_Kiva_Emperor_Form_Illustration.png|border|center|190px]]
== Normal Moves ==


== Special Moves ==
====== <font style="visibility:hidden" size="0">Support Style Action</font> ======
====== <font style="visibility:hidden" size="0">Emperor 5S</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_Emperor_5S.png
|image=KRSCH_Kiva_Support_Attack_Illustration.png
|caption=
|caption=
|name=Zanvat Slash
|image2=KRSCH_Kiva_Support_Attack.png
|subtitle=5S
|caption2=Support Attack
|name=Style Action
|subtitle=Support Attack Style Only
|data=
|data=
  {{AttackData-KRSCH
  {{AttackData-KRSCH
Line 150: Line 661:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kiva poses, turns his sword red, then delivers a leaping slash. Its extremely lengthy startup and recovery makes this difficult to use effectively. Aside from that it does carry a number of positives. It has some invincibility during the leap, buffs Kiva's damage for a set duration, and crumples the opponent on hit.
By pressing <u>Style Action</u>, '''Kiva (Support Attack)''' can call his striker to launch an attack. This costs 2 stocks of the Rider Gauge, or 4 stocks when executed from hitstun.
 
Castle Doran appears in the background and launches a spread of four fireballs into the arena. Takes a pretty long time to reach the arena, but is difficult to evade completely and deals a lot of damage.
This is the entire reason you picked this version of the character, so you probably want to spend a lot of meter on it. Thankfully, it's pretty good for neutral, and in combos it's both a lot of damage and basically unburstable, since the fireballs continue approaching even if Kiva's in hitstun.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Emperor DS</font> ======
== Combos ==
=== Base Form ===
*6HH > RC > 2LH > 5S
*6HH > RC > 2LH > RA follow-up
:Standard combo with one RC. It's usually best to save your meter (especially when going for Emperor Form), but the Rider Art follow-up deals more damage.
 
*2LH > Rider Finale
:Because this string crumples, it's an easy point to link Rider Finale.
 
*6LH > Combo Jump > jL (delay) jH > microwalk > jLHS
:Kiva's aircombo loop. Fits in extra damage using Base Form, so it's an especially useful combo for Support Attack Kiva.
:When landing from the first aircombo, walking in any direction cancels landing recovery and enables you to jump again much sooner.
 
=== Support Attack ===
*6HH > RC > Style Action > 2LH > 2HH > Striker Hits
:Basic combo that uses Kiva's striker. Delaying the strings can buy time for the fireballs to connect.
 
*6HH > RC > Style Action > 2LH > Micro-Sidewalk > 5S > Striker Hits
:Advanced combo that lands all four hits of Castle Doran by hitting the opponent towards its position. Requires a very specific angle and stage position that you must adjust on the fly. Incredibly inconsistent, but when it works, it deals massive damage.
:The timing for Style Action is variable based on stage position. Try doing it either during the startup of 2L, or between the hits of 2LH.
</div>
<div id="movelist-2" class="movelist"><!-- Emperor Form Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">Emperor 5LLL</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_Emperor_dS.png
|image=KRSCH_Kiva_Emperor_5L.png
|caption=
|image2=KRSCH_Kiva_Emperor_5LL.png
|name=Dogga Hammer
|image3=KRSCH_Kiva_Emperor_5LLL.png
|subtitle=Any direction + S
|name=5LLL
|subtitle=
|data=
|data=
  {{AttackData-KRSCH
  {{AttackData-KRSCH
|version=5L
  |damage=
  |damage=
  |guard=
  |guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
 
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Launches the opponent.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
  |startup=
  |startup=
  |active=
  |active=
Line 170: Line 736:
  |hitadv=
  |hitadv=
  |description=
  |description=
DOGGA FEVER!
 
Kiva spins the Dogga Hammer around himself for a two-hit attack. One of the fastest attacks in the game, and deals a grip of damage to boot. This special makes attacking Kiva extremely dangerous, and it's also his go-to combo ender. Unsafe on block.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Emperor JS</font> ======
====== <font style="visibility:hidden" size="0">Emperor 5LHH</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_Emperor_jS.png
|image=KRSCH_Kiva_Emperor_5L.png
|caption=
|image2=KRSCH_Kiva_Emperor_5LH.png
|name=Garulu Saber
|image3=KRSCH_Kiva_Emperor_5LHH.png
|subtitle=jS
|name=5LHH
|subtitle=
|data=
|data=
  {{AttackData-KRSCH
  {{AttackData-KRSCH
|version=5L
  |damage=
  |damage=
  |guard=
  |guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
 
}}
{{AttackData-KRSCH
|version=5LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
This string has enough advantage on hit to link Emperor Form's dS afterwards.
}}
{{AttackData-KRSCH
|version=5LHH
|header=no
|damage=
|guard=Y
  |startup=
  |startup=
  |active=
  |active=
Line 191: Line 784:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kiva dives with his sword extended. Very unsafe on block. Sees niche use as a combo ender from 6LL's crumple, since Dogga Hammer will not fully combo from that crumple.
 
