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| | __NOTOC__ |
| | == Introduction == |
| | [[image:KRSCH_Fourze_portrait.png|<center><font size="3"><b>Kamen Rider Fourze</b></font></center>|frame|right]] |
| | For '''Kamen Rider Fourze''', SPACE IS HERE! |
| | |
| <tabber> | | <tabber> |
| |-|Form Change Style= | | |-|Form Change Style (Astroswitches)= |
| [[image:KRSCH_Fourze_portrait.png|<center><font size="3"><b>Kamen Rider Fourze</b></font></center>|frame|right]]
| | In this variation, Fourze is an extremely customizable character who overwhelms his opponent with an array of powerful special moves. This style is chosen with the first option in the Form Change Style menu. |
| [[image:KRSCH_Fourze_Basestates_Illustration.png|border|right|190px]]
| |
| == Introduction ==
| |
| '''Kamen Rider Fourze (Form Change)''' is an extremely customizable character who overwhelms his opponent with an array of powerful special moves. This style is chosen with the first option on the Form Change Style menu. Additionally, the fourth option on the Form Change Style menu will get you this style with a selection of random Astroswitches.
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| After choosing this style, Fourze is presented with a unique menu. The top option allows him to select four Astroswitches, customizing many properties of his moveset. While Fourze starts the round with all of your chosen Astroswitches equipped, you can still access Fourze's default moveset by using <u>Style Action</u> inputs. | | After choosing this style, Fourze is presented with a unique menu. The top option allows him to select four Astroswitches, customizing many properties of his moveset. While Fourze starts the round with all of your chosen Astroswitches equipped, you can still access Fourze's default moveset by using <u>Style Action</u> inputs. |
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| *The third row chooses a replacement special for <u>jS</u> | | *The third row chooses a replacement special for <u>jS</u> |
| *The fourth row chooses a replacement special for <u>4/6S</u> | | *The fourth row chooses a replacement special for <u>4/6S</u> |
| | |
| | Additionally, the fourth option on the Form Change Style menu will get you this style with a selection of random Astroswitches. |
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| This Battle Style offers Fourze not only an unparalleled wealth of flexibility for different matchups and playstyles, but a number of extremely strong special moves taken on their own. | | This Battle Style offers Fourze not only an unparalleled wealth of flexibility for different matchups and playstyles, but a number of extremely strong special moves taken on their own. |
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| | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Form Change)''' is a highly customizable character. | | | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Form Change)''' is a highly customizable character. |
| | pros = | | | pros = |
| * '''Overwhelming Switch Arsenal:''' Unique special moves offered by Astroswitches allow Fourze access to unblockables, extreme mobility, meter drain, healing, and more. | | * '''Overwhelming Arsenal:''' Unique special moves offered by Astroswitches allow Fourze access to unblockables, extreme mobility, meter drain, healing, and more. |
| * '''Infinite Combo that Drains Meter:''' While the opponent will likely burst, having an infinite combo forces the issue. The opponent must burst immediately on a clean hit, and if they don't it's only going to get worse for them, even stretching into the next round. | | * '''Meter-Draining Infinite:''' While the opponent will likely burst, having an infinite combo forces the issue. The opponent must burst immediately on a clean hit, with repercussions that could even stretch into the next round if they don't. |
| * '''Extreme Flexibility:''' Even beyond choosing Astroswitches before the match begins, Fourze is capable of switching to his basic moveset in the middle of the match to suit the situation. | | * '''Extreme Flexibility:''' Even beyond choosing Astroswitches before the match begins, Fourze is capable of switching to his basic moveset in the middle of the match to suit the situation. |
| * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have, especially in combination with maximized combos. | | * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have, especially in combination with maximized combos. |
| |cons = | | |cons = |
| * '''Slow and Stubby Normals:''' Because his basic strikes are lacking, Fourze may struggle to play normal strike-throw offense, even with his opponent pinned down. | | * '''Slow and Stubby Normals:''' Because his basic strikes are lacking, Fourze may struggle to play normal strike/throw offense, even with his opponent pinned down. |
| * '''Base Switches are Just Okay:''' Fourze has an additional layer of flexibility, but his default Special Attacks just aren't as strong as the Astroswitches exclusive to Form Change Style. | | * '''Base Switches are Just Okay:''' Fourze has an additional layer of flexibility, but his default Special Moves just aren't as strong as the Astroswitches in this style. |
| | tablewidth = 80 | | | tablewidth = 80 |
| }} | | }} |
| | |-|Form Change Style (Elek)= |
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| == Normal Moves ==
| | In this variation, Fourze gains access to his Elek States form. In it, he wields Billy the Rod, rushing the opponent down and limiting their options. This version of Fourze is chosen as the second option in the Form Change Style menu. |
| ====== <font style="visibility:hidden" size="0">5LL</font> ======
| | |
| {{MoveData | | The defining aspect of Elek States is that his <u>5S</u> and <u>4/6S</u> drain the opponent's meter. His <u>5S</u> even crumples the opponent, allowing a second Special Move as a follow-up. |
| |image=KRSCH_Fourze_5L.png | | |
| |caption= | | {{StrengthsAndWeaknesses |
| |image2=KRSCH_Fourze_5LL.png
| | | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Elek States)''' is a close-range bruiser specializing in short, damaging combos and meter drain. |
| |caption2= | | | pros = |
| |name=5LL
| | * '''Stick Normals:''' Choosing Elek States trades away the major weakness of Fourze's Base States. His normals are quick and allow for link combos, turning him into a close range threat. |
| |subtitle=
| | * '''Drains Meter:''' Elek States drains one stock of the opponent's Rider Gauge upon hitting a Special Move and can hit up to two in one combo, dramatically limiting the opponent's metered options. |
| |data=
| | * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have. |
| {{AttackData-KRSCH
| | |cons = |
| |version=5L | | * '''Low Damage Ceiling:''' Elek's short and punchy combos go a long way, but he will have to touch the opponent a few times. |
| |damage=
| | * '''No Other Style Actions:''' While Elek is free and does not impose a limitation on this character, he also doesn't benefit from any of the Battle Style mechanics. |
| |guard=Y
| | * '''Struggles Outside of Close Range:''' Elek really wants to be at close range. He's not totally helpless at long range, but his projectile has a lot of recovery and his quick normals don't reach too far. |
| |startup=
| | | tablewidth = 80 |
| |active=
| | }} |
| |recovery=
| | |-|Form Change Style (Fire)= |
| |blockadv=
| | |
| |hitadv=
| | In this variation, Fourze gains access to his Fire States form. With it, he uses a variety of projectiles through the Hee-Hackgun to augment a mid-to-close-range gameplan. This version of Fourze is chosen as the third option in the Form Change Style menu. |
| |description=
| | |
| Fourze performs a standing jab. Has a ton of recovery, but chains to 5LL and (more importantly) 5LH. | | Fire States has a lot in common with Fourze's Base States, and trades away the versatility and power of customizable Astroswitches. In return, he lives and dies by his <u>jS</u> fire hose, a gliding air beam that remains active until he lands. |
| }}
| | |
| {{AttackData-KRSCH
| | {{StrengthsAndWeaknesses |
| |version=5LL
| | | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Fire States)''' is an aggressive character who primarily uses projectiles. |
| |header=no
| | | pros = |
| |damage=
| | * '''Super Extinguisher Tornado:''' A gliding air beam that hits until landing, Fire's <u>jS</u> is able to control a lot of space, approach, run away, and generally bully the opponent. In combination with his Air Dash-type Dash Action, he can even cross the opponent up. |
| |guard=Y
| | * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have. |
| |startup=
| | |cons = |
| |active= | | * '''Low Average Damage:''' Fire's combos are very limited, and it can be difficult for Fire States to remove red life at the end of a combo. |
| |recovery=
| | * '''Slow and Stubby Normals:''' Because his basic strikes are lacking, Fourze may struggle to play normal strike/throw offense, even with his opponent pinned down. |
| |blockadv=
| | * '''Every Ground Attack is A Huge Risk:''' Although he has access to a number of projectile attacks, they all have massive recovery. He's not really able to zone as such, and these moves are mostly relegated to punishing the opponent. |
| |hitadv=
| | * '''No Other Style Actions:''' While Fire States is free and does not impose a limitation on this character, he also doesn't benefit from any of the Battle Style mechanics. |
| |description=
| | | tablewidth = 80 |
| Fourze backhands the opponent. Short range and small forward movement make this difficult to hit with, and it has a lot of recovery.
| |
| }}
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| }} | | }} |
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|
| ====== <font style="visibility:hidden" size="0">5LHH</font> ====== | | |-|Power Up Style (Cosmic)= |
| {{MoveData | | |
| |image=KRSCH_Fourze_5L.png | | In this variation, Fourze gains access to his final form, Cosmic States. In this form, he becomes an aggressive character with long reach. |
| |caption= | | |
| |image2=KRSCH_Fourze_5LH.png | | Cosmic States has access to multiple fullscreen gap closers, long-reaching normals, and a <u>5S</u> slashing combo attack with extreme reach. |
| |caption2= | | |
| |image3=KRSCH_Fourze_5LHH.png | | In exchange, you have to play Base States Fourze without any extra help sometimes. Because Cosmic States is a Power Up Style, Fourze doesn't have access to it without 3 stocks of the Rider Gauge. If Fourze is stuck without Cosmic States for long, this can become a pretty big weakness. |
| |caption3= | | |
| |name=5LHH | | {{StrengthsAndWeaknesses |
| |subtitle= | | | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Power Up)''' uses extreme forward mobility and huge hitboxes to harrass the opponent at any screen position. |
| |data= | | | pros = |
| {{AttackData-KRSCH
| | * '''Huge Hitboxes:''' In Cosmic States, Fourze gains normals with excellent reach. <u>5S</u> is the cherry on top, striking basically the entire screen. |
| |version=5L
| | * '''Extreme Forward Mobility:''' <u>jS</u> and <u>Rider Art</u> send Cosmic States flying across the screen, and the latter also allows for an extremely fast follow-up attack. |
| |damage=
| | * '''Power Up Style:''' Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming. |
| |guard=Y
| | |cons = |
| |startup=
| | * '''Unstable Juggles:''' If the opponent is hit airborne by <u>5S</u>, the follow-up strikes will not combo, leaving Fourze open. |
| |active=
| | * '''Average Damage:''' Cosmic States does solid damage with short combos, but can't easily extend a long combo into big damage. |
| |recovery=
| | * '''Base States Fourze:''' Without Astroswitches, Base States Fourze is left with slow and stubby normals, along with unsafe Special Moves. Getting out of Base States as soon as possible is a priority. |
| |blockadv=
| | | tablewidth = 80 |
| |hitadv=
| | }} |
| |description=
| | |-|Support Attack Style (Magnet)= |
| Fourze performs a standing jab. Has a ton of recovery, but chains to 5LL and (more importantly) 5LH.
