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__NOTOC__
== Why are the Japanese Rules Different? ==
== Introduction ==
[[image:KRSCH_W_portrait.png|<center><font size="3"><b>Kamen Rider W</b></font></center>|frame|right]]
'''Kamen Rider W''' is here for when you just need two men.


W PLACEHOLDER TEXT
If you've watched Japanese match footage at all, you've probably noticed that they have a much longer ruleset than the one played in the English-speaking scene. Most notably, they ban a whopping 13 characters, while we only ban 5 as of time of writing.


<tabber>
The main reason for this is just a difference in philosophy; English-speaking players tend to prefer the game being extremely silly, and because we haven't gotten to run many tournaments for Super Climax Heroes yet, we value proving for ourselves that we *have* to ban something before we do ban it. Make no mistake, long-time Japanese players of this game have tons of experience, and they might have an undeniable point, but we just want to find out for ourselves.
|-|Form Change Style=
In this variation, W has free control over transforming the left and right side of their body, using a special UI to change. You can think of it as their right side determining his weapon, while their left side determines its properties.


W's right side has access to these forms:
As a secondary reason, the Japanese scene is basically operating under house rules, and they can make whatever rules they want to. It's not a matter of which ruleset is better; their ruleset serves their needs very well! It's just a fact that the English-speaking scene is structured differently. Because we're theoretically running tournaments with a prize pool, we have to be VERY clear about what our rules are, and having a more complicated ruleset makes enforcing that ruleset during a tournament much more difficult.
* '''<span style="color: indigo">Joker</span>''' (Black/Purple J) uses unarmed melee attacks.
* '''<span style="color: silver">Metal</span>''' (Silver M) wields a pole.  
* '''<span style="color: blue">Trigger</span>''' (Blue T) wields a gun, and focuses more on zoning.


W's left side has access to these forms:
So with all that in mind, let's take a look at the Japanese ruleset, separate out the points on which our rulesets differ, and then break down why exactly we disagree on each one.
* '''<span style="color: green">Cyclone</span>''' (Green C) uses wind, and has an emphasis on speed and multi-hitting attacks.
* '''<span style="color: red">Heat</span>''' (Red H) uses fire. It features Super Armor and can be thought of as W's "power" type.
* '''<span style="color: gold">Luna</span>''' (Yellow L) is stretchy and bendy, lending range and tracking to its forms.


While W has a wide range of available moves thanks to the way they transform, they have access to a very limited number of them at any given time. Most of W's combinations have two strings and one special move, and many of them are also pretty incomplete character designs. However, W has a few notably strong combinations that benefit from having powerful simple tools:
----


* You're probably here for '''<span style="color: green">Cyclone</span><span style="color: silver">Metal</span>''', a simple rushdown character who spins a rod to deal massive damage and pressure the guard gauge.
Match Options
* '''<span style="color: green">Cyclone</span><span style="color: indigo">Joker</span>''' is a somewhat basic close-range fighter with some fun tricks up their sleeve. This form is treated as W's base form in Power Up style, and can be useful for Form Change as well thanks to its relatively high mobility.
* Climax Time Off
* '''<span style="color: green">Cyclone</span><span style="color: blue">Trigger</span>''' fires linear projectiles that move quickly and hit hard. A basic powerful zoner that can also serve as a battery, building Rider Gauge for W's other forms.
* at least 2/3, 3/5 preferred
* '''<span style="color: gold">Luna</span><span style="color: blue">Trigger</span>''' uses homing projectiles that drain the Rider Gauge on hit to banish your opponent to the no fun zone, ie fullscreen and out of meter. This form is one of Super Climax Heroes' strongest characters, and is generally banned.
* No Time Limit
* Attack Power Normal
* Final Reflect Off


{{StrengthsAndWeaknesses
Banned Techniques
| intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (Form Change)''' chooses the best form for the situation and beats the opponent down with simple and powerful tools.
* Tag Style (Meteor Fusion States appears to be perfectly legal)
| pros =
* Unburstable Combo from Rider Art
* '''Flexibility:''' W is able to choose on the fly between going in with CycloneMetal and CycloneJoker, and keeping out with CycloneTrigger.
* Bugs That Remove Hitboxes/Hurtboxes
* '''Damaging Combos:''' CycloneMetal is infamous for its ability to melt life bars with a very simple RC loop.
* Infinite Speed Up Bug
* '''Invulnerable Form Change:''' Because W has invulnerable frames while transforming, they can create opportunities by causing their opponent's attacks to whiff unexpectedly.
* Throw Break Rider Cancel
|cons =
* Finisher Cancel
* '''Form Change Menuing:''' It can be awkward, especially for newer W players, to quickly switch to the intended form in the middle of fighting your opponent.
* Freeze Bugs
* '''Individual Forms are Extremely Linear:''' W has a very limited range of attacks in any given form, and is often relying on just running the opponent over with brute force.
* '''LunaTrigger is Tournament-Banned:''' This may pose a problem if you're playing in a tournament and accidentally switch to LunaTrigger.
| tablewidth = 80
}}


|-|Power Up Style (CycloneJokerXtreme)=
Banned Characters
* W LunaTrigger
* Skull
* Wizard Hurricane Style
* Fourze (Support Attack)
* Faiz (Speed Up)
* Agito (Support Attack)
* Garren
* Ibuki
* Drake
* Zanki
* Den-O (Support Attack + Gun Form)
* Zeronos
* Saga


In this variation, W can transform into an evolved form of CycloneJoker, called CycloneJokerXtreme.
=== Climax Time (ENG ON, JP OFF) ===


In gameplay terms, Xtreme is a bit of a mixed bag. Xtreme's unique special attacks are somewhat gimmicky, forcing them to play more standard neutral and pressure. Xtreme also has a more fleshed out set of normals using a sword, but many of these normals also leave a little bit to be desired.
Climax Time isn't particularly divisive in the ENG scene, but there are a number of valid reasons to want it gone.


In return, this form is also capable of very high damage, and having the Power Up style is a defensive boon. Xtreme also gains an unblockable Rider Art Followup that's useful to catch opponents slacking.
# Climax Time interacts with the whole concept of meter usage in a bit of a silly way. A character being meter reliant in SCH doesn't actually mean very much with Climax Time on, because you're almost always going to each be handed a full bar for free 2-3 times per match. This also exaggerates the strength difference between characters who have powerful metered options and those who don't.
# Climax Time commonly takes combos over the top. Rounds that would otherwise play through multiple openings can often be decided by a single opening when Climax Time is turned on, and this is especially true with some of our other current rules.
# It's very difficult to intentionally prevent Climax Time from happening even while you're in the driver's seat, making matches more volatile. The health threshold at which it kicks in is quite high, and bursts are plentiful in SCH.
# Some characters play in a really difficult way to contest once Climax Time is on, especially Support Attack characters who can charge meter while their striker attacks independently. Paired with some of the strongest strikers in this game, this can become a real nightmare. Being clear, this tactic is why Fourze Magnet States is banned even without Climax Time, but other characters approach his level specifically during Climax Time.


Xtreme comes recommended to players who enjoy CycloneJoker the most out of W's forms.
At least for now, it seems like we just enjoy Climax Time as a matter of preference. Broadly speaking, we find the things it enables fun, and who doesn't like spending a lot of meter?


When choosing Power Up Style, W's base form is CycloneJoker.
=== Time Limit (ENG 90 seconds, JP infinite) ===


{{StrengthsAndWeaknesses
Being frank, infinite time as a setting for a tournament that has to run on schedule is just untenable. There's a 0% chance we adopt infinite time.
| intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (Power Up Style)''' PLACEHOLDER
| pros =
* '''High Damage:''' Although Xtreme doesn't hit quite as hard as W can in Form Change style, they still have access to touch of death combos via Power Up's damage unscaling.
* '''Unblockable Rider Art:''' Xtreme's Rider Art Followup is an unblockable, helping them to open up defensive opponents.
* '''Power Up Style:''' Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming.
|cons =
* '''Long Recovery on Many Attacks:''' Many of Xtreme's attacks have very lengthy recovery.
* '''Questionable Signature Tools:''' Xtreme's armored beam is also very slow to come out and easily interrupted by an aware opponent.
| tablewidth = 80
}}
|-|Assault Style (FangJoker)=


This version of W trades off the versatility of switching forms for a single Assault-style form.
With that said, the timer can result in some really frustrating time-up plays at shockingly high timer counts, and forcing someone to win by draining a life bar makes some amount of sense as a house rule, though I'd debate whether infinite time doesn't actually encourage you to run away and frustrate your opponent even more. If any of these cases become a problem, we're prepared to address them individually.