  }}
  }}
}}
}}


== Rider Art and Dash Action ==
====== <font style="visibility:hidden" size="0">Emperor 4/6LL</font> ======
====== <font style="visibility:hidden" size="0">Emperor Dash Action</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_Emperor_DA.png
|image=KRSCH_Kiva_Emperor_46L.png
|caption=Air Dash
|image2=KRSCH_Kiva_Emperor_46LL.png
|name=Dash Action
|name=4/6LL
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-KRSCH
  {{AttackData-KRSCH
|version=4/6L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=4/6LL
|header=no
  |damage=
  |damage=
  |guard=N/A
  |guard=Y
  |startup=
  |startup=
  |active=
  |active=
Line 212: Line 818:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kiva airdashes. A generic mobility tool. Costs .5 stocks of Rider Gauge.
Crumples the opponent on hit, allowing a meterless combo into Rider Art follow-up.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Emperor Rider Art</font> ======
====== <font style="visibility:hidden" size="0">Emperor 4/6LH</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_Emperor_RA.png
|image=KRSCH_Kiva_Emperor_46L.png
|caption=
|image2=KRSCH_Kiva_Emperor_46LH.png
|name=Rider Art
|name=4/6LH
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-KRSCH
  {{AttackData-KRSCH
|version=4/6L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
}}
{{AttackData-KRSCH
|version=4/6LH
|header=no
  |damage=
  |damage=
  |guard=Y
  |guard=Y
Line 232: Line 852:
  |hitadv=
  |hitadv=
  |description=
  |description=
High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a followup 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.
Knocks the opponent down.
Kiva is also able to use this Rider Art in directions besides forward. When using the followup from other directions, it will face the opponent.
This Rider Art Followup's animation will occasionally bug out. This is caused by attacking Kiva during its recovery frames, and affects the next use of Rider Art Followup. The function of the move doesn't change, but it looks funny.
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">Emperor 2/8LLL</font> ======
{{MoveData
|image=KRSCH_Kiva_Emperor_28L.png
|image2=KRSCH_Kiva_Emperor_28LL.png
|image3=KRSCH_Kiva_Emperor_28LLL.png
|name=2/8LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
  }}
  }}
{{AttackData-KRSCH
|version=2/8LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Launches the opponent.
}}
{{AttackData-KRSCH
|version=2/8LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


== Style Action ==
}}
By pressing <u>Style Action</u>, Kiva transforms into his final form, Emperor Form, at the cost of 3 stocks of the Rider Gauge. Doing so also refreshes damage scaling and the Guard Gauge.
}}
 
====== <font style="visibility:hidden" size="0">Emperor 28LHH</font> ======
{{MoveData
|image=KRSCH_Kiva_Emperor_28L.png
|image2=KRSCH_Kiva_Emperor_28LH.png
|image3=KRSCH_Kiva_Emperor_28LHH.png
|name=2/8LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


While already in Emperor Form, <u>Style Action</u> transforms back into Kiva's Base Form at no cost. Doing so also refreshes damage scaling and the Guard Gauge.
}}
{{AttackData-KRSCH
|version=2/8LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Emperor Form's launcher string. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.


== Combos ==
This launcher is also completely untechable, and can be followed up meterlessly by juggling Emperor Form's dS.
=== Base Form ===
}}
*6HH > RC > 2LH > 5S
{{AttackData-KRSCH
*6HH > RC > 2LH > RA Followup
|version=2/8LHH
:Standard combo with one RC. It's usually best to save your meter for Emperor Form, but the Rider Art followup deals more damage.
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


*2LH > Rider Finale
}}
:Because this string crumples, it's an easy point to link Rider Finale.
}}


=== Emperor Form ===
====== <font style="visibility:hidden" size="0">Emperor 5HHHH</font> ======
*5LH > 6S
{{MoveData
*5HH > 6S
|image=KRSCH_Kiva_Emperor_5H.png
*2LH > 6S
|image2=KRSCH_Kiva_Emperor_5HH.png
:Strings which link into 6S. It's easy to extend damage by using 5HHH as a combo filler, then RC and do one of these sequences. These strings can also link into Rider Finale if needed.
|image3=KRSCH_Kiva_Emperor_5HHH.png
|image4=KRSCH_Kiva_Emperor_5HHHH.png
|name=5HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
This attack has enough advantage on hit to link Emperor Form's dS afterwards.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
This string has enough advantage on hit to link Emperor Form's dS afterwards.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