| | |
| }}
| | In this variation, Fourze makes use of the exclusive Magnet States form, in which he gains an array of projectile moves. |
| {{AttackData-KRSCH | | |
| |version=5LH | | Fourze pays a few prices for choosing Magnet States. Most notably, he loses a lot of mobility, and he still doesn't have great attack strings. His new projectiles also don't represent a complete gameplan on their own, leaving a bit to be desired. |
| |header=no
| | |
| |damage= | | The real benefit of this Battle Style is the Support Attack striker itself: the Powerdizer. Its most commonly used variant drops in from the top of the screen near-instantly, knocking the opponent back to start the process of getting in all over again. As a wise man once said, you're not playing as Magnet States Fourze, you're playing as the Powerdizer. |
| |guard=Y | | |
| |startup= | | {{StrengthsAndWeaknesses |
| | | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Support Attack)''' covers projectile zoning with the help of a powerful striker. |
| | | pros = |
| | * '''Keepaway Gameplan:''' Although his projectiles don't win the game on their own, as long as Magnet States has room to build 2 stocks of Rider Gauge, he's exceedingly comfortable. |
| | * '''Ridiculous Striker:''' The Powerdizer assist is quick, deals high damage, and puts them right where he wants them. With 4 stocks of Rider Gauge on hand, not even hitting Magnet States is enough to avoid the Powerdizer. |
| | |cons = |
| | * '''Banned Character:''' One of the few characters universally agreed to be too much. Only pick this guy for laughs. |
| | | tablewidth = 80 |
| | }} |
| | |
| | |-|Meteor Fusion States= |
| | |
| | Meteor Fusion States is a secret character who acts as a fusion between Fourze and [[Kamen Rider: Super Climax Heroes/Meteor|Meteor]]. To select Meteor Fusion States, select Tag Battle Style, then hold <u>+ or Start</u> and select Meteor as Fourze's partner. |
| | |
| | When choosing Meteor Fusion States, Fourze starts the round in this special form, using the Assault Battle Style. |
| | |
| | A combination of Fourze's and Meteor's toolkits, Meteor Fusion States punishes the opponent's mistakes above all else. |
| | |
| | {{StrengthsAndWeaknesses |
| | | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Meteor Fusion States)''' is a highly dangerous whiff punisher. |
| | | pros = |
| | * '''Unburstable Combo:''' <u>Rider Art</u> is easily comboable, can be comboed from, and turns off the opponent's burst for the rest of the combo. It's also unblockable, so it's even useful as a starter on its own. |
| | * '''Whiff Punishment:''' Using quick advancing normals similar to Meteor's, Meteor Fusion States can reliably catch the opponent overextending and make them really pay. |
| | * '''Meter Generation:''' Because Meteor Fusion States uses the Assault Battle Style, he is able to build an extra bar of meter at the end of many of his strings. |
| | |cons = |
| | * '''Honest Toolkit Outside of Rider Art:''' When Meteor Fusion States doesn't have anything to whiff punish, it can be difficult for him to get started. |
| | * '''Picks Two Characters:''' KRSCH doesn't have mirror matches, and you can't pick Meteor Fusion States if your opponent wants to play either Fourze or Meteor. |
| | | 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">[[File:KRSCH_Fourze_Basestates_Illustration.png|130px|link=]]<br><center>'''Base States'''</center></div> |
| | <div id="movelist-toggle-2" class="movelist-toggle-button">[[File:KRSCH_Fourze_Elekstates_Illustration.png|130px|link=]]<br><center>'''Elek States'''</center></div> |
| | <div id="movelist-toggle-3" class="movelist-toggle-button">[[File:KRSCH_Fourze_Firestates_Illustration.png|130px|link=]]<br><center>'''Fire States'''</center></div> |
| | <div id="movelist-toggle-4" class="movelist-toggle-button">[[File:KRSCH_Fourze_Cosmicstates_Illustration.png|130px|link=]]<br><center>'''Cosmic States'''</center></div> |
| | <div id="movelist-toggle-5" class="movelist-toggle-button">[[File:KRSCH_Fourze_Magnetstates_Illustration.png|130px|link=]]<br><center>'''Magnet States'''</center></div> |
| | <div id="movelist-toggle-6" class="movelist-toggle-button">[[File:KRSCH_Fourze_Meteor_Fusion_States_Illustration.png|130px|link=]]<br><center>'''Meteor Fusion States'''</center></div> |
| | </div> |
| | <div id="movelist-1" class="movelist"><!-- Base States Move List --> |
| | == Move List == |
| | === Normal Moves === |
| | ====== <font style="visibility:hidden" size="0">5LL</font> ====== |
| | {{MoveData |
| | |image=KRSCH_Fourze_5L.png |
| | |caption= |
| | |image2=KRSCH_Fourze_5LL.png |
| | |caption2= |
| | |name=5LL |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |version=5L |
| | |damage= |
| | |guard=Y |
| | |startup= |
| |active= | | |active= |
| |recovery= | | |recovery= |
Line 99: |
Line 158: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Launcher string that can be followed up with a Combo Jump. Very useful in combos. The uppercut can also OTG pickup, ie after the Magic Hand switch's untechable knockdown.
| | Fourze performs a standing jab. Has a ton of recovery, but chains to 5LL and (more importantly) 5LH. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LHH | | |version=5LL |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 112: |
Line 171: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze casually uppercuts the opponent, knocking them away. Mostly useful as a meterless followup to 5LH. | | Fourze backhands the opponent. Short range and small forward movement make this difficult to hit with, and it has a lot of recovery. |
| }} | | }} |
| }} | | }} |
|
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|
| ====== <font style="visibility:hidden" size="0">46LLL</font> ====== | | ====== <font style="visibility:hidden" size="0">5LHH</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_46L.png | | |image=KRSCH_Fourze_5L.png |
| |caption= | | |caption= |
| |image2=KRSCH_Fourze_46LL.png | | |image2=KRSCH_Fourze_5LH.png |
| |caption2= | | |caption2= |
| |image3=KRSCH_Fourze_46LLL.png | | |image3=KRSCH_Fourze_5LHH.png |
| |caption3= | | |caption3= |
| |name=4/6LLL | | |name=5LHH |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=4/6L | | |version=5L |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 137: |
Line 196: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze scuffs their boots. A key normal for combos, but not so useful in neutral. | | Fourze performs a standing jab. Has a ton of recovery, but chains to 5LL and (more importantly) 5LH. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=4/6LL | | |version=5LH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 150: |
Line 209: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| After scuffing their boots, Fourze adds injury to insult with an axe kick. Still difficult to use in neutral, but very plus on hit and enables link combos.
| | Launcher string that can be followed up with a Combo Jump. Very useful in combos. The uppercut can also OTG pickup, ie after the Magic Hand switch's untechable knockdown. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=4/6LLL | | |version=5LHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 163: |
Line 222: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Gut punch. Plus on hit and leaves the opponent standing, so it makes pretty good RC filler.
| | Fourze casually uppercuts the opponent, knocking them away. Mostly useful as a meterless follow-up to 5LH. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">28LL</font> ====== | | ====== <font style="visibility:hidden" size="0">46LLL</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_28L.png | | |image=KRSCH_Fourze_46L.png |
| |caption= | | |caption= |
| |image2=KRSCH_Fourze_28LL.png | | |image2=KRSCH_Fourze_46LL.png |
| |caption2= | | |caption2= |
| |name=2/8LL | | |image3=KRSCH_Fourze_46LLL.png |
| | |caption3= |
| | |name=4/6LLL |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8L | | |version=4/6L |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 186: |
Line 247: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze performs a hook punch. His fastest and overall best normal, and one of the most important for combos as well. | | Fourze scuffs their boots. A key normal for combos, but not so useful in neutral. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8LL | | |version=4/6LL |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 199: |
Line 260: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Overhead punch that knocks the opponent down. A great knockdown that allows Fourze to set up oki afterwards.
| | After scuffing their boots, Fourze adds injury to insult with an axe kick. Still difficult to use in neutral, but very plus on hit and enables link combos. |
| }} | | }} |
| }}
| | {{AttackData-KRSCH |
| | | |version=4/6LLL |
| ====== <font style="visibility:hidden" size="0">28LHHH</font> ======
| | |header=no |
| {{MoveData
| | |damage= |
| |image=KRSCH_Fourze_28L.png
| | |guard=Y |
| |caption=
| |
| |image2=KRSCH_Fourze_28LH.png
| |
| |caption2=
| |
| |image3=KRSCH_Fourze_28LHH.png
| |
| |caption3=
| |
| |image4=KRSCH_Fourze_28LHHH.png
| |
| |caption4=
| |
| |name=2/8LHHH
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | |
| |version=2/8L | |
| |damage= | |
| |guard=Y | |
| |startup= | | |startup= |
| |active= | | |active= |
Line 226: |
Line 273: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze performs a hook punch. His fastest and overall best normal, and one of the most important for combos as well.
| | Gut punch. Plus on hit and leaves the opponent standing, so it makes pretty good RC filler. |
| }} | | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">28LL</font> ====== |
| | {{MoveData |
| | |image=KRSCH_Fourze_28L.png |
| | |caption= |
| | |image2=KRSCH_Fourze_28LL.png |
| | |caption2= |
| | |name=2/8LL |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8LH | | |version=2/8L |
| |header=no
| |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 239: |
Line 296: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A quick gut punch. Mostly just used as string filler.
| | Fourze performs a hook punch. His fastest and overall best normal, and one of the most important for combos as well. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8LHH | | |version=2/8LL |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 252: |
Line 309: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Rocket Shoryuken. Horribly unsafe on block, but an excellent combo string on hit for all other purposes. RC-ing this string and following up with another grounded move is key for a number of combos. The RC must be input during startup and the hit must be cancelled quickly.
| | Overhead punch that knocks the opponent down. A great knockdown that allows Fourze to set up oki afterwards. |
| }} | | }} |
| {{AttackData-KRSCH | | }} |
| |version=2/8LHHH | | |
| |header=no
| | ====== <font style="visibility:hidden" size="0">28LHHH</font> ====== |
| | {{MoveData |
| | |image=KRSCH_Fourze_28L.png |
| | |caption= |
| | |image2=KRSCH_Fourze_28LH.png |
| | |caption2= |
| | |image3=KRSCH_Fourze_28LHH.png |
| | |caption3= |
| | |image4=KRSCH_Fourze_28LHHH.png |
| | |caption4= |
| | |name=2/8LHHH |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |version=2/8L |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 264: |
Line 335: |
| |blockadv= | | |blockadv= |
| |hitadv= | | |hitadv= |
| |description=Fourze kicks the opponent away. Doesn't have any application besides as a combo followup since he's at the top of the screen. | | |description= |
| | Fourze performs a hook punch. His fastest and overall best normal, and one of the most important for combos as well. |
| }} | | }} |
| }}
| |
|
| |
| ====== <font style="visibility:hidden" size="0">5HH</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_Fourze_5H.png
| |
| |caption=
| |
| |image2=KRSCH_Fourze_5HH.png
| |
| |name=5HH
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5H | | |version=2/8LH |
| | |header=no |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 286: |
Line 349: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze drops an elbow on the opponent. Slow and stubby, it's not very useful for neutral, but it's one of his best options as a combo followup.
| | A quick gut punch. Mostly just used as string filler. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5HH | | |version=2/8LHH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 299: |
Line 362: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Gut punch that uses the same animation as 4/6LLL, but much more plus on hit. This is Fourze's go-to link starter, most notably into 2/8L but it's plus enough that it even links into Rider Finale.
| | Rocket Shoryuken. Horribly unsafe on block, but an excellent combo string on hit for all other purposes. RC-ing this string and following up with another grounded move is key for a number of combos. The RC must be input during startup and the hit must be cancelled quickly. |
| }} | | }} |
| }} | | {{AttackData-KRSCH |
| | | |version=2/8LHHH |
| ====== <font style="visibility:hidden" size="0">6HH</font> ====== | | |header=no |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description=Fourze kicks the opponent away. Doesn't have any application besides as a combo follow-up since he's at the top of the screen. |
| | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">5HH</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_6H.png | | |image=KRSCH_Fourze_5H.png |
| |caption= | | |caption= |
| |image2=KRSCH_Fourze_6HH.png | | |image2=KRSCH_Fourze_5HH.png |
| |caption2=
| | |name=5HH |
| |name=6HH | |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=6H | | |version=5H |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 322: |
Line 396: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's only advancing normal, but otherwise unremarkable. It doesn't go super far, and it's got a ton of recovery. | | Fourze drops an elbow on the opponent. Slow and stubby, it's not very useful for neutral, but it's one of his best options as a combo follow-up. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=6HH | | |version=5HH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 335: |
Line 409: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze knocks the opponent away. Very punishable on block.
