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| This string can be followed up with a Combo Jump into its aircombo follow-up string, jLHS. | | This string can be followed up with a Combo Jump into its aircombo follow-up string, jLHS. |
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| | 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. |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
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| Kiva sticks out his knee. Has active frames until landing. | | Kiva sticks out his knee. Has active frames until landing. |
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| | 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. |
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| 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. | | 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. |
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| Occasionally, when hitting the opponent out of an attack at a very specific angle, they will be temporarily frozen in place afterward. Kiva can take advantage of this to fully charge his meter.
| | 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. |
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| *2LH > Rider Finale | | *2LH > Rider Finale |
| :Because this string crumples, it's an easy point to link Rider Finale. | | :Because this string crumples, it's an easy point to link Rider Finale. |
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| | *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. |
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| === Support Attack === | | === Support Attack === |
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| Emperor Form's jumping attack, a slash that does not change Kiva's momentum. | | Emperor Form's jumping attack, a slash that does not change Kiva's momentum. |
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| | 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. |
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