Kamen Rider: Super Climax Heroes/V3: Difference between revisions
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![KRSCH V3 Illustration.png](/images/thumb/8/86/KRSCH_V3_Illustration.png/130px-KRSCH_V3_Illustration.png)
Kamen Rider V3
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* '''Powerful Neutral:''' V3 has two distinct special moves that advance and attack safely, making it easy for him to muscle in and whiff punish opponents. | * '''Powerful Neutral:''' V3 has two distinct special moves that advance and attack safely, making it easy for him to muscle in and whiff punish opponents. | ||
* '''Riderman:''' V3's striker | * '''Riderman:''' V3's striker gives him regular access to powerful unblockable setups and combo extensions. | ||
|cons = | |cons = | ||
* '''Short Ranged Normals:''' While his attacks are good for other reasons, V3 can have a hard time attacking with them at middle ranges. | * '''Short Ranged Normals:''' While his attacks are good for other reasons, V3 can have a hard time attacking with them at middle ranges. | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
A double-kick. | A double-kick. Has enough hitstun to link into 5L. | ||
}} | }} | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
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====== <font style="visibility:hidden" size="0"> Style Action </font> ====== | ====== <font style="visibility:hidden" size="0"> Style Action </font> ====== | ||
{{MoveData | {{MoveData | ||
|image=KRSCH_V3_SA.png | |image=KRSCH V3 Riderman Illustration.png | ||
| | |caption= | ||
|image2=KRSCH_V3_SA.png | |||
|caption2=Support Attack | |||
|name=Style Action | |name=Style Action | ||
|subtitle= | |subtitle= | ||
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|hitadv= | |hitadv= | ||
|description= | |description= | ||
V3 calls Riderman, who fires an unblockable hookshot, staggering the opponent | V3 calls Riderman, who fires an unblockable hookshot, staggering the opponent and then pulling them in for a hard knockdown. This costs 2 stocks of the Rider Gauge, or 4 stocks when executed from hitstun. | ||
Riderman is an indispensible tool for V3. He opens up unblockable setups, extends combos, and can even stop the opponent's aggression in a pinch by forcing them to evade Riderman. | Riderman is an indispensible tool for V3. He opens up unblockable setups, extends combos, and can even stop the opponent's aggression in a pinch by forcing them to evade Riderman. |
Latest revision as of 17:51, 17 June 2024
Introduction
Kamen Rider V3 is the first version of Kamen Rider with a GUI that really caught on.
V3 excels at playing steady neutral and whiff punishing the opponent using his range of advancing specials and fast normals. Normally, that would be pretty nice, but not quite enough to make a character really strong. Thankfully, V3 brought backup.
V3 is the only Showa-era Kamen Rider who uses the Support Attack style. His striker summons Riderman to fire an unblockable hookshot, which V3 is able to reliably exploit to extend his damage and create unblockable setups.
Playstyle
Form Select
![KRSCH V3 Illustration.png](/images/thumb/8/86/KRSCH_V3_Illustration.png/130px-KRSCH_V3_Illustration.png)
Move List
Normal Moves
5LLL
5LLL
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5LH
5LHH
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4/6LL
4/6LL
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4/6LHH
4/6LHH
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2/8LLL
2/8LLL
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2/8LH
2/8LH
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5HHH
5HHH
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6HH
6HH
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2/8HH
2/8HH
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jL
jL
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Special Moves
5S
V3 Dengeki Chop
5S |
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DS
V3 Kaiten Kick
Any direction + S |
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JS
V3 Spinning Kick
jS |
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Universal Mechanics
Throw
Throw
4H |
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Dash Action
Dash Action Air Dash Air Dash
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Rider Art
Rider Art Finisher Mode Finisher Mode
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Style Action
Style Action Support Attack Support Attack
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Combos
- 5LH > 5S/dS
- 5LH > Style Action (Riderman) > 5S > Riderman hits > 5S
- 5LH > Rider Finale
- Combos from V3's launcher string.
- 5H > 5LH > 5S
- 2/8LL > 5LH > 5S
- V3's ground link combos. Of these two starters, 5H deals a lot more damage. You can also link Rider Finale from any grounded link starter.
- 2/8H > RC > 5H > 5LH > 5S
- 6H > RC > 5H > 5LH > 5S
- Combos using advancing normals to start a combo, then RC into a link combo.
- 4/6LH > Style Action (Riderman) > 5S > 5S
- 6H > Style Action (Riderman) > 5S > 5S
- 2/8H > Style Action (Riderman) > 5S > 5S
- Other Riderman combos from a ground string that recover with enough time to get two specials.
- From 4/6LH, call Riderman as the third hit connects.
- From 6H, call Riderman immediately after pressing 6H.
- From 2/8H, call Riderman after the second hit connects.