Rather than a powerup, it's best to think of FangJoker as a totally different character. This form boasts an exceptionally goofy homing projectile and very long grounded strings.
=== Final Reflect (ENG ON, JP OFF) ===


{{StrengthsAndWeaknesses
I think this one is just a matter of preference. The mechanics of Final Reflect itself are healthier than you might think at first, and I'd like to break down what Final Reflect *doesn't* do a little bit.
| intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider W (FangJoker)''' PLACEHOLDER
| pros =
* '''Tracking Projectile:''' FangJoker's Shoulder Blade is a bizarre projectile that hits and re-tracks multiple times, and can be difficult to navigate around.
* '''Excellent Strings:''' Using their wide range of long strings and link combos, FangJoker pressures the guard gauge and does long meter-efficient combos.
* '''Resource Gain:''' Thanks both to having such long strings and using the Assault Style, FangJoker has no trouble gaining lots of Rider Gauge to bolster their offense.
|cons =
* '''Awkward Normals:''' Some of FangJoker's grounded strings are held back somewhat by their starters being either slow or short range.
* '''Middling Damage:''' FangJoker often struggles to end the match in a single guard crush opening the way similar characters like Eternal can.
| tablewidth = 80
}}
|-|Assault Style (Joker & Cyclone)=


This form of W trades off the versatility of switching forms for a single Assault form, and in doing so becomes... mostly a much worse version of CycloneJoker.
* Final Reflect requires neither player to be in hitstun, so Final Reflect doesn't affect combos into Finale at all.
* Final Reflect is not the only way for a player to escape a Finale once it's been initiated. You can RC, guard cancel, or Burst post-freeze, which does require timing, but is consistently available.
* Final Reflect doesn't really affect the situations in which a Finale would normally hit or whiff, ie whether it would be a good idea to use your Finale independent of Final Reflect. Remember, Finale is not a proper reversal. You probably shouldn't be using it as a panic button anyway.


Joker trades pretty much all of W's usable tools for very swaggy combos. He's not very strong, but at least he's cool!
Assuming this is just preference and there's not something really broken we're just not aware of, I believe Final Reflect to have the following impacts on a match:


You can also pick Joker on his own without Cyclone, but the only real effect of doing this is that you don't have a Rider Art Followup, so you probably shouldn't do that besides to sandbag.
* Whiff or block punishing a non-RC-able move with a super to close out the game becomes much worse, since there's a chance you get outmashed on the Final Reflect.
* Final Reflect itself takes a *lot* of time. Adding in a whole Finale animation, it's easy to see it killing the pace in an intense match, especially if that Finale then doesn't kill and you have to keep playing afterwards.
* You have to mash a little more than otherwise. This isn't a huge problem, but other games that have pervasive mashing have a genuine accessibility problem, so I think it's worth noting.


{{StrengthsAndWeaknesses
While we may one day have a conversation on whether to turn off Final Reflect, we're certainly not there right now, and it doesn't really feel like it's hurting anyone.
| intro = [[file:KRSCH_W_icon.png|64px]] '''Kamen Rider Joker & Cyclone''' PLACEHOLDER
| pros =
* '''Huh?:'''
|cons =
* '''Low Damage:'''
* '''Slow Attacks:'''
* '''No Gimmicks:'''
* ''':'''
| tablewidth = 80
}}
</tabber>


== Form Select ==
=== Unburstable Combos from Rider Art (ENG allowed, JP banned) ===
<div style="top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[image:KRSCH_W_CycloneJoker_Illustration.png|130px|link=]]<br><center>'''CycloneJoker'''</center></div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[image:KRSCH_W_CycloneMetal_Illustration.png|130px|link=]]<br><center>'''CycloneMetal'''</center></div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[image:KRSCH_W_CycloneTrigger_Illustration.png|130px|link=]]<br><center>'''CycloneTrigger'''</center></div>
<div id="movelist-toggle-4" class="movelist-toggle-button">[[image:KRSCH_W_HeatJoker_Illustration.png|130px|link=]]<br><center>'''HeatJoker'''</center></div>
<div id="movelist-toggle-5" class="movelist-toggle-button">[[image:KRSCH_W_HeatMetal_Illustration.png|130px|link=]]<br><center>'''HeatMetal'''</center></div>
<div id="movelist-toggle-6" class="movelist-toggle-button">[[image:KRSCH_W_HeatTrigger_Illustration.png|130px|link=]]<br><center>'''HeatTrigger'''</center></div>
</div>
<div style="top: 0; display: flex; justify-content: center; background-color: #cacace;" class="movelist-toggles">
<div id="movelist-toggle-7" class="movelist-toggle-button">[[image:KRSCH_W_LunaJoker_Illustration.png|130px|link=]]<br><center>'''LunaJoker'''</center></div>
<div id="movelist-toggle-8" class="movelist-toggle-button">[[image:KRSCH_W_LunaMetal_Illustration.png|130px|link=]]<br><center>'''LunaMetal'''</center></div>
<div id="movelist-toggle-9" class="movelist-toggle-button">[[image:KRSCH_W_LunaTrigger_Illustration.png|130px|link=]]<br><center>'''LunaTrigger'''</center></div>
<div id="movelist-toggle-10" class="movelist-toggle-button">[[image:KRSCH_W_CycloneJokerXtreme_Illustration.png|130px|link=]]<br><center>'''CycloneJokerXtreme'''</center></div>
<div id="movelist-toggle-11" class="movelist-toggle-button">[[image:KRSCH_W_FangJoker_Illustration.png|130px|link=]]<br><center>'''FangJoker'''</center></div>
<div id="movelist-toggle-12" class="movelist-toggle-button">[[image:KRSCH_W_Joker_with_Cyclone_Illustration.png|130px|link=]]<br><center>'''Joker'''</center></div>
</div>
<div id="movelist-1" class="movelist"><!-- CycloneJoker Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">CycloneJoker 5LLLLL</font> ======
{{MoveData
|image=KRSCH_W_CycloneJoker_5L.png
|image2=KRSCH_W_CycloneJoker_5LL.png
|image3=KRSCH_W_CycloneJoker_5LLL.png
|image4=KRSCH_W_CycloneJoker_5LLLL.png
|image5=KRSCH_W_CycloneJoker_5LLLLL.png
|caption=
|name=5LLLLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing high kick with very quick startup.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


}}
Some cinematic Rider Arts allow a combo followup, but also turn off burst for the rest of the combo. This benefits exactly Kabuto (Base Form), Hibiki (Base Form), Den-O (Super Climax Form), Fourze (Fusion States), and Kiva (Base Form).
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


}}
(There's a couple of adjacent cases worth noting as well. There's also some tech using the Showa Riders' Finisher Mode to turn off burst. We haven't played with this too much to attempt to break it, and in theory it's less of a problem anyway since they would still have to play through damage scaling in a way that the aforementioned Rider Arts would ignore. Another special case is Ultimate Kuuga, who has a combo from Rider Art, but for whatever reason, his Rider Art doesn't turn off burst, so there's no need to address his.)
{{AttackData-KRSCH
|version=5LLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


}}
The primary reason we allow this currently is that the combos are cool and we like them. It's not that deep.
{{AttackData-KRSCH
|version=5LLLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Knocks the opponent away on hit.
}}
}}


====== <font style="visibility:hidden" size="0">CycloneJoker 5LHH</font> ======
There are a lot of good arguments to implement a rule limiting these combos from Rider Art, however, and I'd like to run those down here:
{{MoveData
|image=KRSCH_W_CycloneJoker_5L.png
|image2=KRSCH_W_CycloneJoker_5LH.png
|image3=KRSCH_W_CycloneJoker_5LHH.png
|caption=
|name=5LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