| | Gut punch that uses the same animation as 4/6LLL, but much more plus on hit. This is Fourze's go-to link starter, most notably into 2/8L but it's plus enough that it even links into Rider Finale. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">28HH</font> ====== | | ====== <font style="visibility:hidden" size="0">6HH</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_28H.png | | |image=KRSCH_Fourze_6H.png |
| |caption= | | |caption= |
| |image2=KRSCH_Fourze_28HH.png | | |image2=KRSCH_Fourze_6HH.png |
| |caption2= | | |caption2= |
| |name=2/8HH | | |name=6HH |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8H | | |version=6H |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 358: |
Line 432: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Double axe handle. Slow, punishable on block, and generally not a good idea.
| | Fourze's only advancing normal, but otherwise unremarkable. It doesn't go super far, and it's got a ton of recovery. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=2/8HH | | |version=6HH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 371: |
Line 445: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Followup uppercut. This string whiffs on block, so it's probably best to use something else.
| | Fourze knocks the opponent away. Very punishable on block. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">jL</font> ====== | | ====== <font style="visibility:hidden" size="0">28HH</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_jL.png | | |image=KRSCH_Fourze_28H.png |
| |input= | | |caption= |
| |name=jL | | |image2=KRSCH_Fourze_28HH.png |
| | |caption2= |
| | |name=2/8HH |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=2/8H |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 391: |
Line 468: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze sticks out his knee. Has active frames until landing.
| | Double axe handle. Slow, punishable on block, and generally not a good idea. |
| | | }} |
| Fourze's jH is identical to this attack.
| | {{AttackData-KRSCH |
| | |version=2/8HH |
| | |header=no |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | follow-up uppercut. This string whiffs on block, so it's probably best to use something else. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Throw</font> ====== | | ====== <font style="visibility:hidden" size="0">jL</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Throw.png | | |image=KRSCH_Fourze_jL.png |
| |input=4H | | |input= |
| |name=Throw | | |name=jL |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 413: |
Line 501: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's throw. This throw has an untechable knockdown, allowing combo followups. | | Fourze sticks out his knee. Has active frames until landing. |
| | |
| | Fourze's jH is identical to this attack. |
| }} | | }} |
| }} | | }} |
|
| |
|
| == Special Moves == | | === Special Moves === |
| ====== <font style="visibility:hidden" size="0">5S</font> ====== | | ====== <font style="visibility:hidden" size="0">5S</font> ====== |
| {{MoveData | | {{MoveData |
Line 462: |
Line 552: |
| ====== <font style="visibility:hidden" size="0">28S</font> ====== | | ====== <font style="visibility:hidden" size="0">28S</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_28s.png | | |image=KRSCH_Fourze_28S.png |
| |caption= | | |caption= |
| |input=2/8S (default) | | |input=2/8S (default) |
Line 504: |
Line 594: |
| }} | | }} |
|
| |
|
| == Rider Art and Dash Action == | | == Universal Mechanics == |
| ====== <font style="visibility:hidden" size="0">Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">Throw</font> ====== |
| | {{MoveData |
| | |image=KRSCH_Fourze_Throw.png |
| | |input=4H |
| | |name=Throw |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | Fourze's throw. This throw has an untechable knockdown, allowing combo follow-ups. |
| | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Dash Action</font> ====== |
| | {{MoveData |
| | |image=KRSCH_Fourze_DA.png |
| | |caption=Air Dash |
| | |name=Dash Action |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N/A |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | Fourze airdashes. A generic mobility tool that can be especially useful in combination with some Astroswitches. Costs .5 stocks of the Rider Gauge. |
| | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Rider Art</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_RA.png | | |image=KRSCH_Fourze_RA.png |
| |caption=Flight Mode | | |caption=Flight Mode |
| |name=Rider Art | | |name=Rider Art |
| |subtitle= | | |subtitle=Astroswitches Only |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 521: |
Line 651: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Upon pressing <u>Rider Art</u>, Fourze enters Flight Mode until the button is released. While hovering, the Rider Gauge slowly drains, and Fourze has access to moves exclusive to Flight Mode. | | Upon pressing <u>Rider Art</u>, Fourze enters Flight Mode until the button is released. While hovering, the Rider Gauge slowly drains, and Fourze has access to moves exclusive to Flight Mode. Requires (but does not consume) 1 stock of Rider Gauge to initiate. |
| Requires (but does not consume) 1 stock of Rider Gauge to initiate. | |
| }} | | }} |
| }} | | }} |
Line 586: |
Line 715: |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Dash Action</font> ====== | | ====== <font style="visibility:hidden" size="0">Base Elek Rider Art</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_DA.png | | |image=KRSCH_Fourze_Hopping.png |
| |caption=Air Dash | | |caption=Hopping Switch |
| |name=Dash Action | | |name=Rider Art (Elek States) |
| |subtitle= | | |subtitle=Elek Switch Only |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 602: |
Line 731: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze airdashes. A generic mobility tool that can be especially useful in combination with some Astroswitches. Costs .5 stocks of the Rider Gauge. | | A unique Rider Art available exclusively to Fourze's Base States with the Elek Switch equipped. |
| | |
| | When pressed, it behaves similarly to the Super Jump-type Rider Art. However, when <u>RA</u> is held, Fourze will continue hopping on his pogo leg. This actually gives it a hitbox, which is unblockable. Costs .5 stocks of the Rider Gauge to initiate and per bounce (consumed upon touching the ground). Must have at least .5 stocks in reserve to initiate a further bounce, but only consumes that meter upon jumping. |
| }} | | }} |
| }} | | }} |
|
| |
|
| == Style Action == | | ====== <font style="visibility:hidden" size="0">Base Fire Rider Art</font> ====== |
| '''Fourze (Form Change)''' is able to use the Style Action inputs to change his selected Astroswitches back to the default special moves.
| | {{MoveData |
| | |image=KRSCH_Fourze_High-Speed_Dash.png |
| | |caption=High-Speed Dash |
| | |name=Rider Art (Fire States) |
| | |subtitle=Fire Switch Only |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N/A |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | A unique Rider Art available exclusively to Fourze's Base States with the Fire Switch equipped. |
|
| |
|
| <u>Style Action 4/6</u> scroll left and right on Fourze's Astroswitch display.
| | It is a High-Speed Dash-type Rider Art with a unique animation, and can be used side-to-side in addition to forward. Costs .5 stocks of Rider Gauge. |
| <u>Style Action 2/8</u> changes out the highlighted switch between its default and its chosen variant.
| | }} |
| | }} |
|
| |
|
| == Astroswitches == | | ====== <font style="visibility:hidden" size="0">Base Cosmic Rider Art</font> ====== |
| Fourze's Astroswitch mechanic has a hidden mechanic within it: comboing specific switches will change the properties of some Astroswitch special moves! Most notably is that Fourze's base kit of special moves has a combo within it, namely the Launcher + Radar combo, which adds homing to the Launcher's missiles. While this page will do its best to detail every Astroswitch, the exact details of this combo mechanic aren't documented anywhere currently.
| | {{MoveData |
| | | |image=KRSCH_Fourze_Super_Jump.png |
| === Recommended Astroswitches === | | |caption=Super Jump |
| *5S
| | |name=Rider Art (Cosmic States) |
| **Magic Hand
| | |subtitle=Power Up Style Only |
| **Scoop
| |
| *2/8S
| |
| **Stealth
| |
| **Giant Foot
| |
| **Net
| |
| *jS
| |
| **Screw
| |
| *4/6S
| |
| **Camera
| |
| **Scissors
| |
| **Medical
| |
| {{#tag:tabber|
| |
| 5S Astroswitches=
| |
| {{MoveData | |
| |image=KRSCH_Fourze_Astroswitch_5.png | |
| |caption= | |
| |name=Magic Hand Switch (5S) | |
| |subtitle= Astroswitch #5 | |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N | | |guard=N/A |
| |startup= | | |startup= |
| |active= | | |active= |
Line 646: |
Line 775: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze uses the Magic Hand to grab the opponent. A very fast command grab with long reach that launches for a followup combo, with an untechable knockdown. | | A standard Super Jump-type Rider Art available exclusively to Fourze's Base States with the Power Up Style selected. Costs .5 stocks of Rider Gauge. |
| }} | | }} |
| }} | | }} |
|
| |
|
| | ====== <font style="visibility:hidden" size="0"> Style Action</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_13.png | | |image=KRSCH_Fourze_SA.png |
| |caption= | | |caption=Form Change |
| |name=Chain Array Switch (5S) | | |name=Style Action |
| |subtitle= Astroswitch #13 | | |subtitle=Form Change Style Only |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=Y | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 665: |
Line 795: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze swings the Chain Array. Mostly useful as a combo ender or to break the opponent's guard. | | '''Fourze (Form Change)''' is able to use the Style Action inputs to change his selected Astroswitches back to the default special moves. |
| | |
| | <u>Style Action 4/6</u> scroll left and right on Fourze's Astroswitch display. |
| | <u>Style Action 2/8</u> changes out the highlighted switch between its default and its chosen variant. |
| }} | | }} |
| }} | | }} |
|
| |
|
| | ====== <font style="visibility:hidden" size="0"Power Up >Style Action</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_17.png | | |image=KRSCH_Fourze_Cosmic_SA.png |
| |caption= | | |caption=Power Up |
| |name=Flash Switch (5S) | | |name=Style Action |
| |subtitle= Astroswitch #17 | | |subtitle=Power Up Style Only |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 684: |
Line 818: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze grabs a light bulb and gets an idea. Steals one stock of Rider Gauge on hit. | | By pressing <u>Style Action</u>, '''Fourze (Power Up)''' transforms into his final form, Cosmic States, at the cost of 3 stocks of the Rider Gauge. Doing so also refreshes damage scaling and the Guard Gauge. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | == Astroswitches == |
| |image=KRSCH_Fourze_Astroswitch_29.png | | Fourze's Astroswitch mechanic has a hidden mechanic within it: comboing specific switches will change the properties of some Astroswitch special moves! Most notably is that Fourze's base kit of special moves has a combo within it, namely the Launcher + Radar combo, which adds homing to the Launcher's missiles. While this page will do its best to detail every Astroswitch, the exact details of this combo mechanic aren't documented anywhere currently. |
| |caption= | | |
| |name=Scoop Switch (5S) | | === Recommended Astroswitches === |
| |subtitle= Astroswitch #29 | | *5S |
| |data= | | **Magic Hand |
| | **Scoop |
| | *2/8S |
| | **Stealth |
| | **Giant Foot |
| | **Net |
| | *jS |
| | **Screw |
| | *4/6S |
| | **Camera |
| | **Scissors |
| | **Medical |
| | |
| | {{#tag:tabber| |
| | 5S Astroswitches= |
| | {{MoveData |
| | |image=KRSCH_Fourze_Astroswitch_5.png |
| | |caption= |
| | |name=Magic Hand Switch (#5) |
| | |subtitle= |
| | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
Line 703: |
Line 857: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze scoops some dirt on em. Unblockable and holds the opponent in place for 5 seconds, allowing you to charge meter before following up with a combo. It's also possible to combo into this with RC. | | Fourze uses the Magic Hand to grab the opponent. A very fast command grab with long reach that launches for a follow-up combo, with an untechable knockdown. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_33.png | | |image=KRSCH_Fourze_Astroswitch_13.png |
| |caption= | | |caption= |
| |name=Claw Switch (5S) | | |name=Chain Array Switch (#13) |
| |subtitle= Astroswitch #33 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 722: |
Line 876: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze equips the Claws and slashes the opponent. Mostly useful as a combo ender, and is fast enough to link from 4/6LL or 5HH. | | Fourze swings the Chain Array. Mostly useful as a combo ender or to break the opponent's guard. |
| | |
| The Claw Astroswitch has a combo with the Board Astroswitch (jS) which uses both switches during the Board Astroswitch's attack.
