Kamen Rider: Super Climax Heroes/Saga: Difference between revisions
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'''Kamen Rider Saga''' is the leader of the Checkmate Four, a group of enforcers who punish Fangires that get too buddy-buddy with humans. You're on the list. | '''Kamen Rider Saga''' is the leader of the Checkmate Four, a group of enforcers who punish Fangires that get too buddy-buddy with humans. You're on the list. | ||
Saga is without question one of the most fearsome characters in ''Super Climax Heroes'', with terrifying space control tools that lead into some of the most devastating combos in the game. With the dominant | Saga is without question one of the most fearsome characters in ''Super Climax Heroes'', with terrifying space control tools that lead into some of the most devastating combos in the game. With the dominant jH, a terrifying jS, a whole slew of long-ranged normals and even a ranged unblockable hitgrab, Saga has the tools to keep his opponents at bay and scared into submission. However, his tools are somewhat on the slow side to compensate for their range, meaning he can have a somewhat harder time on defence compared to some other characters, and while powerful, his Striker is incredibly linear with a large blind spot, rendering its primary use in combos and not much else. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = [[file:KRSCH_Saga_icon.png|64px]] '''Kamen Rider Saga''' locks opponents down with potent space control tools in order to set up ambiguous mixups and devastating combos. | | intro = [[file:KRSCH_Saga_icon.png|64px]] '''Kamen Rider Saga''' locks opponents down with potent space control tools in order to set up ambiguous mixups and devastating combos. | ||
| pros = | | pros = | ||
* '''Dominating Space Control:''' Saga's grounded whip normals have great range and are hugely rewarding on hit. Doubly so for | * '''Dominating Space Control:''' Saga's grounded whip normals have great range and are hugely rewarding on hit. Doubly so for jH, which is bar none one of the best ranged pokes in the game. | ||
* '''Excellent Combos:''' Saga is able to turn most hits into powerful combos, especially with the help of his | * '''Excellent Combos:''' Saga is able to turn most hits into powerful combos, especially with the help of his striker to further extend damage. | ||
|cons = | |cons = | ||
* '''Poor Defence:''' Saga has to do what all long-range monsters do — trade away range for speed. While some of his tools are fast enough to poke with reasonable consistency, his lack of fast close-range tools leaves his defence somewhat lacking. | * '''Poor Defence:''' Saga has to do what all long-range monsters do — trade away range for speed. While some of his tools are fast enough to poke with reasonable consistency, his lack of fast close-range tools leaves his defence somewhat lacking. | ||
* '''Limited Striker:''' While | * '''Limited Striker:''' While Saga's striker can be used to extend combo pickups into devastating damage, the limited space it covers means that it sees decidedly less use in pressure and on defence. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
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*DS > 2HH > SA > DS/[j.S]x2 | *DS > 2HH > SA > DS/[j.S]x2 | ||
:Basic pickup from DS that also showcases SA extensions. Use DS when midscreen, [j.S]x2 when close to the corner. | :Basic pickup from DS that also showcases SA extensions. Use DS when midscreen, [j.S]x2 when close to the corner. | ||
*6S > 2HH > SA > j.S x2 | |||
:Can also Rider Finale instead of SA | |||
*5LH > j.LLHS > SA > j.S > Climax Time > Rider Finale | |||
:Mid screen TOD, does not work in the corner | |||
</div> | </div> | ||
== Navigation == | == Navigation == |
Latest revision as of 13:12, 29 June 2024
Introduction
Kamen Rider Saga is the leader of the Checkmate Four, a group of enforcers who punish Fangires that get too buddy-buddy with humans. You're on the list.
Saga is without question one of the most fearsome characters in Super Climax Heroes, with terrifying space control tools that lead into some of the most devastating combos in the game. With the dominant jH, a terrifying jS, a whole slew of long-ranged normals and even a ranged unblockable hitgrab, Saga has the tools to keep his opponents at bay and scared into submission. However, his tools are somewhat on the slow side to compensate for their range, meaning he can have a somewhat harder time on defence compared to some other characters, and while powerful, his Striker is incredibly linear with a large blind spot, rendering its primary use in combos and not much else.
Form Select
![KRSCH Saga Illustration.png](/images/thumb/1/1e/KRSCH_Saga_Illustration.png/130px-KRSCH_Saga_Illustration.png)
Move List
Normal Moves
5LLL
5LLL
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5LHH
5LHH
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4/6LLL
4/6LLL
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4/6LHH
4/6LHHHH
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2/8LLL
2/8LLLL
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2/8LHH
2/8LHH
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5HH
5HH
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6HHH
6HHHH
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2/8HH
5LLL
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jL
jL
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jH
jH
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Special Moves
Universal Mechanics
Throw
Throw
4H |
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Dash Action
Dash Action
Guard Dash |
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Rider Art
Rider Art Super Jump Super Jump
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Style Action
Support Attack
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Combos
- 6HH > RC > 5S > 2HH
- Saga's bread and butter combo that you can build from and to most everything. Very easy to convert into from most other pokes that don't knock down, and even combos from j.H at closer ranges. Can extend into SA call from the third hit of 2HH.
- DS > 2HH > SA > DS/[j.S]x2
- Basic pickup from DS that also showcases SA extensions. Use DS when midscreen, [j.S]x2 when close to the corner.
- 6S > 2HH > SA > j.S x2
- Can also Rider Finale instead of SA
- 5LH > j.LLHS > SA > j.S > Climax Time > Rider Finale
- Mid screen TOD, does not work in the corner