*6HHHH > 6S
}}
*6LL > 6S
{{AttackData-KRSCH
:These strings successfully combo into the first hit of 6S, but the second hit is tech-rollable. It's still safe on hit, so it's useful to know you can do this in a pinch.
|version=5HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


*6LL > jS
}}
*6LL > Rider Art Followup
}}
*6LL > Rider Finale
:6LL crumples the opponent, allowing for easy followups. As noted above, 6S doesn't combo its second hit, so jS is the preferred meterless followup.


*6LL > walk back > 2LH (second hit only) > 6S
====== <font style="visibility:hidden" size="0">Emperor 4/6HHHH</font> ======
:Advanced extension from 6LL's crumple. Requires quite a bit of space to walk backwards and intentionally whiff 2L.
{{MoveData
|image=KRSCH_Kiva_Emperor_46H.png
|image2=KRSCH_Kiva_Emperor_46HH.png
|image3=KRSCH_Kiva_Emperor_46HHH.png
|image4=KRSCH_Kiva_Emperor_46HHHH.png
|name=4/6HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=4/6H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
This attack has enough advantage on hit to link Emperor Form's dS afterwards.
}}
{{AttackData-KRSCH
|version=4/6HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Launches the opponent.
}}
{{AttackData-KRSCH
|version=4/6HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Launches the opponent on ground hit, though it's intended to juggle as part of the string.
}}
{{AttackData-KRSCH
|version=4/6HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Ground bounces the opponent. This ground bounce can't be ground teched.
}}
}}


*5HHH > RC > 5HHH > RC > 5HHH > RC > 5HHH > Style Action (Base Form) > 6HH > RC > 2LLL > RC > 2LH > Climax Time > Rider Finale
====== <font style="visibility:hidden" size="0">Emperor 2/8HH</font> ======
:Touch of death combo from full resources. While this full combo might not be practical, it shows an example of how to use un-transform to extend damage.
{{MoveData
|-|Support Attack Style=
|image=KRSCH_Kiva_Emperor_28H.png
[[image:KRSCH_Kiva_portrait.png|<center><font size="3"><b>Kamen Rider Kiva</b></font></center>|frame|right]]
|image2=KRSCH_Kiva_Emperor_28HH.png
[[image:KRSCH_Kiva_Support_Attack_Illustration.png|border|right|190px]]
|name=2/8HH
== Introduction ==
|subtitle=
'''Kamen Rider Kiva (Support Attack)''' trades away Emperor Form's straightforward power for a striker that takes some time to start up, and covers the screen in highly damaging fireballs.
|data=
{{AttackData-KRSCH
|version=2/8H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Launches the opponent.
}}
{{AttackData-KRSCH
|version=2/8HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Launches the opponent on ground hit, though it's intended to juggle as part of the string.
}}
}}


This isn't really a fair trade in terms of picking the stronger version of Kiva. That said, the Castle Doran striker is pretty fun to play with. If you're familiar with Tron Bonne's assist in Marvel vs Capcom 2, which deals massive total damage but doesn't combo on its own, you'll recognize something similar here.
====== <font style="visibility:hidden" size="0">Emperor jL</font> ======
{{MoveData
|image=KRSCH_Kiva_Emperor_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Emperor Form's jumping attack, a slash that does not change Kiva's momentum.


{{StrengthsAndWeaknesses
As with Base Form, Emperor Form also has access to his aircombo string (jLHS) without first using a Combo Jump. It's a little less useful for Emperor Form; jL and jH are slower than Base Form's, so jS often falls out and leaves Kiva punishable if it misses. jLH works as an effective air-to-air nonetheless.
| intro = [[file:KRSCH_Kiva_icon.png|64px]] '''Kamen Rider Kiva (Support Attack)''' calls upon Castle Doran to bombard the opponent.
}}
| pros =
* '''High Average Damage:''' Kiva has access to a Rider Art Followup that deals a lot of damage, and a string that combos into it without RC.
* '''Striker Can Deal Massive Damage:''' Normally intended to hit twice, it's possible for Kiva's striker to hit 4 times and deal a really silly amount of damage for a single move.
|cons =
* '''Striker is Very Difficult to Use Efficiently:''' Castle Doran's projectiles have a long travel time and a wide spread, so this striker is difficult to use reactively and requires a plan ahead of time.
* '''Pretty Normal:''' Base Form Kiva's not a bad character, but has a very minimal kit. In this variant, he really has to flex every part of that kit to its maximum.
* '''Starved for Meter:''' Kiva struggles without spending meter to RC strings or call his striker, but he doesn't build a ton of meter either.
| tablewidth = 80
}}
}}