}}
# Every character who benefits from this is really, really strong, and it's not that those characters are strong *because* they have an unburstable combo. If we ban these combos completely, I think it's a safe bet that all of them remain top tier, and even their Rider Arts remain a cornerstone of their respective gameplans.
{{AttackData-KRSCH
# Cinematics ignore damage scaling, so these combos are able to deal an absurd amount of damage on top of being unburstable. It's very likely that being hit by these Rider Arts means you just lost on the spot, especially factoring in that you only need to reach Climax Time to get the rest of the meter you need to finish the kill combo.
|version=5LH
# These Rider Arts are all really strong moves in their own right. They're all unburstable once they hit and deal massive damage, while being pretty inexpensive to use, and being optional after using Rider Art as a movement option. Den-O's and Fourze's are both also unblockable, and Kabuto's can be made to hit as a crossup. As a result, matches with these characters become much more passive; even the smallest commitment becomes a genuine risk that you just lose.
|header=no
# With Climax Time on, it's even more likely that these Rider Arts result in a situation where you die instantly. Without Climax Time, it's possible that these characters run out of meter before they kill you, but with Climax Time, it becomes a sure bet that they will have enough meter to kill you instantly at some point throughout the match, and it even becomes possible to hit a Rider Art from low meter that triggers Climax Time, minimizing the role meter management plays in reaching that situation. We could have to choose between Rider Art combos and Climax Time as a result.
|damage=
# With the exception of Fourze (Meteor Fusion States), every character who benefits from this uses the Power Up style, which means they're already extremely hard to land an equally fatal combo on since they can regularly burst and spend meter to refill their Guard Gauge. This means that you're constantly betting your life against them, and unless you're playing a character who also has access to this, they just plain aren't.
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A launcher variant of 5LL that uses the same animation. Can be followed up with a Combo Jump into its aircombo followup string, jLHS.
}}
{{AttackData-KRSCH
|version=5LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An alternate followup to 5LH that knocks the opponent away to the side on hit.
}}
}}
====== <font style="visibility:hidden" size="0">CycloneJoker 5HHHHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneJoker_5H.png
|image2=KRSCH_W_CycloneJoker_5HH.png
|image3=KRSCH_W_CycloneJoker_5HHH.png
|image4=KRSCH_W_CycloneJoker_5HHHH.png
|image5=KRSCH_W_CycloneJoker_5HHHHH.png
|caption=
|name=5HHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing jab with far more range than it looks. This is CycloneJoker's best string starter, thanks to its speed, range, and having a slightly better string followup to 5L.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


}}
For the time being, unburstable combos from Rider Art are going to be broadly allowed, but we're keeping a close eye on them until such a point as we can accurately assess whether they are truly match-determinative as often as it seems they might be.
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


}}
=== Throw Break Rider Cancel (ENG allowed, JP banned) ===
{{AttackData-KRSCH
|version=5HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=


}}
The reason the Japanese scene bans this is likely because it allows you to turn a throw break into an unblockable on your opponent and results in passive checkmate scenarios. In theory, allowing this might lead to more passive play.
{{AttackData-KRSCH
|version=5HHHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A hopping kick that knocks the opponent away to the side on hit.


This normal is technically airborne during the later frames of its startup. CycloneJoker can use this to RC the early frames of startup and use an air attack, most usefully either jH to continue a grounded combo or blockstring, or jS to end one with a special.
In practice, it's really easy to RC your throw break on accident, especially since you can OS throw and the RC button in order to either break a throw or guard cancel depending on what your opponent did. As such it's really difficult to enforce, so for now our best option appears to be to just let it rock.
}}
}}


====== <font style="visibility:hidden" size="0">CycloneJoker jL</font> ======
=== Finisher Cancel ===
{{MoveData
|image=KRSCH_W_CycloneJoker_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds out their knee. A mostly standard jumping attack with active frames until landing, except that for some reason W's jL launches the opponent on hit. This is mostly a bad thing, as it destabilizes your combo followup. It also does less damage than jH, which doesn't knock down.
}}
}}


====== <font style="visibility:hidden" size="0">CycloneJoker jH</font> ======
While we are banning this now, as of time of writing, this is a recent development, so I want to lay out why.
{{MoveData
|image=KRSCH_W_CycloneJoker_jL.png
|caption=
|name=jH
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds out their knee. A standard jumping attack with active frames until landing, dealing more damage than jL and leaving a grounded opponent standing. Your go-to jumping normal.
}}
}}


=== Special Moves ===
Finisher Cancel allows all Showa Riders to do a 0f superfreeze unblockable at the cost of 1-3 stocks of Rider Gauge, depending on which Rider we're talking about. This technique is debatably fair, and it's really funny at least the first time you see it, hence why it was briefly allowed.
====== <font style="visibility:hidden" size="0">CycloneJoker 5S</font> ======
{{MoveData
|image=KRSCH_W_CycloneJoker_5S.png
|caption=
|input=5S
|name=Rising Attack
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W rides a tornado up into the air, hitting up to 6 times. After reaching their apex, W is able to use any air action.


This is a bit of an unusual move, but it has its uses. Because it hits 360 degrees around W and rises into the air, it can be used to cover the opponent's approaches. It's also not especially bad to whiff in many matchups, because W recovers in the air and can't be punished grounded, making it a usable defensive attack.
Ultimately, whether it's fair doesn't factor into why we're banning it. It is really unfun to play against, since the appropriate counterplay is to just do nothing until your opponent tries and fails to hit you with an unblockable, then run away with the life lead once you have it. This gameplay is really undesirable even if we all did agree that the better player wins every single match with it in play, and there's definitely an argument to the contrary.


Another useful tactic when whiffing this attack is to whiff a jS if your opponent is close by, and especially if they've moved to the side. W's facing will not change once they go into the air, and jS covers a ton of distance, so you can make yourself safer by fleeing to long range.
Another strong argument to ban it is that it takes a really, really long time. Even if you run forward directly into the unblockable, you still have to sit through the Showa narration. Even so, properly played matches with Showa Riders often go to time up even without the Showa Rider ever triggering the narration.


Note that the opponent is able to air tech shortly after being hit by this, so although it's possible to do a guaranteed combo into jS, it's not very stable at variable heights.
Lastly, because it turns off many projectile effects, some characters are disproportionately affected by it. In particular, Saga loses almost his entire moveset until he can trigger another superfreeze. We don't really want that kind of counterpick dynamic to exist in the game.
}}
}}


====== <font style="visibility:hidden" size="0">CycloneJoker 4/6S</font> ======
=== Banned Characters ===
{{MoveData
|image=KRSCH_W_CycloneJoker_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Cyclone)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Cyclone Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W is surrounded by wind, and gains a massively increased amount of Rider Gauge from all sources, including Gauge Charge.


It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
W (LunaTrigger), Skull, Wizard (Hurricane), Fourze (Support Attack) and Faiz (Speed Up) are pretty non-negotiable. These characters are currently banned in the English-speaking scene as well.
}}
}}


====== <font style="visibility:hidden" size="0">CycloneJoker JS</font> ======
The rest are all on watch, but we still want to give them a chance. The Japanese scene might be slightly overrating some of these characters, and in some cases, they may just not want to play against them. It doesn't really hurt us to put these things through their paces while fully aware of the arguments to ban each of these characters.
{{MoveData
|image=KRSCH_W_CycloneJoker_jS.png
|caption=
|input=jS
|name=Diving Kick
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A divekick with an extremely wide angle. Its long reach makes it especially useful as a punisher at long range or to move around the screen quickly.
}}
}}


