Kamen Rider: Super Climax Heroes/PunchHopper: Difference between revisions
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== Introduction == | == Introduction == | ||
[[image:KRSCH_PunchHopper_portrait.png|<center><font size="3"><b>Kamen Rider PunchHopper</b></font></center>|frame|right]] | [[image:KRSCH_PunchHopper_portrait.png|<center><font size="3"><b>Kamen Rider PunchHopper</b></font></center>|frame|right]] | ||
'''Kamen Rider PunchHopper''' | '''Kamen Rider PunchHopper''' used to move like a butterfly and sting like a bee, but upon becoming unemployed, he decided that grasshoppers were cooler than both butterflies and bees. | ||
PunchHopper is among the most by-the-books that rushdown characters get in Super Climax Heroes. With a bevy of strong neutral tools, including powerful forward-moving strings, an absolutely brolic | PunchHopper is among the most by-the-books that rushdown characters get in ''Super Climax Heroes''. With a bevy of strong neutral tools, including powerful forward-moving strings, an absolutely brolic jS and the threat of a fully tracking unblockable Rider Art, PunchHopper is easily able to force his way in and start running powerful mixups with both a very rewarding strike/throw game and the ever-looming threat of the unblockable Rider Punch. | ||
However, with rushdown strengths come rushdown weaknesses. While he's got plenty of tools for forcing his way in, that's not to say it's impossible to stop him - especially if his opponent is armed with a strong projectile or other zoning tools. On top of that, he's got very little in the way of defensive durability, thanks to a fairly painful defense modifier and an average | However, with rushdown strengths come rushdown weaknesses. While he's got plenty of tools for forcing his way in, that's not to say it's impossible to stop him - especially if his opponent is armed with a strong projectile or other zoning tools. On top of that, he's got very little in the way of defensive durability, thanks to a fairly painful defense modifier and an average Guard Gauge size, which is only compounded by the lack of any defensive utility provided by the Speed Up Battle Style. | ||
PunchHopper is recommended for players who want to barrel in with strong approach tools and constantly keep opponents on the back foot with relentless mixups and devastating combos. | PunchHopper is recommended for players who want to barrel in with strong approach tools and constantly keep opponents on the back foot with relentless mixups and devastating combos. | ||
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| intro = [[file:KRSCH_PunchHopper_icon.png|64px]] '''Kamen Rider PunchHopper''' is a pixie rushdown character who forces his way into close range to run powerful mixups. | | intro = [[file:KRSCH_PunchHopper_icon.png|64px]] '''Kamen Rider PunchHopper''' is a pixie rushdown character who forces his way into close range to run powerful mixups. | ||
| pros = | | pros = | ||
* '''Powerful Approach Options:''' PunchHopper isn't lacking in ways to brute-force himself into his preferred range, thanks to both powerful advancing strings and one of a small number of | * '''Powerful Approach Options:''' PunchHopper isn't lacking in ways to brute-force himself into his preferred range, thanks to both powerful advancing strings and one of a small number of jS attacks that gets to be plus on block. | ||
* '''Scary Mixups:''' On top of being able to convert his strike | * '''Scary Mixups:''' On top of being able to convert his strike/throw mixups into big combos with the wall and Clock Up at his disposal, PunchHopper's Rider Art also gives him access to a fully tracking unblockable attack that can force timing mixups from almost any neutral position. | ||
|cons = | |cons = | ||
* '''Linear Movement:''' While there's something to be said for the strength of his tools when he takes to the skies, PunchHopper still has to contend with Super Climax Heroes' numerous powerful zoning tools, meaning that | * '''Linear Movement:''' While there's something to be said for the strength of his tools when he takes to the skies, PunchHopper still has to contend with ''Super Climax Heroes''<nowiki>'</nowiki> numerous powerful zoning tools, meaning that characters who are able to shut down his approach are a real nightmare for him. | ||
* '''Weak Defense:''' PunchHopper's below-average defensive durability, thanks to a weak defence modifier and an average | * '''Weak Defense:''' PunchHopper's below-average defensive durability, thanks to a weak defence modifier and an average Guard Gauge size, is only compounded by the Speed Up Battle Style, which provides very little in the way of immediate defensive utility. | ||
| tablewidth = 80 | | tablewidth = 80 | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
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{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|version=Normal | |version=Normal | ||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,005: | Line 1,003: | ||
|caption= | |caption= | ||
|input=jS | |input=jS | ||
|name= | |name=Swoop Punch | ||
|subtitle= | |subtitle= | ||
|data= | |data= | ||
{{AttackData-KRSCH | {{AttackData-KRSCH | ||
|damage= | |damage= | ||
|guard=Y | |guard=Y | ||
Line 1,060: | Line 1,057: | ||
|hitadv= | |hitadv= | ||
|description= | |description= | ||