== Normal Moves ==
====== <font style="visibility:hidden" size="0">Emperor jH</font> ======
{{MoveData
|image=KRSCH_Kiva_Emperor_jL.png
|caption=
|name=jH
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Visually identical to jL, but deals more damage.
}}
}}


== Special Moves ==
=== Special Moves ===
====== <font style="visibility:hidden" size="0">Support 5S</font> ======
====== <font style="visibility:hidden" size="0">Emperor 5S</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_5S.png
|image=KRSCH_Kiva_Emperor_5S.png
|caption=
|caption=
|name=Bloody Punch
|name=Zanvat Slash
|subtitle=5S
|subtitle=5S
|data=
|data=
Line 312: Line 1,171:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kiva throws a lunging straight punch. Does a lot of damage, but has no tracking, and it's very bad on block and on whiff. Mostly sees use as a meterless combo ender.
Kiva poses, turns his sword red, then delivers a leaping slash. Its extremely lengthy startup and recovery makes this difficult to use effectively. Aside from that it does carry a number of positives. It has some invincibility during the leap, buffs Kiva's damage for a set duration, and crumples the opponent on hit.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Support DS</font> ======
====== <font style="visibility:hidden" size="0">Emperor DS</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_dS.png
|image=KRSCH_Kiva_Emperor_dS.png
|caption=
|caption=DOGGA FEVER!
|name=Catena Release
|name=Dogga Hammer
|subtitle=Any direction + S
|subtitle=Any direction + S
|data=
|data=
  {{AttackData-KRSCH
  {{AttackData-KRSCH
  |damage=
  |damage=
  |guard=N/A
  |guard=
  |startup=
  |startup=
  |active=
  |active=
Line 332: Line 1,191:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kiva poses, breaks the chains binding his leg, and changes the stage's visuals for a set duration. While under this effect, Kiva deals more damage. This is very quick to execute, so you may as well sneak it in sometimes.
Kiva spins the Dogga Hammer around himself for a two-hit attack. One of the fastest attacks in the game, and deals a grip of damage to boot. This special makes attacking Kiva extremely dangerous, and it's also his go-to combo ender. Unsafe on block.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Support JS</font> ======
====== <font style="visibility:hidden" size="0">Emperor JS</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_jS.png
|image=KRSCH_Kiva_Emperor_jS.png
|caption=
|caption=
|name=Diving Kick
|name=Garulu Saber
|subtitle=jS
|subtitle=jS
|data=
|data=
  {{AttackData-KRSCH
  {{AttackData-KRSCH
  |damage=
  |damage=
  |guard=Y
  |guard=
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Kiva dives with his sword extended. Very unsafe on block. Sees niche use as a combo ender from 6LL's crumple, since Dogga Hammer will not fully combo from that crumple.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">Emperor Throw</font> ======
{{MoveData
|image=KRSCH_Kiva_Emperor_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
  |startup=
  |startup=
  |active=
  |active=
Line 352: Line 1,233:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kiva backflips, and then divekicks. A little slower and a little more evasive than a normal divekick, and still very unsafe on block.
Emperor Form's throw.
  }}
  }}
}}
}}


== Rider Art and Dash Action ==
====== <font style="visibility:hidden" size="0">Emperor Dash Action</font> ======
====== <font style="visibility:hidden" size="0">Support Dash Action</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_DA.png
|image=KRSCH_Kiva_Emperor_DA.png
|caption=Air Dash
|caption=Air Dash
|name=Dash Action
|name=Dash Action
Line 373: Line 1,253:
  |hitadv=
  |hitadv=
  |description=
  |description=
Kiva airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge.
Kiva airdashes. A generic mobility tool. Costs .5 stocks of Rider Gauge.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Support Rider Art</font> ======
====== <font style="visibility:hidden" size="0">Emperor Rider Art</font> ======
{{MoveData
{{MoveData
|image=KRSCH_Kiva_RA.png
|image=KRSCH_Kiva_Emperor_RA.png
|caption=WAKE UP!
|caption=High Speed Dash
|name=Rider Art
|name=Rider Art
|subtitle=
|subtitle=
Line 393: Line 1,273:
  |hitadv=
  |hitadv=
  |description=
  |description=
High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a followup by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost, which does a soccer kick into a cinematic. Useful to end combos and whiff punish.
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.
Kiva is also able to use this Rider Art in directions besides forward. When using the followup from other directions, it will face the opponent.
 
