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| '''Kamen Rider Wizard''' uses magic rings to cast spells. This mostly results in someone getting pranked somehow. Usually Wizard. | | '''Kamen Rider Wizard''' uses magic rings to cast spells. This mostly results in someone getting pranked somehow. Usually Wizard. |
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| As he was the newest Kamen Rider when ''Super Climax Heroes'' released, Wizard is somewhat of a work-in-progress. He's cobbled together from the early bits of his series, and because Wizard is the only Kamen Rider who never throws a punch (he's wearing magic rings), he demanded a lot of new animation work. As a result, many of his tools are completely unique among the cast, and some barely function, while others are strong enough to prop up the entire character. In spite of his moveset containing such extremes, he's still pretty strong, and functions best as a mid-range zoner who wins through powerful single hits. | | As he was the newest Kamen Rider when ''Super Climax Heroes'' released, Wizard is somewhat of a work-in-progress. He's cobbled together from the early bits of his series, and because Wizard is the only Kamen Rider who never throws a punch (he's wearing magic rings), he demanded a lot of new animation work. As a result, many of his tools are completely unique among the cast, and some barely function, while others are strong enough to prop up the entire character. In spite of his moveset containing such extremes, he's still pretty strong, functioning best as a mid-range zoner who wins through powerful single hits. |
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| Even the styles available to Wizard are kind of strange, as he's the only character in the game to use both Assault as well as any other style without using a unique form, a la [[Kamen Rider: Super Climax Heroes/Fourze|Kamen Rider Fourze]]'s Meteor Fusion States or [[Kamen Rider: Super Climax Heroes/W|Kamen Rider W]]'s FangJoker. | | Even the styles available to Wizard are kind of strange, as he's the only character in the game to use both Assault as well as any other style without using a unique form, a la [[Kamen Rider: Super Climax Heroes/Fourze|Fourze]]'s Meteor Fusion States or [[Kamen Rider: Super Climax Heroes/W|W]]'s FangJoker. |
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| <tabber> | | <tabber> |
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| *<span style="color: red">'''Flame Style'''</span> (Red) is Wizard's basic and most well-rounded form. Its most notable features are Big Magic, a long-range poke that deals heavy damage and is difficult to move around, and a really strong air projectile that can be executed low to the ground. | | *<span style="color: red">'''Flame Style'''</span> (Red) is Wizard's basic and most well-rounded form. Its most notable features are Big Magic, a long-range poke that deals heavy damage and is difficult to move around, and a really strong air projectile that can be executed low to the ground. |
| *<span style="color: yellow">'''Land Style'''</span> (Yellow) is a heavier and more defensive variant. This form focuses more on defensive projectiles, including an air spread-shot and a wall projectile. | | *<span style="color: gold">'''Land Style'''</span> (Yellow) is a heavier and more defensive variant. This form focuses more on defensive projectiles, including an air spread-shot and a wall projectile. |
| *<span style="color: blue">'''Water Style'''</span> (Blue) is a more offensive form. This form has the unblockable Bind Magic and more attacks that advance towards the opponent. | | *<span style="color: blue">'''Water Style'''</span> (Blue) is a more offensive form. This form has the unblockable Bind Magic and more attacks that advance towards the opponent. |
| *<span style="color: green">'''Hurricane Style'''</span> (Green) is a really simple and overpowered character, and using this form is generally banned in competitive play. Hurricane's version of Big Magic is overwhelming, being faster, larger, and dealing a massive amount of the opponent's Guard Gauge even if they do block it. | | *<span style="color: green">'''Hurricane Style'''</span> (Green) is a really simple and overpowered character, and using this form is generally banned in competitive play. Hurricane's version of Big Magic is overwhelming, being faster, larger, and dealing a massive amount of the opponent's Guard Gauge even if they do block it. |
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| | pros = | | | pros = |
| * '''Space Control:''' Wizard is an adept zoner, and has a range of attacks that can punish the opponent for trying to close the distance. | | * '''Space Control:''' Wizard is an adept zoner, and has a range of attacks that can punish the opponent for trying to close the distance. |