| |
| }} | | }} |
| }} | | }} |
| {{!}}-{{!}}
| | |
| 2/8S Astroswitches=
| |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_8.png | | |image=KRSCH_Fourze_Astroswitch_17.png |
| |caption= | | |caption= |
| |name=Chainsaw Switch (2/8S) | | |name=Flash Switch (#17) |
| |subtitle= Astroswitch #8 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 744: |
Line 895: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's leg becomes a Chainsaw, and he does a kick combo. Fast, but short range and unsafe on block. | | Fourze grabs a light bulb and gets an idea. Steals one stock of Rider Gauge on hit. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_12.png | | |image=KRSCH_Fourze_Astroswitch_29.png |
| |caption= | | |caption= |
| |name=Beat Switch (2/8S) | | |name=Scoop Switch (#29) |
| |subtitle= Astroswitch #12 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=Y | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 763: |
Line 914: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze parties down. Very slow, but can be comboed into with RC. | | Fourze scoops some dirt on em. Unblockable and holds the opponent in place for 5 seconds, allowing you to charge meter before following up with a combo. It's also possible to combo into this with RC. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_14.png | | |image=KRSCH_Fourze_Astroswitch_33.png |
| |caption= | | |caption= |
| |name=Smoke Switch (2/8S) | | |name=Claw Switch (#33) |
| |subtitle= Astroswitch #14 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 782: |
Line 933: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze Smoke Bombs the opponent, then follows up with a punch. Unblockable, but cannot be comboed into, and does not work on a jumping opponent. | | Fourze equips the Claws and slashes the opponent. Mostly useful as a combo ender, and is fast enough to link from 4/6LL or 5HH. |
| | |
| | The Claw Astroswitch has a combo with the Board Astroswitch (jS) which uses both switches during the Board Astroswitch's attack. |
| }} | | }} |
| }} | | }} |
| | | {{!}}-{{!}} |
| | 2/8S Astroswitches= |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_21.png | | |image=KRSCH_Fourze_Astroswitch_8.png |
| |caption= | | |caption= |
| |name=Stealth Switch (2/8S) | | |name=Chainsaw Switch (#8) |
| |subtitle= Astroswitch #21 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 801: |
Line 955: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze turns invisible. During this time you can mix up the opponent with invisible throws, strikes that are difficult to guard cancel against, or even just do an unblockable special move. | | Fourze's leg becomes a chainsaw, and he does a kick combo. Fast, but short range and unsafe on block. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_25.png | | |image=KRSCH_Fourze_Astroswitch_12.png |
| |caption= | | |caption= |
| |name=Pen Switch (2/8S) | | |name=Beat Switch (#12) |
| |subtitle= Astroswitch #25 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 820: |
Line 974: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze starts writing with his foot. Fast startup, but very unsafe on block or whiff. | | Fourze parties down. Very slow, but can be comboed into with RC. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_28.png | | |image=KRSCH_Fourze_Astroswitch_14.png |
| |caption= | | |caption= |
| |name=Hand Switch (2/8S) | | |name=Smoke Switch (#14) |
| |subtitle= Astroswitch #28 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 839: |
Line 993: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's leg becomes hand. A command grab similar to the Magic Hand Astroswitch. By comparison, it's faster, shorter range, deals damage, and has less followup combo potential. | | Fourze Smoke Bombs the opponent, then follows up with a punch. Unblockable, but cannot be comboed into, and does not work on a jumping opponent. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_32.png | | |image=KRSCH_Fourze_Astroswitch_21.png |
| |caption= | | |caption= |
| |name=Freeze Switch (2/8S) | | |name=Stealth Switch (#21) |
| |subtitle= Astroswitch #32 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=Y | | |guard=N/A |
| |startup= | | |startup= |
| |active= | | |active= |
Line 858: |
Line 1,012: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's leg becomes a minifridge. Similar to the Scoop Astroswitch, but faster and blockable. It stuns the opponent for a shorter duration than the Scoop, but enables a meterless infinite. | | Fourze turns invisible. During this time you can mix up the opponent with invisible throws, strikes that are difficult to guard cancel against, or even just do an unblockable special move. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_35.png | | |image=KRSCH_Fourze_Astroswitch_25.png |
| |caption= | | |caption= |
| |name=Giant Foot Switch (2/8S) | | |name=Pen Switch (#25) |
| |subtitle= Astroswitch #35 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 877: |
Line 1,031: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze calls upon the Giant Foot, which homes in on the opponent to stomp them. A great zoning and anti-zoning tool. Deals big guard damage on block and crumples on hit. | | Fourze starts writing with his foot. Fast startup, but very unsafe on block or whiff. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_38.png | | |image=KRSCH_Fourze_Astroswitch_28.png |
| |caption= | | |caption= |
| |name=Net Switch (2/8S) | | |name=Hand Switch (#28) |
| |subtitle= Astroswitch #38 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=Y | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 896: |
Line 1,050: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze does a sick flip and summons a net over the opponent. Homes in on the opponent just as well as Giant Foot, drains meter on hit, restands an airborne opponent, and combos from many strings with RC, enabling an infinite combo. | | Fourze's leg becomes hand. A command grab similar to the Magic Hand Astroswitch. By comparison, it's faster, shorter range, deals damage, and has less follow-up combo potential. |
| }} | | }} |
| }} | | }} |
| {{!}}-{{!}}
| | |
| jS Astroswitches=
| |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_15.png | | |image=KRSCH_Fourze_Astroswitch_32.png |
| |caption= | | |caption= |
| |name=Spike Switch (jS) | | |name=Freeze Switch (#32) |
| |subtitle= Astroswitch #15 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 916: |
Line 1,069: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze does a plunging flipkick with spikes on his feet. It is possible for Spike to cross up the opponent after using an airdash, but it has a very tiny hitbox, limiting its usefulness. Even on block, it's very punishable. | | Fourze's leg becomes a minifridge. Similar to the Scoop Astroswitch, but faster and blockable. It stuns the opponent for a shorter duration than the Scoop, but enables a meterless infinite. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_23.png | | |image=KRSCH_Fourze_Astroswitch_35.png |
| |caption= | | |caption= |
| |name=Water Switch (jS) | | |name=Giant Foot Switch (#35) |
| |subtitle= Astroswitch #23 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 935: |
Line 1,088: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze sprays water downward from the air. Effectively a beam special, but the hitbox is a little narrow and it can't be used for air combos. Deals decent guard damage if all hits connect. | | Fourze calls upon the Giant Foot, which homes in on the opponent to stomp them. A great zoning and anti-zoning tool. Deals big guard damage on block and crumples on hit. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_27.png | | |image=KRSCH_Fourze_Astroswitch_38.png |
| |caption= | | |caption= |
| |name=Screw Switch (jS) | | |name=Net Switch (#38) |
| |subtitle= Astroswitch #27 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 954: |
Line 1,107: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze flies across the screen horizontally. Can be done low to the ground to pursue the opponent, or high up for mobility. Deals big damage and is generally safe on block, making it the go-to switch for this slot. | | Fourze does a sick flip and summons a net over the opponent. Homes in on the opponent just as well as Giant Foot, drains meter on hit, restands an airborne opponent, and combos from many strings with RC, enabling an infinite combo. |
| }} | | }} |
| }} | | }} |
| | | {{!}}-{{!}} |
| | jS Astroswitches= |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_34.png | | |image=KRSCH_Fourze_Astroswitch_15.png |
| |caption= | | |caption= |
| |name=Board Switch (jS) | | |name=Spike Switch (#15) |
| |subtitle= Astroswitch #34 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 973: |
Line 1,127: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze gets on the Board and dives diagonally. Can be a safe option to approach the opponent when spaced properly. | | Fourze does a plunging flipkick with spikes on his feet. It is possible for Spike to cross up the opponent after using an airdash, but it has a very tiny hitbox, limiting its usefulness. Even on block, it's very punishable. |
| | |
| The Board Astroswitch has a combo with the Claw Astroswitch (5S). When using this combo, instead of diving to the ground, Fourze does a swooping dive while spinning with the Claw.