== Universal Mechanics ==
* '''Agito (Support Attack)''' is a pretty solid point character with a really great striker. Some of the places Agito can hit you with his striker feel pretty unfair, for example as a combo after he bursts. It remains unclear if this means he's unfair levels of strong, however, or if it's reasonable to expect players to outpace him.
====== <font style="visibility:hidden" size="0">CycloneJoker Throw</font> ======
* '''Garren, Ibuki, and Drake''' each have a similarly strong Dash Action that makes them potent hard zoners who often don't have to commit to any risky options. They also all have combos that are very difficult (if not impossible) to burst without taking additional damage, all of which are strong enough to outright kill you. Most English-speaking players think Garren isn't particularly strong even with that loop. Ibuki and Drake, however, are really strong, and each bring other reasons that a ban might be warranted in the future.
{{MoveData
* '''Zanki and Den-O (Support Attack + Gun Form)''' each have access to strong strikers with long durations. They can each play very passively by using a striker and then charging their Rider Gauge while the opponent deals with that. This pattern of play is enough of a reason to ban Fourze (Support Attack), but we want to make sure it's warranted on these characters as well.
|image=KRSCH_W_CycloneJoker_Throw.png
* '''Saga''' is definitely strong. He has powerful long-range attacks to whittle an opponent down, and he can use his striker to set up checkmate situations really easily once he gets rolling. We're sure that he is very strong, just not sure that he's ban-worthy.
|caption=
* '''Zeronos''' was banned due to the way his Power Up works. We agree that this is an unacceptable technique, but we're implementing a rule to stop him from abusing this instead for now, since the rest of the character seems acceptable.
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJoker Dash Action</font> ======
{{MoveData
|image=KRSCH_W_CycloneJoker_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.  
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJoker Rider Art</font> ======
{{MoveData
|image=KRSCH_W_CycloneJoker_RA.png
|caption=High-Speed Dash
|name=Rider Art
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing <u>Rider Art</u> or <u>Special Attack</u> at no additional cost.
 
This Rider Art Followup is a strike, using 5LL's animation, and launches a cinematic on hit. It is useful as a whiff punish or combo ender thanks to its high damage.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJoker Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*[5HHHHH (4) > RC > jH] repeat xN > 5S > jS
:CycloneJoker's standard RC loop. This combo uses 5HHHHH's airborne frames to add a jH for optimal meter gain and damage.
 
*5HHHHH (4) > RC > jH > 5HHHH > RC > Rider Art Follow-up
:A combo into Rider Art Followup that can be done starting from 1.5 stocks of Rider Gauge. Due to damage scaling, it's best not to use more than one RC loop before ending in Rider Art Followup.
</div>
<div id="movelist-2" class="movelist"><!-- CycloneMetal Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">CycloneMetal 5LLL</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_5L.png
|image2=KRSCH_W_CycloneMetal_5LL.png
|image3=KRSCH_W_CycloneMetal_5LLL.png
|caption=
|name=5LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A quick 2-hit poke. Has excellent recovery and is hit-confirmable, making it a great way to start offense.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
String filler. Mostly useful to RC into 5H.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A sweep that launches the opponent very low to the ground on hit.
}}
}}
====== <font style="visibility:hidden" size="0">CycloneMetal 5HHHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_5H.png
|image2=KRSCH_W_CycloneMetal_5HH.png
|image3=KRSCH_W_CycloneMetal_5HHH.png
|image4=KRSCH_W_CycloneMetal_5HHHH.png
|caption=
|name=5HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W spins the rod for two hits.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W spins the rod for two more hits. This part of the string has the best recovery and hitstun, allowing a link into 5L, 5S, or Rider Finale if you so choose.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W spins the rod for two more hits.
}}
{{AttackData-KRSCH
|version=5HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W spins the rod for two final hits. Only the second hit knocks the opponent away on hit, so this string is still useful as a combo extension with RC.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneMetal jL</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds the rod out. Has a lot of active frames, but is not active until landing.
 
jH is identical to this attack, but deals more damage.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">CycloneMetal 5S</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_5S.png
|caption=
|input=5S
|name=Wall of Wind
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W spins the rod for 6 hits, knocking the opponent down. A quick and damaging special that can be useful to end combos.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneMetal 4/6S</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Cyclone)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Cyclone Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W is surrounded by wind, and gains a massively increased amount of Rider Gauge from all sources, including Gauge Charge.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneMetal JS</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_jS.png
|caption=
|input=jS
|name=Diving Rod Thrust
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A diving attack with the rod.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">CycloneMetal Throw</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneMetal Dash Action</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneMetal Rider Art</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_RA.png
|caption=
|name=Rider Art
|subtitle=Super Jump
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneMetal Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*5HH > 5LLL
*5HH > 5S
*5HH > Rider Finale
:CycloneMetal's meterless link combos. 5HH also links into Rider Finale if you're already full up.
 
*[5HHHH (7) > RC] repeat xN > 5HH > Climax Time > Rider Finale
:CycloneMetal's RC loop touch of death. 5HHHH does a massive amount of damage but scales quickly, so you can adjust how many reps are necessary to trigger Climax Time very easily.
:During Climax Time or with the Maximum Drive buff, this RC loop becomes meter positive. Otherwise, it loses a small amount of Rider Gauge each rep.
</div>
<div id="movelist-3" class="movelist"><!-- CycloneTrigger Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">CycloneTrigger 5LLL</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_5L.png
|image2=KRSCH_W_CycloneTrigger_5LL.png
|image3=KRSCH_W_CycloneTrigger_5LLL.png
|caption=
|name=5LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick. A little slow to start, but has good reach.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A spinning high kick. Causes a mashable stagger.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A gunshot that launches the opponent very low to the ground.
}}
}}
====== <font style="visibility:hidden" size="0">CycloneTrigger 5HHHHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_5H.png
|image2=KRSCH_W_CycloneTrigger_5HH.png
|image3=KRSCH_W_CycloneTrigger_5HHH.png
|image4=KRSCH_W_CycloneTrigger_5HHHH.png
|image5=KRSCH_W_CycloneTrigger_5HHHHH.png
|caption=
|name=5HHHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A gunshot that travels forward very quickly.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A repeat of 5H.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Also a repeat of 5H, but causes a mashable stagger.
}}
{{AttackData-KRSCH
|version=5HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Uses the same animation and shot type as 5H, but launches the opponent.
}}
{{AttackData-KRSCH
|version=5HHHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W spins and fires a final shot that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneTrigger jL</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W bounces backwards in the air and fires a shot at an angle. This attack has a lot of landing recovery that can be cancelled by walking or attacking.
 
jH is identical to this attack, but deals more damage.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">CycloneTrigger 5S</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_5S.png
|caption=
|input=5S
|name=Rapid Fire
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A chargeable shooting attack. When not charged, it fires one bullet that does really low damage but knocks the opponent down. When holding the button until the move releases automatically, three shots are fired which each do really low damage.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneTrigger 4/6S</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Cyclone)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Cyclone Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W is surrounded by wind, and gains a massively increased amount of Rider Gauge from all sources, including Gauge Charge.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety. Since CycloneTrigger in particular wants to stay out, it can be especially useful to just throw out sometimes to force your opponent to come to you.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneTrigger JS</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_jS.png
|caption=
|input=jS
|name=Jump Shot
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W bounces backwards and fires a wave of 3 shots in front. This is able to reach as far as the screen can scroll out, though it won't hit opponents who are moving to the side.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">CycloneTrigger Throw</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneTrigger Dash Action</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneTrigger Rider Art</font> ======
{{MoveData
|image=KRSCH_W_CycloneTrigger_RA.png
|caption=
|name=Rider Art
|subtitle=Dodge Shot
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Standard Dodge Shot type Rider Art. W backdashes with full invulnerability and fires one shot directly forward. Costs 1 stock of the Rider Gauge.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneMetal Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*[5HHH > RC] repeat xN > 5S
:A basic RC loop that deals a lot of damage. Ending in 5S removes the opponent's red life and makes the damage they've taken from your zoning stick.
</div>
<div id="movelist-4" class="movelist"><!-- HeatJoker Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">HeatJoker 5LLLL</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_5L.png
|image2=KRSCH_W_HeatJoker_5LL.png
|image3=KRSCH_W_HeatJoker_5LLL.png
|image4=KRSCH_W_HeatJoker_5LLLL.png
|caption=
|name=5LLLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing jab. Doesn't advance as far as CycloneJoker's, and has pretty sluggish recovery.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Advancing jab string filler. Much better recovery than 5L on its own.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Elbow string filler.
}}
{{AttackData-KRSCH
|version=5LLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An uppercut that launches the opponent low to the ground on hit. Has lengthy recovery making it very unsafe on block or whiff.
}}
}}
====== <font style="visibility:hidden" size="0">HeatJoker 5HHH</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_5H.png
|image2=KRSCH_W_HeatJoker_5HH.png
|image3=KRSCH_W_HeatJoker_5HHH.png
|caption=
|name=5HHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A right straight. A fairly good jab, but it's very short range compared to many of W's other options.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A gut punch. Mostly just string filler.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A lunging punch that knocks the opponent away on hit. Probably HeatJoker's best move, as it has very quick recovery.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatJoker jL</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds out their knee. A standard jumping attack with active frames until landing.
 
jH is identical to this attack, but deals more damage.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">HeatJoker 5S</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_5S.png
|caption=
|input=5S
|name=Heat Punch
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W takes a stance, and then steps forward with an uppercut. Heat Punch has one hit of Super Armor, and can be held to extend W's pose before releasing the uppercut and increase its damage.
 