Occasionally, when hitting the opponent at a very specific angle, they will be temporarily frozen in place afterward.
Kiva is also able to use this Rider Art in directions besides forward. When using the follow-up from other directions, it will face the opponent.
 
This Rider Art follow-up's animation will occasionally bug out. This is caused by attacking Kiva during its recovery frames, and affects the next use of Rider Art follow-up. The function of the move doesn't change, but it looks funny.
  }}
  }}
}}
}}


== Style Action ==
====== <font style="visibility:hidden" size="0">Emperor Style Action</font> ======
By pressing <u>Style Action</u>, '''Kiva (Support Attack)''' can call his striker to launch an attack. This costs 2 stocks of the Rider Gauge, or 4 stocks when executed from hitstun.
 
{{MoveData
{{MoveData
|image=KRSCH_Kiva_Support_Attack.png
|image=KRSCH_Kiva_Emperor_DA.png
|caption=Style Action
|caption=Power Up
|name=Castle Doran
|name=Style Action
|subtitle=
|subtitle=
|data=
|data=
  {{AttackData-KRSCH
  {{AttackData-KRSCH
  |damage=
  |damage=
  |guard=Y
  |guard=N/A
  |startup=
  |startup=
  |active=
  |active=
Line 417: Line 1,297:
  |hitadv=
  |hitadv=
  |description=
  |description=
Castle Doran appears in the background and launches a spread of four fireballs into the arena. Takes a pretty long time to reach the arena, but is difficult to evade completely and deals a lot of damage.
Emperor Form Kiva transforms back into Base Form at no cost. Doing so also refreshes damage scaling and the Guard Gauge.
This is the entire reason you picked this version of the character, so you probably want to spend a lot of meter on it. Thankfully, it's pretty good for neutral, and in combos it's both a lot of damage and basically unburstable, since the fireballs continue approaching even if Kiva's in hitstun.
 
As with all Power Up style transformations, this can be used to cancel grounded normal attacks and blockstun.
  }}
  }}
}}
}}


== Combos ==
== Combos ==
*6HH > RC > 2LH > 5S
*5LH > 6S
*6HH > RC > 2LH > RA Followup
*5HH > 6S
:Standard combo with one RC. It's often best to save your meter, but the Rider Art followup deals more damage.
*2LH > 6S
:Strings which link into 6S. It's easy to extend damage by using 5HHH as a combo filler, then RC and do one of these sequences. These strings can also link into Rider Finale if needed.


*2LH > Rider Finale
*6HHHH > 6S
:Because this string crumples, it's an easy point to link Rider Finale.
*6LL > 6S
:These strings successfully combo into the first hit of 6S, but the second hit is tech-rollable. It's still safe on hit, so it's useful to know you can do this in a pinch.


*6HH > RC > Style Action > 2LH > 2HH > Striker Hits
*6LL > jS
:Basic combo that uses Kiva's striker. Delaying the strings can buy time for the fireballs to connect.
*6LL > Rider Art follow-up
*6LL > Rider Finale
:6LL crumples the opponent, allowing for easy follow-ups. As noted above, 6S doesn't combo its second hit, so jS is the preferred meterless follow-up.


*6HH > RC > Style Action > 2LH > Micro-Sidewalk > 5S > Striker Hits
*6LL > walk back > 2LH (second hit only) > 6S
:Advanced combo that lands all four hits of Castle Doran by hitting the opponent towards its position. Requires a very specific angle and stage position that you must adjust on the fly. Incredibly inconsistent, but when it works, it deals massive damage.
:Advanced extension from 6LL's crumple. Requires quite a bit of space to walk backwards and intentionally whiff 2L.
:The timing for Style Action is variable based on stage position. Try doing it either during the startup of 2L, or between the hits of 2LH.
</tabber>


*5HHH > RC > 5HHH > RC > 5HHH > RC > 5HHH > Style Action (Base Form) > 6HH > RC > 2LLL > RC > 2LH > Climax Time > Rider Finale
:Touch of death combo from full resources. While this full combo might not be practical, it shows an example of how to use un-transform to extend damage.
</div>
== Navigation ==
== Navigation ==
{{Navbox-KRSCH}}
{{Navbox-KRSCH}}
[[Category:Kamen Rider Kiva]]
[[Category:Kamen Rider Kiva]]
[[Category:Kamen Rider: Super Climax Heroes]]
[[Category:Kamen Rider: Super Climax Heroes]]

Latest revision as of 12:46, 16 June 2024

Introduction

Kamen Rider Kiva

Kamen Rider Kiva is a talented violinist who believes all humans are music, and wants them to get buddy-buddy with Fangires.