| |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_36.png | | |image=KRSCH_Fourze_Astroswitch_23.png |
| |caption= | | |caption= |
| |name=Aero Switch (jS) | | |name=Water Switch (#23) |
| |subtitle= Astroswitch #36 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 994: |
Line 1,146: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze hovers and then releases a ball of wind. A decent projectile option for jS. It's also combo-friendly and deals decent guard damage. | | Fourze sprays water downward from the air. Effectively a beam special, but the hitbox is a little narrow and it can't be used for air combos. Deals decent guard damage if all hits connect. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_39.png | | |image=KRSCH_Fourze_Astroswitch_27.png |
| |caption= | | |caption= |
| |name=Stamper Switch (jS) | | |name=Screw Switch (#27) |
| |subtitle= Astroswitch #39 | | |subtitle= Astroswitch |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 1,013: |
Line 1,165: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze stomps real hard. Offers some combo potential in the corner thanks to its low recovery on hit. It also occasionally becomes unblockable, though we're not sure why. | | Fourze flies across the screen horizontally. Can be done low to the ground to pursue the opponent, or high up for mobility. Deals big damage and is generally safe on block, making it the go-to switch for this slot. |
| }} | | }} |
| }} | | }} |
| {{!}}-{{!}}
| | |
| 4/6S Astroswitches=
| |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_6.png | | |image=KRSCH_Fourze_Astroswitch_34.png |
| |caption= | | |caption= |
| |name=Camera Switch (4/6S) | | |name=Board Switch (#34) |
| |subtitle= Astroswitch #6 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 1,033: |
Line 1,184: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze does his normal throw animation, and upon connecting, takes a picture of the opponent. This can be comboed into, and drains a bar of meter on hit. The opponent can burst during this, but Fourze is invulnerable until fully recovered. | | Fourze gets on the Board and dives diagonally. Can be a safe option to approach the opponent when spaced properly. |
| | |
| | The Board Astroswitch has a combo with the Claw Astroswitch (5S). When using this combo, instead of diving to the ground, Fourze does a swooping dive while spinning with the Claw. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_11.png | | |image=KRSCH_Fourze_Astroswitch_36.png |
| |caption= | | |caption= |
| |name=Scissors Switch (4/6S) | | |name=Aero Switch (#36) |
| |subtitle= Astroswitch #11 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 1,052: |
Line 1,205: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze uses the Scissors like a claw to grab the opponent, and can follow up with another 4/6S to do a Rocket Shoryuken on the opponent. Very combo friendly, deals big damage, and has a great knockdown, enabling Flight Mode okizeme. | | Fourze hovers and then releases a ball of wind. A decent projectile option for jS. It's also combo-friendly and deals decent guard damage. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_16.png | | |image=KRSCH_Fourze_Astroswitch_39.png |
| |caption= | | |caption= |
| |name=Winch Switch (4/6S) | | |name=Stamper Switch (#39) |
| |subtitle= Astroswitch #16 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 1,071: |
Line 1,224: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze swings like Tarzan. Minus on hit and block, so it has limited usefulness. | | Fourze stomps real hard. Offers some combo potential in the corner thanks to its low recovery on hit. It also occasionally becomes unblockable, though we're not sure why. |
| }} | | }} |
| }} | | }} |
| | | {{!}}-{{!}} |
| | 4/6S Astroswitches= |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_18.png | | |image=KRSCH_Fourze_Astroswitch_6.png |
| |caption= | | |caption= |
| |name=Shield Switch (4/6S) | | |name=Camera Switch (#6) |
| |subtitle= Astroswitch #18 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 1,090: |
Line 1,244: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze guards with a Shield. Similar to the default Radar switch, it's a great defensive option that deals damage on a successful parry instead of dodging. | | Fourze does his normal throw animation, and upon connecting, takes a picture of the opponent. This can be comboed into, and drains a bar of meter on hit. The opponent can burst during this, but Fourze is invulnerable until fully recovered. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_22.png | | |image=KRSCH_Fourze_Astroswitch_11.png |
| |caption= | | |caption= |
| |name=Hammer Switch (4/6S) | | |name=Scissors Switch (#11) |
| |subtitle= Astroswitch #22 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 1,109: |
Line 1,263: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze brings down the hammer. A combo-friendly special move that deals decent damage. | | Fourze uses the Scissors like a claw to grab the opponent, and can follow up with another 4/6S to do a Rocket Shoryuken on the opponent. Very combo friendly, deals big damage, and has a great knockdown, enabling Flight Mode okizeme. |
| }} | | }} |
| }} | | }} |
|
| |
|
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Astroswitch_24.png | | |image=KRSCH_Fourze_Astroswitch_16.png |
| |caption= | | |caption= |
| |name=Medical Switch (4/6S) | | |name=Winch Switch (#16) |
| |subtitle= Astroswitch #24 | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 1,128: |
Line 1,282: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze grabs the opponent, then heals about 10% HP. Surprisingly combo-friendly, and links in the same places as Scissors and Hammer do. Resets both characters to neutral on hit. | | Fourze swings like Tarzan. Minus on hit and block, so it has limited usefulness. |
| }} | | }} |
| }} | | }} |
| | |
| | {{MoveData |
| | |image=KRSCH_Fourze_Astroswitch_18.png |
| | |caption= |
| | |name=Shield Switch (#18) |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N/A |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | Fourze guards with a Shield. Similar to the default Radar switch, it's a great defensive option that deals damage on a successful parry instead of dodging. |
| | }} |
| }} | | }} |
|
| |
|
| == Combos == | | {{MoveData |
| *5HH > 2LHHH | | |image=KRSCH_Fourze_Astroswitch_22.png |
| :Standard link combo that doesn't require any specific switches. | | |caption= |
| | |name=Hammer Switch (#22) |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | Fourze brings down the hammer. A combo-friendly special move that deals decent damage. |
| | }} |
| | }} |
| | |
| | {{MoveData |
| | |image=KRSCH_Fourze_Astroswitch_24.png |
| | |caption= |
| | |name=Medical Switch (#24) |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | Fourze grabs the opponent, then heals about 10% HP. Surprisingly combo-friendly, and links in the same places as Scissors and Hammer do. Resets both characters to neutral on hit. |
| | }} |
| | }} |
| | |
| | }} |
| | |
| | == Combos == |
| | *5HH > 2LHHH |
| | :Standard link combo that doesn't require any specific switches. |
|
| |
|
| *5HH > 2LHH > RC > jS | | *5HH > 2LHH > RC > jS |
Line 1,159: |
Line 1,371: |
| *(Corner) Throw > 6L | | *(Corner) Throw > 6L |
| :Basic combo from throw. | | :Basic combo from throw. |
| | | </div> |
| |-|Form Change Style (Elek)=
| | <div id="movelist-2" class="movelist"><!-- Elek States Move List --> |
| [[image:KRSCH_Fourze_portrait.png|<center><font size="3"><b>Kamen Rider Fourze</b></font></center>|frame|right]]
| | == Move List == |
| [[image:KRSCH_Fourze_Elekstates_Illustration.png|border|right|190px]]
| | === Normal Moves === |
| == Introduction ==
| |
| '''Kamen Rider Fourze (Form Change Elek)''' wields Billy the Rod, rushing the opponent and limiting their options. This version of Fourze is chosen as the second option in the Form Change Style menu.
| |
| | |
| The defining aspect of Elek States is that his <u>5S</u> and <u>4/6S</u> drain the opponent's meter, and his <u>5S</u> even crumples the opponent, allowing a second Special Attack as a followup.
| |
| | |
| {{StrengthsAndWeaknesses
| |
| | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Form Change Elek)''' is a close-range bruiser specializing in short, damaging combos and meter drain.
| |
| | pros =
| |
| * '''Stick Normals:''' Choosing Elek States trades away the major weakness of Fourze's Base Form. His normals are quick and allow link combos, turning him into a close range threat.
| |
| * '''Drains Meter:''' Elek States drains one stock of the opponent's Rider Gauge upon hitting a Special Attack and can hit up to two in one combo, dramatically limiting the opponent's metered options.
| |
| * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have.
| |
| |cons =
| |
| * '''Low Damage Ceiling:''' Elek's short and punchy combos go a long way, but he will have to touch the opponent a few times.
| |
| * '''No Other Style Actions:''' While Elek is free and does not impose a limitation on this character, he also doesn't benefit from any of the Battle Style mechanics.
| |
| * '''Struggles Outside of Close Range:''' Elek really wants to be at close range. He's not totally helpless at long range, but his projectile has a lot of recovery and his quick normals don't reach too far.
| |
| | tablewidth = 80
| |
| }}
| |
| | |
| == Normal Moves == | |
| | |
| ====== <font style="visibility:hidden" size="0">Elek 5LLL</font> ====== | | ====== <font style="visibility:hidden" size="0">Elek 5LLL</font> ====== |
| {{MoveData | | {{MoveData |
Line 1,667: |
Line 1,859: |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Elek Throw</font> ====== | | === Special Moves === |
| {{MoveData
| |
| |image=KRSCH_Fourze_Elek_Throw.png
| |
| |input=4H
| |
| |name=Throw
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH
| |
| |damage=
| |
| |guard=N
| |
| |startup=
| |
| |active=
| |
| |recovery=
| |
| |blockadv=
| |
| |hitadv=
| |
| |description=
| |
| Fourze's Elek States throw. Allows a combo followup.
| |
| }}
| |
| }}
| |
| | |
| == Special Moves == | |
| ====== <font style="visibility:hidden" size="0">Elek 5S</font> ====== | | ====== <font style="visibility:hidden" size="0">Elek 5S</font> ====== |
| {{MoveData | | {{MoveData |
Line 1,772: |
Line 1,944: |
| }} | | }} |
|
| |
|
| == Rider Art and Dash Action == | | == Universal Mechanics == |
| ====== <font style="visibility:hidden" size="0">Base Elek Dash Action</font> ====== | | ====== <font style="visibility:hidden" size="0">Elek Throw</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_DA.png | | |image=KRSCH_Fourze_Elek_Throw.png |
| |caption=Air Dash | | |input=4H |
| |name=Dash Action (Base Form) | | |name=Throw |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 1,789: |
Line 1,961: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze airdashes. A generic mobility tool, but not especially useful in this variant. Costs .5 stocks of the Rider Gauge. | | Fourze's Elek States throw. Allows a combo follow-up. |
| }} | | }} |
| }} | | }} |
Line 1,795: |
Line 1,967: |
| ====== <font style="visibility:hidden" size="0">Elek Dash Action</font> ====== | | ====== <font style="visibility:hidden" size="0">Elek Dash Action</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_DA.png | | |image=KRSCH_Fourze_Elek_DA.png |
| |caption=Guard Dash | | |caption=Guard Dash |
| |name=Dash Action (Elek States) | | |name=Dash Action |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
Line 1,813: |
Line 1,985: |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Base Elek Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">Elek Rider Art</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Hopping.png | | |image=KRSCH_Fourze_Elek_RA.png |
| |caption=Hopping Switch | | |caption=Super Jump |
| |name=Rider Art (Base Form) | | |name=Rider Art |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N | | |guard=N/A |
| |startup= | | |startup= |
| |active= | | |active= |
Line 1,829: |
Line 2,001: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A unique Rider Art available exclusively to this version of Fourze's Base Form. When pressed, it behaves similarly to the Super Jump type Rider Art. However, when <u>RA</u> is held, Fourze will continue hopping on his pogo leg. This actually gives it a hitbox, which is unblockable. Costs .5 stocks of the Rider Gauge to initiate and per bounce (consumed upon touching the ground). Must have at least .5 stocks in reserve to initiate a further bounce, but only consumes that meter upon jumping.
| | Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Elek Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">Elek Style Action</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Elek_RA.png | | |image=KRSCH_Fourze_Elek_SA.png |
| |caption=Super Jump | | |caption=Form Change |
| |name=Rider Art (Elek States) | | |name=Style Action |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 1,849: |
Line 2,021: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.
| | Upon pressing <u>Style Action</u>, Fourze switches between Elek States and Base States. This doesn't cost anything to do. |
| }} | | }} |
| }} | | }} |
|
| |
| == Style Action ==
| |
| Upon pressing <u>Style Action</u>, Fourze switches between Elek States and Base Form. This doesn't cost anything to do.
| |
|
| |
|
| == Combos == | | == Combos == |
| === Base Form === | | === Base States === |
| *5HH > 2LHHH | | *5HH > 2LHHH |
| :Standard link combo that doesn't require any specific switches. | | :Standard link combo that doesn't require any specific switches. |
Line 1,882: |
Line 2,051: |
| *6LLH > Rider Finale | | *6LLH > Rider Finale |
| :Elek States is able to hitconfirm into Rider Finale from any of his clean hits. In a pinch, he could even loop his 6LLH infinite to build some extra meter before cashing out. | | :Elek States is able to hitconfirm into Rider Finale from any of his clean hits. In a pinch, he could even loop his 6LLH infinite to build some extra meter before cashing out. |
| |-|Form Change Style (Fire)=
| | </div> |
| [[image:KRSCH_Fourze_portrait.png|<center><font size="3"><b>Kamen Rider Fourze</b></font></center>|frame|right]]
| | <div id="movelist-3" class="movelist"><!-- Fire States Move List --> |
| [[image:KRSCH_Fourze_Firestates_Illustration.png|border|right|190px]]
| | == Move List == |
| == Introduction ==
| | === Normal Moves === |
| '''Kamen Rider Fourze (Form Change Fire)''' uses a variety of projectiles through the Hee-Hackgun to augment a mid-to-close-range gameplan. This version of Fourze is chosen as the third option in the Form Change Style menu.
| |
| | |
| Fire States has a lot in common with Fourze's Base Form, and trades away the versatility and power of customizable Astroswitches. In return, he lives and dies by his <u>jS</u> fire hose, a gliding air beam that remains active until he lands.
| |
| | |
| {{StrengthsAndWeaknesses
| |
| | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Form Change Fire)''' is an aggressive character who primarily uses projectiles.
| |
| | pros =
| |
| * '''jS Fire Hose:''' A gliding air beam that hits until landing, Fire's <u>jS</u> is able to control a lot of space, approach, run away, and generally bully the opponent. In combination with his Airdash type Dash Action, he can even cross up the opponent.
| |
| * '''Combos From Throw:''' If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have.
| |
| |cons =
| |
| * '''Low Average Damage:''' Fire's combos are very limited, and it can be difficult for Fire States to remove red life at the end of a combo.
| |
| * '''Slow and Stubby Normals:''' Because his basic strikes are lacking, Fourze may struggle to play normal strike-throw offense, even with his opponent pinned down.
| |
| * '''Every Ground Attack is A Huge Risk:''' Although he has access to a number of projectile attacks, they all have massive recovery. He's not really able to zone as such, and these moves are mostly relegated to punishing the opponent.