Heat Punch is unfortunately a little slow even when it's not charged, making it very difficult to combo into, or even to catch an opponent swinging into its superarmor without losing outright. It also has lengthy recovery and can be easily punished on whiff or block, and doesn't have any form of tracking.
 
One important detail of this move is that if you were to make an opponent block a fully charged Heat Punch, it deals about 50% of the guard gauge. Don't expect them to sit still for it, though.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatJoker 4/6S</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Heat)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Heat Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W's fists light on fire, and W deals increased damage from all sources.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatJoker JS</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_jS.png
|caption=
|input=jS
|name=Diving Kick
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A divekick with an extremely wide angle. Its long reach makes it especially useful as a punisher at long range or to move around the screen quickly.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">HeatJoker Throw</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatJoker Dash Action</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatJoker Rider Art</font> ======
{{MoveData
|image=KRSCH_W_HeatJoker_RA.png
|caption=High-Speed Dash
|name=Rider Art
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A standard High-Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatJoker Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*5LLLL > RC > 5H
:HeatJoker's maximum guaranteed damage at midscreen without Rider Finale, somehow.
 
*(corner) 5HHH > RC > 5S
:HeatJoker is able to do something resembling a real combo at the wall.
</div>
<div id="movelist-5" class="movelist"><!-- HeatMetal Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">HeatMetal 5LLL</font> ======
{{MoveData
|image=KRSCH_W_HeatMetal_5L.png
|image2=KRSCH_W_HeatMetal_5LL.png
|image3=KRSCH_W_HeatMetal_5LLL.png
|caption=
|name=5LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing shoulder check. HeatMetal can cover a bit of distance using this string and an RC.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A side-swipe with the rod that knocks the opponent away and to the side.
}}
}}
====== <font style="visibility:hidden" size="0">HeatMetal 5HH</font> ======
{{MoveData
|image=KRSCH_W_HeatMetal_5H.png
|image2=KRSCH_W_HeatMetal_5HH.png
|caption=
|name=5HH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W ducks low to the ground and sweeps the leg using the rod. Launches the opponent on hit. Actually a pretty okay poke held back by its followup string.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W spins forward with a rod uppercut. Unfortunately, this string is slow to come out, and the opponent is able to ground tech before this followup hits. W recovers in time to avoid being punished, at least.
 
Although it's quite bad when 5H hits, using this string on whiff is actually pretty good as long as you can RC thanks to its forward movement.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatMetal jL</font> ======
{{MoveData
|image=KRSCH_W_HeatMetal_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds the rod out. Has a lot of active frames, but is not active until landing.
 
jH is identical to this attack, but deals more damage.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">HeatMetal 5S</font> ======
{{MoveData
|image=KRSCH_W_HeatMetal_5S.png
|caption=
|input=5S
|name=Rod Thrust Attack
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W sloooowly spins and then thrusts the rod. Unbelievably slow to start up and even slower to recover, this attack isn't very likely to hit anyone.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatMetal 4/6S</font> ======
{{MoveData
|image=KRSCH_W_HeatMetal_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Heat)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Heat Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W's rod lights on fire, and W deals increased damage from all sources.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatMetal JS</font> ======
{{MoveData
|image=KRSCH_W_HeatMetal_jS.png
|caption=
|input=jS
|name=Diving Rod Thrust
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A diving attack with the rod.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">HeatMetal Throw</font> ======
{{MoveData
|image=KRSCH_W_HeatMetal_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatMetal Dash Action</font> ======
{{MoveData
|image=KRSCH_W_HeatMetal_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatMetal Rider Art</font> ======
{{MoveData
|image=KRSCH_W_CycloneMetal_RA.png
|caption=
|name=Rider Art
|subtitle=Super Jump
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatMetal Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*5H > RC > 5H
:HeatMetal can barely do a combo at all. This is about the best you're gonna get.
</div>
<div id="movelist-6" class="movelist"><!-- HeatTrigger Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">HeatTrigger 5LLL</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_5L.png
|image2=KRSCH_W_HeatTrigger_5LL.png
|image3=KRSCH_W_HeatTrigger_5LLL.png
|caption=
|name=5LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A spinning backfist that advances pretty far forward. Causes a mashable stagger on hit. This might be HeatTrigger's best move, which should read like a bad omen.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W clobbers the opponent over the head with the gun. Looks really funny and knocks the opponent away on hit.
}}
}}
====== <font style="visibility:hidden" size="0">HeatTrigger 5HH</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_5H.png
|image2=KRSCH_W_HeatTrigger_5HH.png
|caption=
|name=5HH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W fires a single shot forward. Causes mashable stagger.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W plants their feet and fires a followup shot. Knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatTrigger jL</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W bounces backwards in the air and fires a shot at an angle. This attack has a lot of landing recovery that can be cancelled by walking or attacking.
 
jH is identical to this attack, but deals more damage.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">HeatTrigger 5S</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_5S.png
|caption=
|input=5S
|name=Trigger Explosion
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W fires 3 shots forward. Each shot inflicts a mashable stagger, which in practical terms means this move knocks down as long as two shots hit.
 
A little slow to start and very slow to recover, but it's an overall acceptable projectile attack.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatTrigger 4/6S</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Heat)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Heat Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W's gun lights on fire, and W deals increased damage from all sources.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatTrigger JS</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_jS.png
|caption=
|input=jS
|name=Jump Shot
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W bounces backwards and fires a wave of 3 shots in front. This is able to reach as far as the screen can scroll out, though it won't hit opponents who are moving to the side.
 
Unlike CycloneTrigger's version of this attack, this one doesn't knock down, so in most cases only one shot will connect. It also deals really low damage especially by comparison to its big brother.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">HeatTrigger Throw</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatTrigger Dash Action</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatTrigger Rider Art</font> ======
{{MoveData
|image=KRSCH_W_HeatTrigger_RA.png
|caption=
|name=Rider Art
|subtitle=Dodge Shot
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Standard Dodge Shot type Rider Art. W backdashes with full invulnerability and fires one shot directly forward. Costs 1 stock of the Rider Gauge.
 
This Rider Art is a little interesting in that most Rider Arts of this type fire a very fast projectile, while this one fires a very slow projectile. HeatTrigger still has too much recovery to follow behind it, but it's interesting at least.
}}
}}
 
====== <font style="visibility:hidden" size="0">HeatMetal Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*jH > 5LLL
:HeatTrigger's jumping shots can be comboed from when used low to the ground.
</div>
<div id="movelist-7" class="movelist"><!-- LunaJoker Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">LunaJoker 5LLLL</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_5L.png
|image2=KRSCH_W_LunaJoker_5LL.png
|image3=KRSCH_W_LunaJoker_5LLL.png
|image4=KRSCH_W_LunaJoker_5LLLL.png
|caption=
|name=5LLLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing jab.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing spinning kick.
}}
{{AttackData-KRSCH
|version=5LLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W does a right straight that stretches forward about half-stage distance. Knocks the opponent away on hit.
 
It's a little strange to have a long-reaching ender to a string that moves so far forward, but in combination with that forward movement, the final hit will pretty much always reach your opponent.
}}
}}
====== <font style="visibility:hidden" size="0">LunaJoker 5HH</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_5H.png
|image2=KRSCH_W_LunaJoker_5HH.png
|caption=
|name=5HH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W does a right straight that stretches forward about half-stage distance.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A follow-up stretchy kick that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaJoker jH</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds out their knee. A standard jumping attack with active frames until landing.
 
jH is identical to this attack, but deals more damage.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">LunaJoker 5S</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_5S.png
|caption=
|input=5S
|name=Zoom Punch
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's fist glows and they throw a stretchy right straight that knocks the opponent away on hit.
 