In this variation, Kiva has access to his Emperor Form, during which he becomes exceedingly difficult to attack safely.

Emperor Form is a strong character taken on normals alone, but also has one of the fastest moves in the game: Dogga Hammer. Once he's transformed, the opponent has to play scared of him, or else give him a lot of free opportunities to clobber them.

Playstyle
KRSCH Kiva icon.png Kamen Rider Kiva (Power Up) makes attacking feel like a really bad idea, and then cuts his opponent down while they cower.
Pros Cons
  • Ridiculous Punishment: Emperor Form's Dogga Hammer is one of the fastest moves in the game, making almost anything punishable on block. He can even swing successfully between hits in a lot of strings.
  • High Average Damage: Both of Kiva's forms have access to a Rider Art follow-up that deals a lot of damage, and a string that combos into it without RC.
  • Strong Normals: Even in Base Form, Kiva has a decent set of normals, but once in Emperor Form, his normals are very strong in all situations.
  • Power Up Style: Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming.
  • No Offensive Gimmicks: Kiva is leaning entirely on his normals and one useful special. If you wanna get through the opponent's guard, you've gotta do it the same way as everyone else.
  • Pretty Normal in Base Form: Base Form Kiva's not a bad character, but has a very minimal kit. Reaching Emperor Form quickly should be your priority.

In this variation, Kiva trades away Emperor Form's straightforward power for a striker that takes some time to start up, but covers the screen in highly damaging fireballs.

This isn't really a fair trade in terms of picking the stronger version of Kiva. That said, Castle Doran is a pretty fun striker to play with. If you're familiar with Tron Bonne's assist in Marvel vs Capcom 2, which deals massive total damage but doesn't combo on its own, you'll recognize something similar here.

Playstyle
KRSCH Kiva icon.png Kamen Rider Kiva (Support Attack) calls upon Castle Doran to bombard the opponent.
Pros Cons
  • High Average Damage: Kiva has access to a Rider Art follow-up that deals a lot of damage, and a string that combos into it without RC.
  • Striker Can Deal Massive Damage: Normally intended to hit twice, it's possible for Kiva's striker to hit 4 times and deal a really silly amount of damage for a single move.
  • Striker is Very Difficult to Use Efficiently: Castle Doran's projectiles have a long travel time and a wide spread, so this striker is difficult to use reactively and requires a plan ahead of time.
  • Pretty Normal: Base Form Kiva's not a bad character, but has a very minimal kit. In this variant, he really has to flex every part of that kit to its maximum.
  • Starved for Meter: Kiva struggles without spending meter to RC strings or call his striker, but he doesn't build a ton of meter either.

Form Select

KRSCH Kiva Illustration.png
Base Form
KRSCH Kiva Emperor Form Illustration.png
Emperor Form

Move List

Normal Moves

5LLL
5LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LL - Y - - - - -
5LLL - Y - - - - -
5LH
5LH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LH - Y - - - - -
4/6LLL
4/6LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -
4/6LL - Y - - - - -
4/6LLL - Y - - - - -
4/6LHH
4/6LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -
4/6LH - Y - - - - -

This string can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.

This launcher is a pretty useful tool for Support Attack Kiva especially; Combo Jump is fairly expensive, but there's less reason to save Rider Gauge without Emperor Form.

4/6LHH - Y - - - - -
2/8LLLL
2/8LLLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -
2/8LL - Y - - - - -
2/8LLL - Y - - - - -
2/8LLLL - Y - - - - -
2/8LH
2/8LH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -
2/8LH - Y - - - - -
5HHH
5HHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5H - Y - - - - -
5HH - Y - - - - -
5HHH - Y - - - - -
6HHH
6HHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
6H - Y - - - - -
6HH - Y - - - - -
6HHH - Y - - - - -
2/8HH
2/8HH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8H - Y - - - - -
2/8HH - Y - - - - -
jL
jL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Kiva sticks out his knee. Has active frames until landing.

Kiva uniquely has access to his aircombo string (jLHS) without first using a Combo Jump. This allows Kiva to meet opponents in the air with jLHS, giving him one of the game's precious few air-to-airs. This aircombo string is also delayable and has a lot of untechable time, enabling a complex "dustloop" combo.

jH
jH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Visually identical to jL, but does more damage.