| |
| * '''No Other Style Actions:''' While Fire States is free and does not impose a limitation on this character, he also doesn't benefit from any of the Battle Style mechanics.
| |
| | tablewidth = 80
| |
| }}
| |
| | |
| == Normal Moves == | |
| ====== <font style="visibility:hidden" size="0">Fire 5LLL</font> ====== | | ====== <font style="visibility:hidden" size="0">Fire 5LLL</font> ====== |
| {{MoveData | | {{MoveData |
Line 2,287: |
Line 2,438: |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Fire Throw</font> ====== | | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">Fire 5S</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Fire_Throw.png | | |image=KRSCH_Fourze_Fire_5S.png |
| |input=4H | | |caption= |
| |name=Throw | | |input=5S |
| | |name=Blaze Emission |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 2,303: |
Line 2,456: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's Fire States throw. Allows a combo followup. | | Fourze blasts a jet of flame straight ahead. On ground hit, this has no pushback, and Fourze is very slightly negative on hit. On block, it's very negative but has a lot of pushback. |
| }} | | }} |
| }} | | }} |
|
| |
|
| == Special Moves ==
| | ====== <font style="visibility:hidden" size="0">Fire 46S</font> ====== |
| ====== <font style="visibility:hidden" size="0">Fire 5S</font> ====== | |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Fire_5S.png | | |image=KRSCH_Fourze_Fire_46S.png |
| |caption= | | |caption= |
| |input=5S (Fire States) | | |input=4/6S |
| |name=Blaze Emission | | |name=Blaze Emission (Wide) |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
Line 2,325: |
Line 2,477: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze blasts a jet of flame straight ahead. On ground hit, this has no pushback, and Fourze is very slightly negative on hit. On block, it's very negative but has a lot of pushback.
| | Fourze blasts a jet of flame, starting at his left and sweeping to his right. Will hit fewer times and deal less damage than <u>5S</u>, but has frame advantage on ground hit. |
| }}
| |
| }}
| |
| | |
| ====== <font style="visibility:hidden" size="0">Fire 46S</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_Fourze_Fire_46S.png
| |
| |caption=
| |
| |input=4/6S (Fire States)
| |
| |name=Blaze Emission (Wide)
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH
| |
| |damage=
| |
| |guard=Y
| |
| |startup=
| |
| |active=
| |
| |recovery=
| |
| |blockadv=
| |
| |hitadv=
| |
| |description=
| |
| Fourze blasts a jet of flame, starting at his left and sweeping to his right. Will hit fewer times and deal less damage than <u>5S</u>, but has frame advantage on ground hit. | |
| }} | | }} |
| }} | | }} |
Line 2,354: |
Line 2,485: |
| |image=KRSCH_Fourze_Fire_28S.png | | |image=KRSCH_Fourze_Fire_28S.png |
| |caption= | | |caption= |
| |input=2/8S (Fire States) | | |input=2/8S |
| |name=Rapid Blaze Shot | | |name=Rapid Blaze Shot |
| |subtitle= | | |subtitle= |
Line 2,375: |
Line 2,506: |
| |image=KRSCH_Fourze_Fire_jS.png | | |image=KRSCH_Fourze_Fire_jS.png |
| |caption= | | |caption= |
| |input=jS (Fire States) | | |input=jS |
| |name=Super Extinguisher Tornado | | |name=Super Extinguisher Tornado |
| |subtitle= | | |subtitle= |
Line 2,392: |
Line 2,523: |
| }} | | }} |
|
| |
|
| == Rider Art and Dash Action == | | == Universal Mechanics == |
| ====== <font style="visibility:hidden" size="0">Base Fire Dash Action</font> ====== | | ====== <font style="visibility:hidden" size="0">Fire Throw</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_DA.png | | |image=KRSCH_Fourze_Fire_Throw.png |
| |caption=Air Dash | | |input=4H |
| |name=Dash Action (Base Form) | | |name=Throw |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 2,409: |
Line 2,540: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze airdashes. A generic mobility tool, but not especially useful in this variant. Costs .5 stocks of the Rider Gauge. | | Fourze's Fire States throw. Allows a combo follow-up. |
| }} | | }} |
| }} | | }} |
Line 2,417: |
Line 2,548: |
| |image=KRSCH_Fourze_Fire_DA.png | | |image=KRSCH_Fourze_Fire_DA.png |
| |caption=Air Dash | | |caption=Air Dash |
| |name=Dash Action (Fire States) | | |name=Dash Action |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
Line 2,433: |
Line 2,564: |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Base Fire Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">Fire Rider Art</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_High-Speed_Dash.png | | |image=KRSCH_Fourze_Fire_RA.png |
| |caption=High-Speed Dash | | |caption=Dodge Shot |
| |name=Rider Art (Base Form) | | |name=Rider Art |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 2,449: |
Line 2,580: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A Rider Art available exclusively to this version of Fourze's Base Form. It is a High-Speed Dash type Rider Art with a unique animation, and can be used side-to-side in addition to forward. Costs .5 stocks of Rider Gauge. | | A Dodge Shot type Rider Art. Backdashes with full invulnerability and fires a spread of 3 shots straight forward. A reliable escape option when being pressured. Costs 1 stock of Rider Gauge. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Fire Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">Fire Style Action</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Fire_RA.png | | |image=KRSCH_Fourze_Fire_SA.png |
| |caption=Dodge Shot | | |caption=Form Change |
| |name=Rider Art (Fire States) | | |name=Style Action |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
Line 2,469: |
Line 2,600: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A Dodge Shot type Rider Art. Backdashes with full invulnerability and fires a spread of 3 shots straight forward. A reliable escape option when being pressured. Costs 1 stock of Rider Gauge.
| | Upon pressing <u>Style Action</u>, Fourze switches between Fire States and Base States. This doesn't cost anything to do. |
| }} | | }} |
| }} | | }} |
|
| |
| == Style Action ==
| |
| Upon pressing <u>Style Action</u>, Fourze switches between Fire States and Base Form. This doesn't cost anything to do.
| |
|
| |
|
| == Combos == | | == Combos == |
| === Base Form === | | === Base States === |
| *5HH > 2LHHH | | *5HH > 2LHHH |
| :Standard link combo that doesn't require any specific switches. | | :Standard link combo that doesn't require any specific switches. |
Line 2,493: |
Line 2,621: |
| *Throw > 2H | | *Throw > 2H |
| :Basic throw combo. | | :Basic throw combo. |
| | | </div> |
| |-|Power Up Style=
| | <div id="movelist-4" class="movelist"><!-- Cosmic States Move List --> |
| [[image:KRSCH_Fourze_portrait.png|<center><font size="3"><b>Kamen Rider Fourze</b></font></center>|frame|right]]
| | == Move List == |
| [[image:KRSCH_Fourze_Cosmicstates_Illustration.png|border|right|190px]]
| | === Normal Moves === |
| == Introduction ==
| |
| '''Kamen Rider Fourze (Power Up)''' allows Fourze access to his final form, Cosmic States. In this form, he becomes an aggressive character with long reach.
| |
| | |
| Cosmic States has access to multiple fullscreen gap closers, long-reaching normals, and a <u>5S</u> slashing combo attack with extreme reach.
| |
| | |
| In exchange, you have to play Base Form Fourze without any extra help sometimes. Because Cosmic States is a Power Up Style, Fourze doesn't have access to it without 3 stocks of the Rider Gauge. If Fourze is stuck without Cosmic States for long, this can become a pretty big weakness.
| |
| | |
| {{StrengthsAndWeaknesses
| |
| | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Power Up)''' uses extreme forward mobility and huge hitboxes to harrass the opponent at any screen position.
| |
| | pros =
| |
| * '''Huge Hitboxes:''' In Cosmic States, Fourze gains normals with excellent reach. <u>5S</u> is the cherry on top, striking basically the entire screen.
| |
| * '''Extreme Forward Mobility:''' <u>jS</u> and <u>Rider Art</u> send Cosmic States flying across the screen, and <u>Rider Art</u> also allows for an extremely fast followup attack.
| |
| * '''Power Up Style:''' Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming.
| |
| |cons =
| |
| * '''Unstable Juggles:''' If the opponent is hit airborne by <u>5S</u>, the followup strikes will not combo, leaving Fourze open.
| |
| * '''Average Damage:''' Cosmic States does solid damage with short combos, but can't easily extend a long combo into big damage.
| |
| * '''Base Form Fourze:''' Without Astroswitches, Base Form Fourze is left with slow and stubby normals, and unsafe special moves. Getting out of Base Form as soon as possible is a priority.
| |
| | tablewidth = 80
| |
| }}
| |
| | |
| == Normal Moves == | |
| ====== <font style="visibility:hidden" size="0">Cosmic 5LL</font> ====== | | ====== <font style="visibility:hidden" size="0">Cosmic 5LL</font> ====== |
| {{MoveData | | {{MoveData |
Line 2,869: |
Line 2,976: |
|
| |
|
| }} | | }} |
| {{AttackData-KRSCH
| | {{AttackData-KRSCH |
| |version=2/8HH | | |version=2/8HH |
| |damage= | | |damage= |
Line 2,881: |
Line 2,988: |
|
| |
|
| }} | | }} |
| {{AttackData-KRSCH
| | {{AttackData-KRSCH |
| |version=2/8HHH | | |version=2/8HHH |
| |damage= | | |damage= |
Line 2,935: |
Line 3,042: |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Cosmic Throw</font> ====== | | === Special Moves === |
| | ====== <font style="visibility:hidden" size="0">Cosmic 5S</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Cosmic_Throw.png | | |image=KRSCH_Fourze_Cosmic_5S.png |
| |input=4H | | |caption= |
| |name=Throw | | |input=5S |
| | |name=Blazing Slash |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 2,951: |
Line 3,060: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's Cosmic States throw. Allows a combo followup. | | Fourze brandishes a flaming sword and launches a 4-hit slashing combo. With massive reach, quick startup, and relative safety on block, this allows Cosmic States to strike at the opponent even at long range. Be aware that if the opponent is hit airborne, 5S will not combo all of its hits. |
| }} | | }} |
| }} | | }} |
|
| |
|
| == Special Moves ==
| | ====== <font style="visibility:hidden" size="0">Cosmic DS</font> ====== |
| ====== <font style="visibility:hidden" size="0">Cosmic 5S</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_Fourze_Cosmic_5S.png
| |
| |caption=
| |
| |input=5S (Cosmic States)
| |
| |name=Blazing Slash
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH
| |
| |damage=
| |
| |guard=Y
| |
| |startup=
| |
| |active=
| |
| |recovery=
| |
| |blockadv=
| |
| |hitadv=
| |
| |description=
| |
| Fourze brandishes a flaming sword and launches a 4-hit slashing combo. With massive reach, quick startup, and relative safety on block, this allows Cosmic States to strike at the opponent even at long range. Be aware that if the opponent is hit airborne, 5S will not combo all of its hits.