A straightforwardly useful special move for hitting the opponent at range.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaJoker 4/6S</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Luna)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted.
 
LunaJoker in particular gains the ability to chain their jS into itself for up to 3 hits.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaJoker JS</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_jS.png
|caption=
|input=jS
|name=Diving Kick
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A divekick with an extremely wide angle. Its long reach makes it especially useful as a punisher at long range or to move around the screen quickly.
 
LunaJoker's version of this jS is mostly the same move as other Joker forms with one exception. While buffed by 4/6S, LunaJoker also gains the ability to chain jS into itself up for up to 3 hits by either tapping or holding jS. While powered up, the first jS has normal hitstun, the second jS staggers, and the third jS knocks the opponent away on hit.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">LunaJoker Throw</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaJoker Dash Action</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaJoker Rider Art</font> ======
{{MoveData
|image=KRSCH_W_LunaJoker_RA.png
|caption=High-Speed Dash
|name=Rider Art
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Standard High-Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaJoker Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*5H > RC > 5S
:LunaJoker is able to squeeze a little extra damage out of long range pokes using RC.
:Be aware that at longer ranges, 5S won't reach in time for this to combo.
</div>
<div id="movelist-8" class="movelist"><!-- LunaMetal Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">LunaMetal 5LLL</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_5L.png
|image2=KRSCH_W_LunaMetal_5LL.png
|image3=KRSCH_W_LunaMetal_5LLL.png
|caption=
|name=5LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses their free hand to jab. The hitbox on this jab is really, really picky and often just whiffs.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uppercuts using the rod.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A spinning kick that knocks the opponent away and to the side on hit.
}}
}}
====== <font style="visibility:hidden" size="0">LunaMetal 5HHH</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_5H.png
|image2=KRSCH_W_LunaMetal_5HH.png
|image3=KRSCH_W_LunaMetal_5HHH.png
|caption=
|name=5HHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W swipes at head level with the rod. A really short ranged attack.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W swings the rod a second time, and it stretches out, extending its range. A much more useful ranged attack.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W whips the rod one last time, and it stretches to a fairly long range. Knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaMetal jL</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds the rod out. Has a lot of active frames, but is not active until landing.
 
jH is identical to this attack, but deals more damage.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">LunaMetal 5S</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_5S.png
|caption=
|input=5S
|name=Metal Illusion
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W spins the rod and themselves, creating a series of three rings, then sending them to home in on the opponent. A usable projectile option, though it has a long animation and is very committed.
 
The rings gain their active frames once they appear, so this move can become very negative on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaMetal 4/6S</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Luna)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted.
 
LunaMetal in particular gains... absolutely nothing, as far as we currently know. Bummer. In previous versions of the game, LunaTrigger gained a followup to a special move that no longer exists in Super Climax Heroes, so it's possible they literally forgot to make this do anything.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaMetal JS</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_jS.png
|caption=
|input=jS
|name=Diving Rod Thrust
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A diving attack with the rod.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">LunaMetal Throw</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaMetal Dash Action</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaMetal Rider Art</font> ======
{{MoveData
|image=KRSCH_W_LunaMetal_RA.png
|caption=Super Jump
|name=Rider Art
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaJoker Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
 
</div>
<div id="movelist-9" class="movelist"><!-- LunaTrigger Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">LunaTrigger 5LL</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_5L.png
|image2=KRSCH_W_LunaTrigger_5LL.png
|caption=
|name=5LL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A stepping kick that knocks the opponent away on hit.
}}
}}
 
 
====== <font style="visibility:hidden" size="0">LunaTrigger 5LHH</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_5L.png
|image2=KRSCH_W_LunaTrigger_5LH.png
|image3=KRSCH_W_LunaTrigger_5LHH.png
|caption=
|name=5LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A homing gunshot that launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo followup string, jLHS.
 
The launcher string itself is pretty good. This aircombo string, on the other hand, is difficult if not impossible to actually connect as a combo without the opponent being able to ground tech, so it's not very useful.
}}
{{AttackData-KRSCH
|version=5LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An alternate ender to the launcher string that fires a burst of 4 shots. Knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaTrigger 5HHHH</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_5H.png
|image2=KRSCH_W_LunaTrigger_5HH.png
|image3=KRSCH_W_LunaTrigger_5HHH.png
|image4=KRSCH_W_LunaTrigger_5HHHH.png
|caption=
|name=5HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A single homing shot. Unremarkable on its own, but the starter to an excellent zoning string.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W fires a barrage of 6 homing shots. An exceptionally safe zoning tool to use in neutral when covered with an early RC.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W fires a single homing shot that leaves the opponent standing. Combos into 5S on RC.
}}
{{AttackData-KRSCH
|version=5HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A finishing burst of 4 shots that knock the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaTrigger jL</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W bounces backwards in the air and fires a shot at an angle. Like all of LunaTrigger's projectiles, this homes in on the opponent, and can even be used as a crossup.
 
jH is identical to this attack.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">LunaTrigger 5S</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_5S.png
|caption=
|input=5S
|name=Trigger Full Burst
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W fires a barrage of 7 homing bullets that drain the opponent's Rider Gauge on hit.
 
This is the move that takes LunaTrigger to the top. It's extremely difficult to get around in neutral, and creates distance even if it's blocked. It's even worse if you got hit, because you're losing just shy of a full stock of Rider Gauge, or just over a full stock if W has the Maximum Drive buff.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaTrigger 4/6S</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Luna)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted.
 
LunaTrigger in particular gains increased projectile count on 5S, which also increases its total damage and the total amount of Rider Gauge the opponent loses on hit.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaTrigger JS</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_jS.png
|caption=
|input=jS
|name=Jump Shot
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W bounces backwards and fires a wave of 5 shots that home in on the opponent.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">LunaTrigger Throw</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaTrigger Dash Action</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaTrigger Rider Art</font> ======
{{MoveData
|image=KRSCH_W_LunaTrigger_RA.png
|caption=
|name=Rider Art
|subtitle=Dodge Shot
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Standard Dodge Shot type Rider Art. W backdashes with full invulnerability and fires one shot directly forward. Costs 1 stock of the Rider Gauge.
 
Like all of LunaTrigger's projectiles, this shot homes in on the opponent, making this a particularly obnoxious defensive option.
}}
}}
 
====== <font style="visibility:hidden" size="0">LunaTrigger Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*5HHH > RC > 5S
:LunaTrigger's basic RC combo.
</div>
<div id="movelist-10" class="movelist"><!-- CycloneJokerXtreme Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 5LL</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_5L.png
|image2=KRSCH_W_CycloneJokerXtreme_5LL.png
|caption=
|name=5LL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Knocks the opponent away on hit.
}}
}}
 
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 5LHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_5L.png
|image2=KRSCH_W_CycloneJokerXtreme_5LH.png
|image3=KRSCH_W_CycloneJokerXtreme_5LHH.png
|caption=
|name=5LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A sword strike, and Xtreme's most broadly useful RC filler in advanced link combos.
}}
{{AttackData-KRSCH
|version=5LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A slash that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 4/6LLLL</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_46L.png
|image2=KRSCH_W_CycloneJokerXtreme_46LL.png
|image3=KRSCH_W_CycloneJokerXtreme_46LLL.png
|image4=KRSCH_W_CycloneJokerXtreme_46LLLL.png
|caption=
|name=4/6LLLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=4/6L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing high kick. A little slower than it looks, but it's the start of an excellent string.
}}
{{AttackData-KRSCH
|version=4/6LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Followup kick. Safe on block.
}}
{{AttackData-KRSCH
|version=4/6LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Another kick. A good RC starter for Xtreme thanks to the relative safety of the string preceding it.
}}
{{AttackData-KRSCH
|version=4/6LLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A final kick that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 4/6LHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_46L.png
|image2=KRSCH_W_CycloneJokerXtreme_46LH.png
|image3=KRSCH_W_CycloneJokerXtreme_46LHH.png
|caption=
|name=4/6LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=4/6L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing high kick. A little slower than it looks.
}}
{{AttackData-KRSCH
|version=4/6LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A sword launcher. Can be followed up with a Combo Jump into its aircombo followup string, jLHS.
 