Special Moves

5S
Bloody Punch
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Kiva throws a lunging straight punch. Does a lot of damage, but has no tracking, and it's very bad on block and on whiff. Mostly sees use as a meterless combo ender.

DS
Catena Release
Any direction + S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Kiva poses, breaks the chains binding his leg, and changes the stage's visuals for a set duration. While under this effect, Kiva deals more damage. This is very quick to execute, so you may as well sneak it in sometimes.

JS
Diving Kick
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Kiva backflips, and then divekicks. A little slower and a little more evasive than a normal divekick, and still very unsafe on block.

Universal Mechanics

Throw
Throw
4H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Kiva's throw. Deals notably low damage for a throw.

Dash Action
Dash Action
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Kiva airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge.

Rider Art
Rider Art
High Speed Dash
High Speed Dash
WAKE UP!
WAKE UP!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing Rider Art or Special Attack at no additional cost, which does a soccer kick into a cinematic. Useful to end combos and whiff punish.

Kiva is also able to use this Rider Art in directions besides forward. When using the follow-up from other directions, it will face the opponent.

When hitting the opponent out of an attack while they are off-axis, Kiva's final hit will miss and his opponent will be temporarily frozen in place afterward. Kiva can take advantage of this to fully charge his meter before following up with an unburstable combo.

Style Action
Style Action
Power Up Style Only
Power Up
Power Up
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Kiva transforms into his final form, Emperor Form, at the cost of 3 stocks of the Rider Gauge. Doing so also refreshes damage scaling and the Guard Gauge.

Support Style Action
Style Action
Support Attack Style Only
KRSCH Kiva Support Attack Illustration.png
Support Attack
Support Attack
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

By pressing Style Action, Kiva (Support Attack) can call his striker to launch an attack. This costs 2 stocks of the Rider Gauge, or 4 stocks when executed from hitstun.

Castle Doran appears in the background and launches a spread of four fireballs into the arena. Takes a pretty long time to reach the arena, but is difficult to evade completely and deals a lot of damage. This is the entire reason you picked this version of the character, so you probably want to spend a lot of meter on it. Thankfully, it's pretty good for neutral, and in combos it's both a lot of damage and basically unburstable, since the fireballs continue approaching even if Kiva's in hitstun.

Combos

Base Form

  • 6HH > RC > 2LH > 5S
  • 6HH > RC > 2LH > RA follow-up
Standard combo with one RC. It's usually best to save your meter (especially when going for Emperor Form), but the Rider Art follow-up deals more damage.
  • 2LH > Rider Finale
Because this string crumples, it's an easy point to link Rider Finale.
  • 6LH > Combo Jump > jL (delay) jH > microwalk > jLHS
Kiva's aircombo loop. Fits in extra damage using Base Form, so it's an especially useful combo for Support Attack Kiva.
When landing from the first aircombo, walking in any direction cancels landing recovery and enables you to jump again much sooner.

Support Attack

  • 6HH > RC > Style Action > 2LH > 2HH > Striker Hits
Basic combo that uses Kiva's striker. Delaying the strings can buy time for the fireballs to connect.
  • 6HH > RC > Style Action > 2LH > Micro-Sidewalk > 5S > Striker Hits
Advanced combo that lands all four hits of Castle Doran by hitting the opponent towards its position. Requires a very specific angle and stage position that you must adjust on the fly. Incredibly inconsistent, but when it works, it deals massive damage.
The timing for Style Action is variable based on stage position. Try doing it either during the startup of 2L, or between the hits of 2LH.

Move List

Normal Moves

Emperor 5LLL
5LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LL - Y - - - - -

Launches the opponent.

5LLL - Y - - - - -
Emperor 5LHH
5LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LH - Y - - - - -

This string has enough advantage on hit to link Emperor Form's dS afterwards.

5LHH - Y - - - - -
Emperor 4/6LL
4/6LL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -
4/6LL - Y - - - - -

Crumples the opponent on hit, allowing a meterless combo into Rider Art follow-up.

Emperor 4/6LH
4/6LH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -
4/6LH - Y - - - - -

Knocks the opponent down.

Emperor 2/8LLL
2/8LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -
2/8LL - Y - - - - -

Launches the opponent.

2/8LLL - Y - - - - -
Emperor 28LHH
2/8LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -
2/8LH - Y - - - - -

Emperor Form's launcher string. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.

This launcher is also completely untechable, and can be followed up meterlessly by juggling Emperor Form's dS.