| |
| }}
| |
| }}
| |
| | |
| ====== <font style="visibility:hidden" size="0">Cosmic DS</font> ====== | |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Cosmic_dS.png | | |image=KRSCH_Fourze_Cosmic_dS.png |
| |caption= | | |caption= |
| |input= any direction + Special (Cosmic States) | | |input= any direction + S |
| |name=Freeze Launcher | | |name=Freeze Launcher |
| |subtitle= | | |subtitle= |
Line 2,994: |
Line 3,081: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's leg becomes a Launcher and fires homing missiles. A souped up version of his Base Form's default 2/8S. The homing is greatly improved, and on grounded hit, it deals increased hitstun and causes a freeze effect. Although this situation is not extremely common, when these missiles connect at full-stage distance, it is possible to combo into Rider Art Followup. | | Fourze's leg becomes a Launcher and fires homing missiles. A souped up version of his Base States's default 2/8S. The homing is greatly improved, and on grounded hit, it deals increased hitstun and causes a freeze effect. Although this situation is not extremely common, when these missiles connect at full-stage distance, it is possible to combo into Rider Art follow-up. |
| }} | | }} |
| }} | | }} |
Line 3,002: |
Line 3,089: |
| |image=KRSCH_Fourze_Cosmic_jS.png | | |image=KRSCH_Fourze_Cosmic_jS.png |
| |caption= | | |caption= |
| |input=jS (Cosmic States) | | |input=jS |
| |name=Shocking Rocket Slash | | |name=Shocking Rocket Slash |
| |subtitle= | | |subtitle= |
Line 3,019: |
Line 3,106: |
| }} | | }} |
|
| |
|
| == Rider Art and Dash Action == | | == Universal Mechanics == |
| ====== <font style="visibility:hidden" size="0">Base Cosmic Dash Action</font> ====== | | ====== <font style="visibility:hidden" size="0">Cosmic Throw</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_DA.png | | |image=KRSCH_Fourze_Cosmic_Throw.png |
| |caption=Air Dash | | |input=4H |
| |name=Dash Action (Base Form) | | |name=Throw |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,036: |
Line 3,123: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge. | | Fourze's Cosmic States throw. Allows a combo follow-up. |
| }} | | }} |
| }} | | }} |
Line 3,044: |
Line 3,131: |
| |image=KRSCH_Fourze_Cosmic_DA.png | | |image=KRSCH_Fourze_Cosmic_DA.png |
| |caption=Air Dash | | |caption=Air Dash |
| |name=Dash Action (Cosmic States) | | |name=Dash Action |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
Line 3,060: |
Line 3,147: |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Base Cosmic Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">Cosmic Rider Art</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Super_Jump.png | | |image=KRSCH_Fourze_Cosmic_RA.png |
| |caption=Super Jump | | |caption=High-Speed Dash |
| |name=Rider Art (Base Form) | | |name=Rider Art |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,076: |
Line 3,163: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Standard Super Jump type Rider Art. Costs .5 stocks of Rider Gauge. | | Standard 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, launching an extremely quick attack that begins a cinematic. Unsafe on block. |
| | |
| | This Rider Art follow-up is a critical part of Cosmic States' gameplan in multiple respects. It's a fast whiff punisher, an unburstable combo ender for huge damage, and may even work as a reversal thanks to its speed. |
| | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Cosmic Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">Cosmic Style Action</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Cosmic_RA.png | | |image=KRSCH_Fourze_Cosmic_SA.png |
| |caption=High-Speed Dash | | |caption=Power Up |
| |name=Rider Art (Cosmic States) | | |name=Style Action |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
Line 3,096: |
Line 3,187: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Standard High-Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge.
| | While already in Cosmic States, <u>Style Action</u> transforms back into Fourze's Base States at no cost. Doing so also refreshes damage scaling and the Guard Gauge. |
| Has access to a followup by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost, launching an extremely quick attack that begins a cinematic. Unsafe on block.
| |
| This Rider Art followup is a critical part of Cosmic States' gameplan in multiple respects. It's a fast whiff punisher, an unburstable combo ender for huge damage, and may even work as a reversal thanks to its speed.
| |
| }} | | }} |
| }} | | }} |
|
| |
| == Style Action ==
| |
| By pressing <u>Style Action</u>, Fourze transforms into his final form, Cosmic States, at the cost of 3 stocks of the Rider Gauge. Doing so also refreshes damage scaling and the Guard Gauge.
| |
|
| |
| While already in Cosmic States, <u>Style Action</u> transforms back into Fourze's Base Form at no cost. Doing so also refreshes damage scaling and the Guard Gauge.
| |
|
| |
|
| == Combos == | | == Combos == |
| === Base Form === | | === Base States === |
| *5HH > 2LHHH | | *5HH > 2LHHH |
| :Standard link combo that doesn't require any specific switches. | | :Standard link combo that doesn't require any specific switches. |
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Line 3,204: |
| === Cosmic States === | | === Cosmic States === |
| *6LHH > dS | | *6LHH > dS |
| *6LHH > RA Followup | | *6LHH > RA follow-up |
| :Essential combo. 6LHH builds about .49 of a Rider Gauge stock, so it's very rare that you won't have the meter for RA. | | :Essential combo. 6LHH builds about .49 of a Rider Gauge stock, so it's very rare that you won't have the meter for RA. |
|
| |
| *2HH > RC > 6LHH > RA Followup
| |
| :Simple RC extension. Cosmic States has many good poking normals, and can easily RC to get big reward from them.
| |
|
| |
| *2HH > Style Action (Base Form) > 5HH > 2LH > Style Action (Cosmic States) > 5HH > RC > 6LHH > RA Followup
| |
| :Un-transform re-transform combo. May be useful if you have a lot of extra meter, ie after Climax Time is initiated.
| |
|
| |
|
| *6LHH > Rider Finale | | *6LHH > Rider Finale |
| :Thanks to 6LHH's crumple, this is a common point where Cosmic States is able to link Rider Finale. | | :Thanks to 6LHH's crumple, this is a common point where Cosmic States is able to link Rider Finale. |
|
| |
|
| *2HH > Style Action (Base Form) > 5HH > 2LH > RC > 5HH > 2LH > Style Action (Cosmic States) > 6LHH > Climax Time > Rider Finale | | *6LH > repeat xN |
| :Touch of death combo that requires Cosmic States to already have 4 stocks of Rider Gauge before Climax Time is triggered. It's rare to have that much meter on hand, but not impossible either. Included for completion's sake. | | :Cosmic States' true infinite combo. It's often better to go for a shorter combo that deals more damage, but showing that you can do this infinite will force the opponent to burst early. |
| |-|Support Attack Style=
| |
| [[image:KRSCH_Fourze_Magnetstates_Illustration.png|border|right|190px]]
| |
| [[image:KRSCH_Fourze_Support_Attack_Illustration.png|border|right|190px]]
| |
| == Introduction ==
| |
| '''Kamen Rider Fourze (Support Attack)''' is Fourze's Support Attack-exclusive Magnet States form, in which he gains an array of projectile moves.
| |
|
| |
|
| Fourze pays a few prices for choosing Magnet States. Most notably, he loses a lot of mobility, and he still doesn't have great attack strings. His new projectiles also don't represent a complete gameplan on their own, leaving a bit to be desired.
| | *6LH > 6LHH > RA follow-up |
| | :A combo that stays short, while guaranteeing an RA followup. |
|
| |
|
| The real benefit of this Battle Style is the Support Attack striker itself, the Powerdizer. Its most commonly used variant drops in from the top of the screen near-instantly, knocking them back to start the process of getting in all over again. As a wise man once said, you're not playing as Magnet States Fourze, you're playing as the Powerdizer.
| | *2HH > RC > 6LHH > RA follow-up |
| | :Simple RC extension. Cosmic States has many good poking normals, and can easily RC to get big reward from them. |
|
| |
|
| {{StrengthsAndWeaknesses
| | *2HH > Style Action (Base States) > 5HH > 2LH > Style Action (Cosmic States) > 5HH > RC > 6LHH > RA follow-up |
| | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Support Attack)''' covers projectile zoning with the help of a powerful striker.
| | :Un-transform re-transform combo. May be useful if you have a lot of extra meter, ie after Climax Time is initiated. |
| | pros =
| |
| * '''Keepaway Gameplan:''' Although his projectiles don't win the game on their own, as long as Magnet States has room to build 2 stocks of Rider Gauge, he's exceedingly comfortable.
| |
| * '''Ridiculous Striker:''' The Powerdizer assist is quick, high damage, and puts them right where you want them. With 4 stocks of Rider Gauge on hand, not even hitting Magnet States is enough to avoid the Powerdizer.
| |
| |cons =
| |
| * '''Banned Character:''' One of the few characters universally agreed to be too much. Only pick this guy for laughs.
| |
| | tablewidth = 80
| |
| }}
| |
|
| |
|
| == Normal Moves == | | *2HH > Style Action (Base States) > 5HH > 2LH > RC > 5HH > 2LH > Style Action (Cosmic States) > 6LHH > Climax Time > Rider Finale |
| | :Touch of death combo that requires Cosmic States to already have 4 stocks of Rider Gauge before Climax Time is triggered. It's rare to have that much meter on hand, but not impossible either. Included for completion's sake. |
| | </div> |
| | <div id="movelist-5" class="movelist"><!-- Magnet States Move List --> |
|
| |
|
| == Special Moves == | | == Move List == |
|
| |
|
| == Rider Art and Dash Action == | | === Normal Moves === |
|
| |
|
| == Style Action == | | === Special Moves === |
|
| |
|
| == Combos == | | == Universal Mechanics == |
| |-|Meteor Fusion States=
| | ====== <font style="visibility:hidden" size="0">Magnet Style Action</font> ====== |
| <span style="cursor:pointer" title="space is here. bursting has left.">[[image:KRSCH_Fourze_Meteor_Fusion_States_Illustration.png|border|right|190px]]</span> | | {{MoveData |
| == Introduction == | | |image=KRSCH_Fourze_Support_Attack_Illustration.png |
| '''Kamen Rider Fourze (Meteor Fusion States)''' is a secret character, a fusion between Fourze and Meteor. To select Meteor Fusion States, select Tag Battle Style, then hold <u>+ or Start</u> and select Meteor as Fourze's partner.
| | |caption= |
| | | |image2=KRSCH_Fourze_Support_Attack.png |
| When choosing Meteor Fusion States, Fourze does not have to go through his Base Form, and starts the round in this special form, using the Assault Battle Style.
| | |caption2= |
| | | |name=Support Attack |
| A combination of Fourze's and Meteor's toolkits, Meteor Fusion States punishes the opponent's mistakes above all else.
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
|
| |
|
| {{StrengthsAndWeaknesses
| | }} |
| | intro = [[file:KRSCH_Fourze_icon.png|64px]] '''Kamen Rider Fourze (Meteor Fusion States)''' is a highly dangerous whiff punisher.
| |
| | pros =
| |
| * '''Unburstable Combo:''' <u>Rider Art</u> is easily comboable, turns off the opponent's burst for the rest of the combo, and can be comboed from. It's also unblockable, so it's even useful as a starter on its own.
| |
| * '''Whiff Punishment:''' Using quick advancing normals similar to Meteor's, Meteor Fusion States is reliably able to catch the opponent overextending and make them really pay.
| |
| * '''Meter Generation:''' Because Meteor Fusion States uses the Assault Battle Style, he is able to build an extra bar of meter at the end of many of his strings.
| |
| |cons = | |
| * '''Honest Toolkit Outside of Rider Art:''' When Meteor Fusion States doesn't have anything to whiff punish, it can be difficult for him to get started.
| |
| * '''Picks Two Characters:''' KRSCH doesn't have mirror matches, and you can't pick Meteor Fusion States if your opponent wants to play either Fourze or Meteor.