This aircombo does nice damage and is otherwise unremarkable.
}}
{{AttackData-KRSCH
|version=4/6LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An alternate ender to this launcher string that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 2/8LL</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_28L.png
|image2=KRSCH_W_CycloneJokerXtreme_28LL.png
|caption=
|name=2/8LL
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing mid kick. One of Xtreme's fastest normals, and an excellent gap closer.
}}
{{AttackData-KRSCH
|version=2/8LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An elbow followup that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 2/8LHHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_28L.png
|image2=KRSCH_W_CycloneJokerXtreme_28LH.png
|image3=KRSCH_W_CycloneJokerXtreme_28LHH.png
|image4=KRSCH_W_CycloneJokerXtreme_28LHHH.png
|caption=
|name=2/8LHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing mid kick. One of Xtreme's fastest normals, and an excellent gap closer.
}}
{{AttackData-KRSCH
|version=2/8LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A sword uppercut. Launches the opponent on hit.
}}
{{AttackData-KRSCH
|version=2/8LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A followup slash. Launches the opponent on hit.
}}
{{AttackData-KRSCH
|version=2/8LHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A slash ender that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 5HHHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_5H.png
|image2=KRSCH_W_CycloneJokerXtreme_5HH.png
|image3=KRSCH_W_CycloneJokerXtreme_5HHH.png
|image4=KRSCH_W_CycloneJokerXtreme_5HHHH.png
|caption=
|name=5HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A downward sword slash. Xtreme's main link combo starter which can link to 5L or 2/8L.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A followup slash. A high damage string filler.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A slash that causes a mashable stagger. An excellent RC filler for its high damage.
 
If your opponent doesn't mash on the stagger, this string can link to 5L.
}}
{{AttackData-KRSCH
|version=5HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A final slash that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 6HHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_6H.png
|image2=KRSCH_W_CycloneJokerXtreme_6HH.png
|image3=KRSCH_W_CycloneJokerXtreme_6HHH.png
|caption=
|name=6HHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=6H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W jumps forward and slashes. A little on the slow side, but has the unique benefit of crumpling the opponent on grounded hit.
 
Worthwhile non-string followups include guaranteed combos into dS, or Rider Finale if the opponent is unable to burst. You can also recover and set up a 5S.
}}
{{AttackData-KRSCH
|version=6HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A followup sword uppercut. Launches the opponent on hit.
}}
{{AttackData-KRSCH
|version=6HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A final sword thrust that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 2/8HHHH</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_28H.png
|image2=KRSCH_W_CycloneJokerXtreme_28HH.png
|image3=KRSCH_W_CycloneJokerXtreme_28HHH.png
|image4=KRSCH_W_CycloneJokerXtreme_28HHHH.png
|caption=
|name=2/8HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A sword uppercut. Launches the opponent on hit, but it's air techable almost immediately, rendering its followup strings effectively useless unless this first hit whiffs.
}}
{{AttackData-KRSCH
|version=2/8HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A downward slash. Despite the first hit of this string launching, this does not launch on grounded hit.
}}
{{AttackData-KRSCH
|version=2/8HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A second downward slash. Despite the first hit of this string launching, this does not launch on grounded hit.
}}
{{AttackData-KRSCH
|version=2/8HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A slash that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme jL</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds the sword out while falling. After a short while, he'll pull the sword back, but it retains its active frames and simply has a worse hitbox. As such, it's still good to time this attack, but it's not so bad to use it on the way up from a jump either.
 
jH is identical to this attack.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 5S</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_5S.png
|caption=
|input=5S
|name=Bicker Finalusion
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W poses and builds up energy for a while, then fires it first as a cone, and then as a beam, totalling 25 hits with a ton of active time.
 
This move is very quirky. It leaves the opponent standing on grounded hit, although it's not possible to combo from it normally. It also has multiple hits of Super Armor during its windup, so an opponent swinging into it is forced to respond somehow.
 
It also deals a large amount of damage, and if the entire attack is blocked, it drains about 90% of the guard gauge. It has no tracking to the side whatsoever, so getting the opponent to block this demands some setup.
 
Given all these properties of this move, its main use is to knock the opponent down and set it up so that they either have to block, or time a sidestep on wakeup. The most useful way to do this is via 6H's crumple against the wall.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme 4/6S</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_46S.png
|caption=
|input=4/6S
|name=Prism Break
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W slashes in front, sending a set of wind blades in a spread pattern. Xtreme's main comboable special, as well as a faster projectile option with good coverage.
 
Because of the spread pattern, this attack's damage is variable. It does a ton of damage if all 4 of its hits connect, and very little if only one does.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme JS</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_jS.png
|caption=
|input=jS
|name=Diving Kick
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A divekick with an extremely wide angle. Its long reach makes it especially useful as a punisher at long range or to move around the screen quickly.
 
This divekick is extremely similar to CycloneJoker's, but deals much more damage.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme Throw</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Xtreme's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme Dash Action</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme Rider Art</font> ======
{{MoveData
|image=KRSCH_W_CycloneJokerXtreme_RA.png
|caption=
|name=Rider Art
|subtitle=Dodge Shot
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a followup by pressing <u>Special Attack</u> or <u>Rider Art</u> at no additional cost.
 
This followup is a divekick similar to jS, but which is unblockable and starts a cinematic on hit, dealing good damage and causing a hard knockdown. This is especially useful thanks to Xtreme's divekick having an extremely wide angle, making it relatively safe to whiff up close and easy to catch opponents with at long range.
}}
}}
 
====== <font style="visibility:hidden" size="0">CycloneJokerXtreme Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
 
}}
}}
 
== Combos ==
*5H > 5LH > RC > 6H > 4/6S
:Xtreme's main link combo, with an RC ender into a special move.
 
*5HHH > RC > 5H > 5LH > RC > 6H > 4/6S
:6H will launch a staggered opponent, so you can adjust from a 5HHH into this combo route in order to end in 6H.
 
*5HHH > RC > 5HHH > RC > 5HHH > Style Action (CycloneJoker) > [5HHHHH(4) > RC > jH] repeat xN > Climax Time > Rider Finale
:Xtreme's touch of death combo. Deals damage fast enough to kill a low or middle defense opponent within the Guard Crush timer from 100%, but is too slow to kill a high defense opponent.
:Depending on how much damage is required to activate Climax Time and how much Rider Gauge you have available to you, you can cut any number of 5HHH RC loops.
:Getting into a single rep of CycloneJoker's RC loop requires any amount of Rider Gauge above 0.
:When done against a high defense opponent and starting from full Rider Gauge, W will hit Climax Time at net -3 stocks of the Rider Gauge.
</div>
<div id="movelist-11" class="movelist"><!-- FangJoker Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">FangJoker 5LLLLL</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_5L.png
|image2=KRSCH_W_FangJoker_5LL.png
|image3=KRSCH_W_FangJoker_5LLL.png
|image4=KRSCH_W_FangJoker_5LLLL.png
|image5=KRSCH_W_FangJoker_5LLLLL.png
|caption=
|name=5LLLLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A stepping kick.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A spinning kick that causes a mashable stagger on hit. Because of the stagger, it's best to proceed to 5LLLL immediately.
}}
{{AttackData-KRSCH
|version=5LLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A spinning kick. This is usually the hit to RC in this string.
}}
{{AttackData-KRSCH
|version=5LLLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A kick that knocks the opponent away on hit.
}}
}}
 