PunchHopper airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge. Allows PunchHopper to extend the horizontal range of his | PunchHopper airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge. Allows PunchHopper to extend the horizontal range of his jS, which he certainly isn't complaining about. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=KRSCH_PunchHopper_RA.png | |image=KRSCH_PunchHopper_RA.png | ||
|caption= | |caption=Super Jump | ||
|name=Rider Art | |name=Rider Art | ||
|subtitle= | |subtitle= | ||
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== Combos == | == Combos == | ||
*5HHH RC 2L, 5LH, 6S/ | *5HHH RC 2L, 5LH, 6S/jS | ||
:PunchHopper's most basic midscreen BnB combo. Despite the stagger stun on 2L threatening to make the link fake, 5LH links with ease, allowing this combo to be very meter-efficient. | :PunchHopper's most basic midscreen BnB combo. Despite the stagger stun on 2L threatening to make the link fake, 5LH links with ease, allowing this combo to be very meter-efficient. | ||
*Throw/ | *Throw/jS, 2HH RC 6S | ||
:Basic corner extension after throw or | :Basic corner extension after throw or jS. You'll want to make sure that you're landing the 2H before the camera angle shifts back, otherwise your opponent will be able to tech roll. If you want to save meter, just link directly into 6S. | ||
*Throw/ | *Throw/jS, 2H > Style Action > {6S 6S [jS]xN 6S 2H} > Speed Up ends > jS, 6S | ||
:PunchHopper's devastating corner Clock Up combo. Make sure 2H is the last hit of your Speed Up juggle, as the | :PunchHopper's devastating corner Clock Up combo. Make sure 2H is the last hit of your Speed Up juggle, as the groundbounce allows you to extend with the final jS 6S. | ||
</div> | </div> |
Latest revision as of 12:58, 29 June 2024
Introduction
Kamen Rider PunchHopper used to move like a butterfly and sting like a bee, but upon becoming unemployed, he decided that grasshoppers were cooler than both butterflies and bees.
PunchHopper is among the most by-the-books that rushdown characters get in Super Climax Heroes. With a bevy of strong neutral tools, including powerful forward-moving strings, an absolutely brolic jS and the threat of a fully tracking unblockable Rider Art, PunchHopper is easily able to force his way in and start running powerful mixups with both a very rewarding strike/throw game and the ever-looming threat of the unblockable Rider Punch.
However, with rushdown strengths come rushdown weaknesses. While he's got plenty of tools for forcing his way in, that's not to say it's impossible to stop him - especially if his opponent is armed with a strong projectile or other zoning tools. On top of that, he's got very little in the way of defensive durability, thanks to a fairly painful defense modifier and an average Guard Gauge size, which is only compounded by the lack of any defensive utility provided by the Speed Up Battle Style.
PunchHopper is recommended for players who want to barrel in with strong approach tools and constantly keep opponents on the back foot with relentless mixups and devastating combos.
Form Select
![KRSCH PunchHopper Illustration.png](/images/thumb/e/e7/KRSCH_PunchHopper_Illustration.png/130px-KRSCH_PunchHopper_Illustration.png)
Normal Moves
5LLL
5LLLL
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5LHH
5LH
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4/6LLL
4/6LLLL
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4/6LHH
4/6LH
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2/8LLL
2/8LL
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2/8LHH
2/8LHH
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5HH
5HHHH
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6HHHH
6HH
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2/8HHH
2HH
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jL
jL
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jH
jH
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During Clock Up
Clock Up 5L
5LLLLLLL (Clock Up)
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Clock Up 46L
46LLLLLLLL (Clock Up)
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Clock Up 28L
28LLLL (Clock Up)
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Clock Up 5H
5HHHHHH (Clock Up)
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Clock Up 6H
6HHHH (Clock Up)
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Clock Up 28H
28HHHHH (Clock Up)
|
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Special Moves
5S
Rider Punch (Backfist)
5S |
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DS
Rider Punch (Upper)
any direction + S |
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JS
Swoop Punch
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 Super Jump Super Jump
|
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Style Action
Style Action Speed Up Speed Up
|
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Combos
- 5HHH RC 2L, 5LH, 6S/jS
- PunchHopper's most basic midscreen BnB combo. Despite the stagger stun on 2L threatening to make the link fake, 5LH links with ease, allowing this combo to be very meter-efficient.
- Throw/jS, 2HH RC 6S
- Basic corner extension after throw or jS. You'll want to make sure that you're landing the 2H before the camera angle shifts back, otherwise your opponent will be able to tech roll. If you want to save meter, just link directly into 6S.
- Throw/jS, 2H > Style Action > {6S 6S [jS]xN 6S 2H} > Speed Up ends > jS, 6S
- PunchHopper's devastating corner Clock Up combo. Make sure 2H is the last hit of your Speed Up juggle, as the groundbounce allows you to extend with the final jS 6S.