| * '''Flexibility:''' Land Style and Water Style allow you to switch to two very different movesets in matchups where Flame Style might not always be the best fit. | | * '''Flexibility:''' Land Style and Water Style allow Wizard to switch to two very different movesets in matchups where Flame Style might not always be the best fit. |
| |cons = | | |cons = |
| * '''Poor Meter Gain:''' None of Wizard's forms are particularly good at building Rider Gauge. | | * '''Poor Meter Gain:''' None of Wizard's forms are particularly good at building Rider Gauge, forcing him to charge manually. |
| * '''Lackluster Strings:''' Wizard's normals are definitely the most work-in-progress part of the character. Their properties leave a lot to be desired, and Wizard can't really safely pressure his opponent up close. | | * '''Lackluster Strings:''' Wizard's normals are definitely the most work-in-progress part of the character. Their properties leave a lot to be desired, and Wizard can't really safely pressure his opponent up close. |
| * '''Hurricane Style is Tournament-Banned:''' This may pose a problem if you're playing in a tournament and accidentally switch to Hurricane Style. | | * '''Hurricane Style is Tournament-Banned:''' This may pose a problem if you're playing in a tournament and accidentally switch to Hurricane Style. |
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| }} | | }} |
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| |-|Power Up Style= | | |-|Power Up Style (Flame Dragon)= |
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| With Power Up Style, Wizard gains access to his powered up elemental form, Flame Dragon. His base form with Power Up style is always Flame Style. | | With Power Up Style, Wizard gains access to his powered up elemental form, Flame Dragon. His base form in this style is always Flame Style. |
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| Flame Dragon plays very similarly to Flame Style, but with improved specials and strings. Most importantly, he gains a new 5S utilizing the dragon's fire breath and a Rider Art follow-up that increases his damage potential. | | Flame Dragon plays very similarly to Flame Style, but with improved special moves and strings. Most importantly, he gains a new <u>5S</u> utilizing the dragon's fire breath and a Rider Art follow-up that increases his damage potential. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
| | intro = [[file:KRSCH_Wizard_icon.png|64px]] '''Kamen Rider Wizard (Power Up)''' maximizes the strengths of Flame Wizard. | | | intro = [[file:KRSCH_Wizard_icon.png|64px]] '''Kamen Rider Wizard (Power Up)''' maximizes the strengths of Flame Style Wizard. |
| | pros = | | | pros = |
| * '''Space Control:''' Wizard is an adept zoner, and has a range of attacks that can punish the opponent for trying to close the distance. | | * '''Space Control:''' Wizard is an adept zoner, and has a range of attacks that can punish the opponent for trying to close the distance. |
| * '''Flame Dragon is More Well-Rounded:''' Once Wizard reaches his Power Up form, his strings become more useful, allowing him to be a threat at any range. | | * '''Flame Dragon is More Well-Rounded:''' Once Wizard reaches his Power Up form, his strings become more useful, allowing him to be a threat at any range. |
| * '''Power Up Style:''' Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming. | | * '''Power Up Style:''' Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming. |
| |cons = | | |cons = |
| * '''Poor Meter Gain:''' None of Wizard's forms are particularly good at building Rider Gauge. This is especially relevant in this style, where you need 3 stocks of Rider Gauge to Power Up. | | * '''Poor Meter Gain:''' None of Wizard's forms are particularly good at building Rider Gauge. This is especially relevant in this style, where he needs 3 stocks of Rider Gauge to Power Up. |
| * '''Lackluster Strings in Base Form:''' Wizard's normals are definitely the most work-in-progress part of the character. Their properties leave a lot to be desired, and Wizard can't really safely pressure his opponent up close. | | * '''Lackluster Strings in Base Form:''' Wizard's normals are definitely the most work-in-progress part of the character. Their properties leave a lot to be desired, and Wizard can't really safely pressure his opponent up close. |
| | tablewidth = 80 | | | tablewidth = 80 |
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| Wizard's Assault Style plays as a variant of Flame Style with a slightly different array of special moves, most notably those utilizing Copy Magic. | | Wizard's Assault Style plays as a variant of Flame Style with a slightly different array of special moves, most notably those utilizing Copy Magic. |