2/8LHH - Y - - - - -
Emperor 5HHHH
5HHHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5H - Y - - - - -

This attack has enough advantage on hit to link Emperor Form's dS afterwards.

5HH - Y - - - - -

This string has enough advantage on hit to link Emperor Form's dS afterwards.

5HHH - Y - - - - -
5HHHH - Y - - - - -
Emperor 4/6HHHH
4/6HHHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6H - Y - - - - -

This attack has enough advantage on hit to link Emperor Form's dS afterwards.

4/6HH - Y - - - - -

Launches the opponent.

4/6HHH - Y - - - - -

Launches the opponent on ground hit, though it's intended to juggle as part of the string.

4/6HHHH - Y - - - - -

Ground bounces the opponent. This ground bounce can't be ground teched.

Emperor 2/8HH
2/8HH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8H - Y - - - - -

Launches the opponent.

2/8HH - Y - - - - -

Launches the opponent on ground hit, though it's intended to juggle as part of the string.

Emperor jL
jL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Emperor Form's jumping attack, a slash that does not change Kiva's momentum.

As with Base Form, Emperor Form also has access to his aircombo string (jLHS) without first using a Combo Jump. It's a little less useful for Emperor Form; jL and jH are slower than Base Form's, so jS often falls out and leaves Kiva punishable if it misses. jLH works as an effective air-to-air nonetheless.

Emperor jH
jH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Visually identical to jL, but deals more damage.

Special Moves

Emperor 5S
Zanvat Slash
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Kiva poses, turns his sword red, then delivers a leaping slash. Its extremely lengthy startup and recovery makes this difficult to use effectively. Aside from that it does carry a number of positives. It has some invincibility during the leap, buffs Kiva's damage for a set duration, and crumples the opponent on hit.

Emperor DS
Dogga Hammer
Any direction + S
DOGGA FEVER!
DOGGA FEVER!
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Kiva spins the Dogga Hammer around himself for a two-hit attack. One of the fastest attacks in the game, and deals a grip of damage to boot. This special makes attacking Kiva extremely dangerous, and it's also his go-to combo ender. Unsafe on block.

Emperor JS
Garulu Saber
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Kiva dives with his sword extended. Very unsafe on block. Sees niche use as a combo ender from 6LL's crumple, since Dogga Hammer will not fully combo from that crumple.

Universal Mechanics

Emperor Throw
Throw
4H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Emperor Form's throw.

Emperor Dash Action
Dash Action
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Kiva airdashes. A generic mobility tool. Costs .5 stocks of Rider Gauge.

Emperor Rider Art
Rider Art
High Speed Dash
High Speed Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing Rider Art or Special Attack at no additional cost, which does a slash into a cinematic. Useful to end combos and whiff punish.

Kiva is also able to use this Rider Art in directions besides forward. When using the follow-up from other directions, it will face the opponent.

This Rider Art follow-up's animation will occasionally bug out. This is caused by attacking Kiva during its recovery frames, and affects the next use of Rider Art follow-up. The function of the move doesn't change, but it looks funny.

Emperor Style Action
Style Action
Power Up
Power Up
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Emperor Form Kiva transforms back into Base Form at no cost. Doing so also refreshes damage scaling and the Guard Gauge.

As with all Power Up style transformations, this can be used to cancel grounded normal attacks and blockstun.

Combos

  • 5LH > 6S
  • 5HH > 6S
  • 2LH > 6S
Strings which link into 6S. It's easy to extend damage by using 5HHH as a combo filler, then RC and do one of these sequences. These strings can also link into Rider Finale if needed.
  • 6HHHH > 6S
  • 6LL > 6S
These strings successfully combo into the first hit of 6S, but the second hit is tech-rollable. It's still safe on hit, so it's useful to know you can do this in a pinch.
  • 6LL > jS
  • 6LL > Rider Art follow-up
  • 6LL > Rider Finale
6LL crumples the opponent, allowing for easy follow-ups. As noted above, 6S doesn't combo its second hit, so jS is the preferred meterless follow-up.
  • 6LL > walk back > 2LH (second hit only) > 6S
Advanced extension from 6LL's crumple. Requires quite a bit of space to walk backwards and intentionally whiff 2L.
  • 5HHH > RC > 5HHH > RC > 5HHH > RC > 5HHH > Style Action (Base Form) > 6HH > RC > 2LLL > RC > 2LH > Climax Time > Rider Finale
Touch of death combo from full resources. While this full combo might not be practical, it shows an example of how to use un-transform to extend damage.

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