Kamen Rider: Super Climax Heroes/Meteor: Difference between revisions
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![KRSCH Meteor Illustration.png](/images/thumb/0/08/KRSCH_Meteor_Illustration.png/130px-KRSCH_Meteor_Illustration.png)
Meteor
![KRSCH Meteor Storm Illustration.png](/images/thumb/a/ae/KRSCH_Meteor_Storm_Illustration.png/130px-KRSCH_Meteor_Storm_Illustration.png)
Meteor Storm
(updated a lot of Meteor Storm info) |
mNo edit summary |
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Meteor jumps forward with a double kick. Decent range, but lacking follow ups mean that this string is rarely ever worth the time. Can pick up knocked down opponents, but Meteor lacks hard knockdowns to convert from. | Meteor jumps forward with a double kick. Decent range, but lacking follow-ups mean that this string is rarely ever worth the time. Can pick up knocked down opponents, but Meteor lacks hard knockdowns to convert from. | ||
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Meteor jumps forward with a double kick. Decent range, but lacking follow ups mean that this string is rarely ever worth the time. Can pick up knocked down opponents, but Meteor lacks hard knockdowns to convert from. | Meteor jumps forward with a double kick. Decent range, but lacking follow-ups mean that this string is rarely ever worth the time. Can pick up knocked down opponents, but Meteor lacks hard knockdowns to convert from. | ||
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Meteor moves forward with a fairly fast straight punch. Decent range and speed make it good for a mid range whiff punisher, but it needs a Rider Cancel to get combo follow ups. | Meteor moves forward with a fairly fast straight punch. Decent range and speed make it good for a mid range whiff punisher, but it needs a Rider Cancel to get combo follow-ups. | ||
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Meteor follows up with a hook into another backfist. Can be RC'd on the third hit of the string to move into combo follow ups, increasing the string's potency as a whiff punisher. | Meteor follows up with a hook into another backfist. Can be RC'd on the third hit of the string to move into combo follow-ups, increasing the string's potency as a whiff punisher. | ||
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Lunching forward punch similar to 6H. A tad slower on startup, but much more rewarding on hit thanks to its follow ups. | Lunching forward punch similar to 6H. A tad slower on startup, but much more rewarding on hit thanks to its follow-ups. | ||
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A high heel kick that plays a key part in Meteor's combos thanks to huge frame advantage on hit, allowing for easy combo follow ups int 6LHH. | A high heel kick that plays a key part in Meteor's combos thanks to huge frame advantage on hit, allowing for easy combo follow-ups int 6LHH. | ||
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A downward angled kick that is decent for air-to-ground, but lacks active frames | A downward angled kick that is decent for air-to-ground, but lacks active frames. | ||
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|description= | |description= | ||
Meteor performs a quick one inch punch that causes a crumple stun. Unique in that the first hit restands an opponent currently in a crumple stun animation, allowing him to perform double crumple combos, though it can only be used once per combo in this way. Another key combo extender for the character. | Meteor performs a quick one-inch-punch that causes a crumple stun. Unique in that the first hit restands an opponent currently in a crumple stun animation, allowing him to perform double crumple combos, though it can only be used once per combo in this way. Another key combo extender for the character. | ||
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Meteor's throw. Causes a hard knockdown, but does not provide any combo follow ups. | Meteor's throw. Causes a hard knockdown, but does not provide any combo follow-ups. | ||
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Meteor airdashes. A generic mobility tool | Meteor airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge. | ||
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Can be followed up with a Combo Jump into its aircombo | Can be followed up with a Combo Jump into its aircombo follow-up string, jLHHS. | ||
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{{AttackData-KRSCH | {{AttackData-KRSCH |
Latest revision as of 19:16, 21 June 2024
Introduction
Kamen Rider Meteor yells WATAAAHHHH. He can also do it while carrying a big stick.
Meteor is a close-to-mid-range fighter with strong up-close tools, including numerous multi-hitting normals, high combo potential, and devastating damage. His powerful close-range tools are held back by a weak ranged presence and poor defensive stats, but he can make up for it with the use of his Power Up form, Meteor Storm.
Playstyle
Form Select
![KRSCH Meteor Illustration.png](/images/thumb/0/08/KRSCH_Meteor_Illustration.png/130px-KRSCH_Meteor_Illustration.png)
![KRSCH Meteor Storm Illustration.png](/images/thumb/a/ae/KRSCH_Meteor_Storm_Illustration.png/130px-KRSCH_Meteor_Storm_Illustration.png)
Move List
Normal Moves
5LL
5LL
|
---|
5LHH
5LHH
|
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46LLL
4/6LLL
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46LHH
4/6LLL
|
---|
28LL
2/8LL
|
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28LH
2/8LH
|
---|
5HHH
5HHH
|
---|
6HHH
6HHH
|
---|
28HHHH
2/8HHHH
|
---|
jL
jL
|
---|
jH
jH
|
---|
Special Moves
5S
Jupiter Hammer
5S |
---|
46S
Saturn Sorcery
4/6S |
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28S
Mars Breaker
2/8S |
---|
JS
Meteor Strike
jS |
---|
Universal Mechanics
Throw
Throw
4H |
---|
Dash Action
Dash Action Air Dash Air Dash
|
---|
Rider Art
Rider Art Shooting Star Attack Shooting Star Attack
|
---|
Style Action
Style Action Power Up Power Up
|
---|
Combos
- 28HHH > 46LHH > 2S 5S
- Meteor's primary combo. You can swap the 28HHH for 5H if you want an easier time with the link, but it's generally more worth it to get down the link timing from 28HHH. Note that this combo can also be started from a 46S hit at medium distances.
- 5LH > j.LHH > land 5S
- Slightly more damaging follow up to his Aerial Combo than the j.S ender. You want to slightly delay the Aerial Combo so you can land at roughly the same time as your opponent, otherwise they will be able to tech roll and avoid the follow-up.
- 5HH > 46LL > SA > 46LHH > 28LHH > SA > 28HHH > 46LHH > 2SP (Climax Time) > Finale
- A highly situational touch of death combo. Not particularly useful, but does a good job of showcasing how Meteor's combos generally fit together, including with the use of Power Up cancels.
Move List
Normal Moves
Storm 5LL
5LL
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Storm 5LHH
5LHH
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Storm 4/6LL
4/6LL
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Storm 4/6LHHH
4/6LHHH
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Storm 2/8LLL
2/8LLL
|
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Storm 2/8LHHH
2/8LHHH
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Storm 5HHHH
5HHHH
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Storm 6HHH
6HHH
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Storm 2/8HH
2/8HH
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Storm jL
jL
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Storm jH
jH
|
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Special Moves
Storm 5S
Fire Meteor Tornado
5S |
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Storm 46S
Meteor Storm Punisher
4/6S |
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Storm 28S
Meteor Storm Punisher (Zig-Zag)
2/8S |
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Storm JS
Meteor Strike
jS |
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Universal Mechanics
Storm Throw
Throw
4H |
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Dash Action
Dash Action Guard Dash Guard Dash
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Storm Rider Art
Rider Art Shooting Star Attack Shooting Star Attack
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Storm Style Action
Style Action Power Up Power Up
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Combos
insert combos here