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| The main practical benefits of Assault Style are that Wizard gains access to a Rider Art follow-up that deals massive damage, as well as a new special move during Assault Mode: a unique jS that uses a clone to attack. | | The main practical benefits of Assault Style are that Wizard gains access to a Rider Art follow-up that deals massive damage, as well as a new special move during Assault Mode: a unique <u>jS</u> that uses a clone to attack. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
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| * '''Space Control:''' Wizard is an adept zoner, and has a range of attacks that can punish the opponent for trying to close the distance. | | * '''Space Control:''' Wizard is an adept zoner, and has a range of attacks that can punish the opponent for trying to close the distance. |
| * '''Unburstable Damage:''' Assault Style's Rider Art follow-up deals a combo's worth of damage on its own. | | * '''Unburstable Damage:''' Assault Style's Rider Art follow-up deals a combo's worth of damage on its own. |
| * '''Assault Mode Pressure:''' Wizard can use Assault Mode's mechanics and his Assault Mode jS to take control of the match for a short period of time. | | * '''Assault Mode Pressure:''' Wizard can use Assault Mode's mechanics and his Assault Mode <u>jS</u> to take control of the match for a short period of time. |
| |cons = | | |cons = |
| * '''Poor Meter Gain:''' None of Wizard's forms are particularly good at building Rider Gauge. | | * '''Poor Meter Gain:''' None of Wizard's forms are particularly good at building Rider Gauge. While Assault Style's mechanics can mitigate this somewhat, it's still an issue he has to face. |
| * '''Lackluster Strings:''' Wizard's normals are definitely the most work-in-progress part of the character. Their properties leave a lot to be desired, and Wizard can't really safely pressure his opponent up close. | | * '''Lackluster Strings:''' Wizard's normals are definitely the most work-in-progress part of the character. Their properties leave a lot to be desired, and Wizard can't really safely pressure his opponent up close. |
| | tablewidth = 80 | | | tablewidth = 80 |
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| |-|Tag Style (Hurricane Dragon)= | | |-|Tag Style (Hurricane Dragon)= |
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| An even stronger version of the banned Hurricane Wizard, only available through the banned Tag style. This form is only included here for completion's sake. | | An even stronger version of the banned Hurricane Style Wizard, only available through the banned Tag style. This form is only included here for completion's sake. |
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| {{StrengthsAndWeaknesses | | {{StrengthsAndWeaknesses |
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| * '''Incredibly Strong Character:''' Hurricane Dragon's Big Magic is even better than Hurricane Style's Big Magic. | | * '''Incredibly Strong Character:''' Hurricane Dragon's Big Magic is even better than Hurricane Style's Big Magic. |
| |cons = | | |cons = |
| * '''Incredibly Strong Banned Character:''' You can't pick him in a tournament or if you want people to like playing with you. | | * '''Incredibly Banned Character:''' You can't pick him in a tournament or if you want people to like playing with you. |
| | tablewidth = 80 | | | tablewidth = 80 |
| }} | | }} |
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| }} | | }} |
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| == Rider Art and Dash Action == | | == Universal Mechanics == |
| ====== <font style="visibility:hidden" size="0">Hurricane Dragon Throw</font> ====== | | ====== <font style="visibility:hidden" size="0">Hurricane Dragon Throw</font> ====== |
| {{MoveData | | {{MoveData |
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| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage=N/A |
| |guard=N/A | | |guard=N/A |
| |startup= | | |startup= |
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| ====== <font style="visibility:hidden" size="0">Hurricane Dragon Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">Hurricane Dragon Rider Art</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_Wizard_Hurricane_Dragon_RA.png | | |image= |
| |caption= | | |caption= |
| |name=Rider Art | | |name=Rider Art |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard= |
| |startup= | | |startup= |
| |active= | | |active= |
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| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |damage= | | |damage= |
| |guard=N/A | | |guard= |
| |startup= | | |startup= |
| |active= | | |active= |