| |
| | tablewidth = 80
| |
| }} | | }} |
|
| |
|
| == Normal Moves == | | == Combos == |
| | |
| | </div> |
| | <div id="movelist-6" class="movelist"><!-- Meteor Fusion States Move List --> |
| | == Move List == |
| | === Normal Moves === |
| ====== <font style="visibility:hidden" size="0">Fusion 5LL</font> ====== | | ====== <font style="visibility:hidden" size="0">Fusion 5LL</font> ====== |
| {{MoveData | | {{MoveData |
Line 3,244: |
Line 3,321: |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LL | | |version=5LH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 3,368: |
Line 3,445: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| | | This string can be followed up with an Instant Charge by pressing the <u>Special Attack</u> button. |
| }} | | }} |
| }} | | }} |
Line 3,517: |
Line 3,594: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
|
| | This string can be followed up with an Instant Charge by pressing the <u>Special Attack</u> button. |
| }} | | }} |
| }} | | }} |
Line 3,603: |
Line 3,680: |
|
| |
|
| }} | | }} |
| {{AttackData-KRSCH
| | {{AttackData-KRSCH |
| |version=2/8HH | | |version=2/8HH |
| |damage= | | |damage= |
Line 3,615: |
Line 3,692: |
|
| |
|
| }} | | }} |
| {{AttackData-KRSCH
| | {{AttackData-KRSCH |
| |version=2/8HHH | | |version=2/8HHH |
| |damage= | | |damage= |
Line 3,645: |
Line 3,722: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| | | Fourze sticks his knee out, a variant of his Base States's jump normals. Has active frames until landing. |
| }} | | }} |
| }} | | }} |
Line 3,665: |
Line 3,742: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| | | Fourze does a jumping kick, a variant of Meteor's jH. Has active frames until landing. |
| }} | | }} |
| }} | | }} |
| | | === Assault Mode === |
| ====== <font style="visibility:hidden" size="0">Fusion Throw</font> ====== | | ====== <font style="visibility:hidden" size="0">Fusion Assault 4/6LLLLL</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Fusion_Throw.png | | |image=KRSCH_Fourze_Fusion_Assault_46L.png |
| |input=4H | | |image2=KRSCH_Fourze_Fusion_Assault_46LL.png |
| |name=Throw | | |image3=KRSCH_Fourze_Fusion_Assault_46LLL.png |
| | |image4=KRSCH_Fourze_Fusion_Assault_46LLLL.png |
| | |image5=KRSCH_Fourze_Fusion_Assault_46LLLLL.png |
| | |name=4/6LLLLL |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=4/6L |
| |damage= | | |damage= |
| |guard=N | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,685: |
Line 3,766: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze's Fusion States throw.
| | |
| }}
| |
| }}
| |
| | |
| === Assault Mode ===
| |
| ====== <font style="visibility:hidden" size="0">Fusion Assault 4/6LLLLL</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_Fourze_Fusion_46L.png
| |
| |image2=KRSCH_Fourze_Fusion_46LL.png
| |
| |image3=KRSCH_Fourze_Fusion_46LLL.png
| |
| |image4=KRSCH_Fourze_Fusion_46LLLL.png
| |
| |image5=KRSCH_Fourze_Fusion_46LLLLL.png
| |
| |name=4/6LLLLL
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH
| |
| |version=4/6L
| |
| |damage=
| |
| |guard=Y
| |
| |startup=
| |
| |active=
| |
| |recovery=
| |
| |blockadv=
| |
| |hitadv=
| |
| |description=
| |
| | |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 3,768: |
Line 3,824: |
| ====== <font style="visibility:hidden" size="0">Fusion Assault 5HHHHH</font> ====== | | ====== <font style="visibility:hidden" size="0">Fusion Assault 5HHHHH</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Fusion_5H.png | | |image=KRSCH_Fourze_Fusion_Assault_5H.png |
| |image2=KRSCH_Fourze_Fusion_5HH.png | | |image2=KRSCH_Fourze_Fusion_Assault_5HH.png |
| |image3=KRSCH_Fourze_Fusion_5HHH.png | | |image3=KRSCH_Fourze_Fusion_Assault_5HHH.png |
| |image4=KRSCH_Fourze_Fusion_5HHHH.png | | |image4=KRSCH_Fourze_Fusion_Assault_5HHHH.png |
| |image5=KRSCH_Fourze_Fusion_5HHHHH.png | | |image5=KRSCH_Fourze_Fusion_Assault_5HHHHH.png |
| |name=5HHHHH | | |name=5HHHHH |
| |subtitle= | | |subtitle= |
Line 3,844: |
Line 3,900: |
| ====== <font style="visibility:hidden" size="0">Fusion Assault 5LHHH</font> ====== | | ====== <font style="visibility:hidden" size="0">Fusion Assault 5LHHH</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Fusion_5L.png | | |image=KRSCH_Fourze_Fusion_Assault_5L.png |
| |image2=KRSCH_Fourze_Fusion_5LH.png | | |image2=KRSCH_Fourze_Fusion_Assault_5LH.png |
| |image3=KRSCH_Fourze_Fusion_5LHH.png | | |image3=KRSCH_Fourze_Fusion_Assault_5LHH.png |
| |image4=KRSCH_Fourze_Fusion_5LHHH.png | | |image4=KRSCH_Fourze_Fusion_Assault_5LHHH.png |
| |name=5LHHH | | |name=5LHHH |
| |subtitle= | | |subtitle= |
Line 3,887: |
Line 3,943: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
|
| | |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
Line 3,904: |
Line 3,960: |
| }} | | }} |
|
| |
|
| == Special Moves == | | === Special Moves === |
| ====== <font style="visibility:hidden" size="0">Fusion 5S</font> ====== | | ====== <font style="visibility:hidden" size="0">Fusion 5S</font> ====== |
| {{MoveData | | {{MoveData |
Line 3,910: |
Line 3,966: |
| |caption= | | |caption= |
| |input=5S | | |input=5S |
| |name=Launcher | | |name=Launcher / Blazing Slash |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=Normal |
| | |subtitle=Launcher |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 3,922: |
Line 3,980: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A variant on Fourze's base form's Launcher Astroswitch. Fires homing missiles at the opponent. The preferred special to combo into if you can't combo into Rider Art. | | A variant on Fourze's Base States's Launcher Astroswitch. Fires homing missiles at the opponent. The preferred special to combo into if you can't combo into Rider Art. |
| }} | | }} |
| }} | | {{AttackData-KRSCH |
| | | |version=Assault |
| ====== <font style="visibility:hidden" size="0">Fusion DS</font> ====== | | |subtitle=Blazing Slash |
| {{MoveData | | |header=no |
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | A variant on Fourze's Cosmic States 5S. Unleashes a 4-hit combo slash that hits a wide and long range ahead of Fourze. Like that move, it's really good as a neutral harassment tool. Because it's only available in Assault Mode, its usefulness is limited. |
| | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Fusion DS</font> ====== |
| | {{MoveData |
| |image=KRSCH_Fourze_Fusion_dS.png | | |image=KRSCH_Fourze_Fusion_dS.png |
| |caption= | | |caption= |
Line 3,943: |
Line 4,015: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A variant on Meteor's Saturn Sorcery. Winds up for a little while, then fires the rings of Saturn. A projectile with long startup, very little recovery, and very strong homing that allows followup combos if the opponent is hit grounded. The long startup makes using this a big risk, but once it's on the screen, your opponent has a problem to deal with now. | | A variant on Meteor's Saturn Sorcery. Winds up for a little while, then fires the rings of Saturn. A projectile with long startup, very little recovery, and very strong homing that allows follow-up combos if the opponent is hit grounded. The long startup makes using this a big risk, but once it's on the screen, your opponent has a problem to deal with now. |
| }} | | }} |
| }} | | }} |
Line 3,968: |
Line 4,040: |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">Fusion Assault 5S</font> ====== | | == Universal Mechanics == |
| | ====== <font style="visibility:hidden" size="0">Fusion Throw</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Fourze_Cosmic_5S_Assault.png | | |image=KRSCH_Fourze_Fusion_Throw.png |
| |caption=
| | |input=4H |
| |input=5S (during Assault Mode) | | |name=Throw |
| |name=Blazing Slash | |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=Y | | |guard=N |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,985: |
Line 4,057: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A variant on Fourze's Cosmic States 5S. Unleashes a 4-hit combo slash that hits a wide and long range ahead of Fourze. Like that move, it's really good as a neutral harassment tool. Because it's only available in Assault Mode, its usefulness is limited.
| | Fourze's Fusion States throw. |
| }} | | }} |
| }} | | }} |
|
| |
|
| == Rider Art and Dash Action ==
| |
| ====== <font style="visibility:hidden" size="0">Fusion Dash Action</font> ====== | | ====== <font style="visibility:hidden" size="0">Fusion Dash Action</font> ====== |
| {{MoveData | | {{MoveData |
Line 3,998: |
Line 4,069: |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard=N/A |
| |startup= | | |startup= |
| |active= | | |active= |
| |recovery= | | |recovery= |
| |blockadv= | | |blockadv= |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| Fourze airdashes. A generic mobility tool, but it's often not the best use of meter in this form. Costs .5 stocks of the Rider Gauge. | | Fourze airdashes. A generic mobility tool, but it's often not the best use of meter in this form. Costs .5 stocks of the Rider Gauge. |
| | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Fusion Rider Art</font> ====== |
| | {{MoveData |
| | |image=KRSCH_Fourze_Fusion_RA.png |
| | |caption=Super Jump |
| | |name=Rider Art |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge. |
| | |
| | Has access to a follow-up by pressing <u>Special Attack</u> at no additional cost, which is a variant on his normal jS. This variant is unblockable, allows follow-up combos, and turns off the opponent's ability to burst for the rest of the combo. |
| | |
| | This is the reason to pick the character. If you have enough meter and this hits, you just won the round and there's nothing they can do about it. Comboable from multiple strings with RC, and a dangerous approach in its own right since it's unblockable. |
| | }} |
| | }} |
| | |
| | ====== <font style="visibility:hidden" size="0">Fusion Style Action</font> ====== |
| | {{MoveData |
| | |image=KRSCH_Fourze_Fusion_SA.png |
| | |caption=Assault Mode |
| | |input=Style Action |
| | |name= |
| | |subtitle= |
| | |data= |
| | {{AttackData-KRSCH |
| | |damage= |
| | |guard=N/A |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | Meteor Fusion States 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, Meteor Fusion States gains the following extended strings: |
| | *4/6LLLLL |
| | *5HHHHH |
| | *5LHHH |
| | *dS (replaces Saturn Sorcery with Blazing Slash) |
| }} | | }} |
| }} | | }} |
|
| |
| ====== <font style="visibility:hidden" size="0">Fusion Rider Art</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_Fourze_Fusion_RA.png
| |
| |caption=Super Jump
| |
| |name=Rider Art
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH
| |
| |damage=
| |
| |guard=N
| |
| |startup=
| |
| |active=
| |
| |recovery=
| |
| |blockadv=
| |
| |hitadv=
| |
| |description=
| |
| Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.
| |
|
| |
| Has access to a followup by pressing <u>Special Attack</u> at no additional cost, which is a variant on his normal jS. This variant is unblockable, allows followup combos, and turns off the opponent's ability to burst for the rest of the combo.
| |
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| This is the reason to pick the character. If you have enough meter and this hits, you just won the round and there's nothing they can do about it. Comboable from multiple strings with RC, and a dangerous approach in its own right since it's unblockable.
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| }}
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| }}
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| == Style Action ==
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| Meteor Fusion States 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.
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| During Assault Mode, Meteor Fusion States gains the following extended strings:
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| *4/6LLLLL
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| *5HHHHH
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| *5LHHH
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| *dS (replaces Saturn Sorcery with Blazing Slash)
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| == Combos == | | == Combos == |
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| :Touch of death combo from Rider Art loop. | | :Touch of death combo from Rider Art loop. |
| :For some reason, Meteor Fusion States sometimes activates Climax Time from an RC, which isn't normally supposed to happen. If that happens on the final rep of the Rider Art loop, immediate Rider Finale will still kill from 100%. | | :For some reason, Meteor Fusion States sometimes activates Climax Time from an RC, which isn't normally supposed to happen. If that happens on the final rep of the Rider Art loop, immediate Rider Finale will still kill from 100%. |
| </tabber> | | </div> |
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| == Navigation == | | == Navigation == |