 
====== <font style="visibility:hidden" size="0">FangJoker 5LHH</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_5L.png
|image2=KRSCH_W_FangJoker_5LH.png
|image3=KRSCH_W_FangJoker_5LHH.png
|caption=
|name=5LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.
}}
{{AttackData-KRSCH
|version=5LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W deploys the big boot. Identical animation to 5H, but worse frame data.
}}
{{AttackData-KRSCH
|version=5LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A claw swipe that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker 4/6LLL</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_46L.png
|image2=KRSCH_W_FangJoker_46LL.png
|image3=KRSCH_W_FangJoker_46LLL.png
|caption=
|name=4/6LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=4/6L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing elbow. Has great forward movement and is an excellent combo starter, but it's a little slow to start up.
}}
{{AttackData-KRSCH
|version=4/6LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A followup body blow. FangJoker can link any normal other than 4/6L from this, most usefully into 2L and 6H.
}}
{{AttackData-KRSCH
|version=4/6LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Spinning backhand that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker 4/6LHH</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_46L.png
|image2=KRSCH_W_FangJoker_46LH.png
|image3=KRSCH_W_FangJoker_46LHH.png
|caption=
|name=4/6LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=4/6L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing elbow. Has great forward movement and is an excellent combo starter, but it's a little slow to start up.
}}
{{AttackData-KRSCH
|version=4/6LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An alternative followup body blow. This one has worse link options but deals a little more damage. Only links to 5L or 6H.
}}
{{AttackData-KRSCH
|version=4/6LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A jumping kick that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker 2/8LLL</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_28L.png
|image2=KRSCH_W_FangJoker_28LL.png
|image3=KRSCH_W_FangJoker_28LLL.png
|caption=
|name=2/8LLL
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A ducking sweep kick. Can evade high attacks and has enough frame advantage to link into 5L, 5H, 2H or 6H.
}}
{{AttackData-KRSCH
|version=4/6LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A quick uppercut that launches the opponent on hit.
}}
{{AttackData-KRSCH
|version=4/6LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An elbow that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker 2/8LHH</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_28L.png
|image2=KRSCH_W_FangJoker_28LH.png
|image3=KRSCH_W_FangJoker_28LHH.png
|caption=
|name=2/8LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A ducking sweep kick. Can evade high attacks and has enough frame advantage to link into 5L, 5H, 2H or 6H.
}}
{{AttackData-KRSCH
|version=2/8LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An uppercut launcher that can be followed up with a Combo Jump into its aircombo followup string, jLHS.
 
This launcher can mostly be treated as an afterthought in FangJoker's gameplan, as FangJoker's aircombo does not knock down, deal particularly good damage, or enable any other notable combo. It may come out on accident sometimes when attempting to link 2L into 5H, in which case it might be good to know that you have the aircombo option.
}}
{{AttackData-KRSCH
|version=2/8LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A straight punch. An alternate ender to the launcher string that knocks the opponent away on hit.
 
This string can be followed up with an Instant Charge by pressing the <u>Special Attack</u> button.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker 5HHHH</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_5H.png
|image2=KRSCH_W_FangJoker_5HH.png
|image3=KRSCH_W_FangJoker_5HHH.png
|image4=KRSCH_W_FangJoker_5HHHH.png
|caption=
|name=5HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W deploys the big boot. A somewhat slow and very short-ranged normal. It's not useful in neutral, but can be linked into and has great frame data on hit, allowing another link into either 5L or 6H.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An uppercut that launches the opponent on hit.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A jumping kick that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker 6HHHHHH</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_6H.png
|image2=KRSCH_W_FangJoker_6HH.png
|image3=KRSCH_W_FangJoker_6HHH.png
|image4=KRSCH_W_FangJoker_6HHHH.png
|image5=KRSCH_W_FangJoker_6HHHHH.png
|image6=KRSCH_W_FangJoker_6HHHHHH.png
|caption=
|name=6HHHHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=6H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A stepping high kick and one of FangJoker's fastest normals. It also leads into FangJoker's longest regularly available string, and is a lynchpin of link combos.
 
It's also possible to link from 6H into 5L, although this does less damage than just finishing the 6H string.
}}
{{AttackData-KRSCH
|version=6HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A stepping elbow. Has notably long recovery, making it a little dangerous to stop the string here. Consider immediately cancelling to 6HHH for safety on block, or delay cancel instead to frametrap the opponent.
}}
{{AttackData-KRSCH
|version=6HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A body blow. Very quick to recover.
}}
{{AttackData-KRSCH
|version=6HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A spinning high kick. Lots of hitstun makes this a good point to RC and follow up.
}}
{{AttackData-KRSCH
|version=6HHHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A kick that causes a mashable stagger on hit. This is the best part of the string to RC and follow up, as you can still guarantee a link even if your opponent is mashing.
}}
{{AttackData-KRSCH
|version=6HHHHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A final jumping kick that knocks the opponent away on hit.
 
This string can be followed up with an Instant Charge by pressing the <u>Special Attack</u> button.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker 2/8HHHH</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_28H.png
|image2=KRSCH_W_FangJoker_28HH.png
|image3=KRSCH_W_FangJoker_28HHH.png
|image4=KRSCH_W_FangJoker_28HHHH.png
|caption=
|name=2/8HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=2/8H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A high kick that launches the opponent on hit. Fairly quick, so it's usable in some link combos.
}}
{{AttackData-KRSCH
|version=2/8HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A claw uppercut that launches the opponent on hit.
}}
{{AttackData-KRSCH
|version=2/8HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A claw swipe. Doesn't launch the opponent on grounded hit, though it's unlikely to connect that way.
}}
{{AttackData-KRSCH
|version=2/8HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A final claw swipe that knocks the opponent away on hit.
 
This string can be followed up with an Instant Charge by pressing the <u>Special Attack</u> button.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker jL</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W holds out their wrist blade. A slower than average jump-in with active frames until landing.
 
jH is identical to this attack.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">FangJoker 5S</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_5S.png
|caption=
|input=5S
|name=Arm Fang
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W goes low to the ground, then dashes forward, uppercutting with their wrist blade. Launches the opponent on hit for a fully untechable launch.
 
Arm Fang has a bit of a strange niche in FangJoker's moveset. Many of its properties are good: it deals a lot of damage, it's not terribly unsafe on block, and its launch is very combo friendly. All that said, it's slow, not very naturally evasive, and the uppercut itself can whiff on certain hitstun animations.
 
One effective use of this move is that an RC into Arm Fang will deal a lot of damage quickly, and if Arm Fang activates Climax Time, it can be juggled into Rider Finale.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker dS</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_dS.png
|caption=
|input=direction + S
|name=Shoulder Fang
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W winds up and throws their shoulder blade, which becomes an erratic tracking projectile that hits a variable number of times.
 
This projectile usually requires some setup on account of its long startup, and safely harasses the opponent at long range.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker JS</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_jS.png
|caption=
|input=jS
|name=Shoulder Fang (Air)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W throws their shoulder blade from the air, with slightly different tracking properties from the grounded version.
 
This version of Shoulder Fang is much faster and more directly applicable in neutral, but often connects a much smaller number of times in return.
}}
}}
 
==Assault Mode==
 
====== <font style="visibility:hidden" size="0">FangJoker Assault 5LLLLLLL</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_Assault_5L.png
|image2=KRSCH_W_FangJoker_Assault_5LL.png
|image3=KRSCH_W_FangJoker_Assault_5LLL.png
|image4=KRSCH_W_FangJoker_Assault_5LLLL.png
|image5=KRSCH_W_FangJoker_Assault_5LLLLL.png
|image6=KRSCH_W_FangJoker_Assault_5LLLLLL.png
|image7=KRSCH_W_FangJoker_Assault_5LLLLLLL.png
|caption=
|name=5LLLLLLL (Assault Mode)
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A stepping kick.
}}
{{AttackData-KRSCH
|version=5LLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A spinning kick that causes a mashable stagger on hit. Because of the stagger, it's best to proceed to 5LLLL immediately.
}}
{{AttackData-KRSCH
|version=5LLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A spinning kick. Normally, this is the 5L string's best hit to RC.
}}
{{AttackData-KRSCH
|version=5LLLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A claw swipe unique to Assault Mode. Launches the opponent on hit.
}}
{{AttackData-KRSCH
|version=5LLLLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A followup claw swipe, also unique to Assault Mode. Does not launch on grounded hit, but it's unlikely to connect that way.
}}
{{AttackData-KRSCH
|version=5LLLLLLL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A kick that knocks the opponent away on hit.
}}
}}
 
 
====== <font style="visibility:hidden" size="0">FangJoker Assault 5LHHHH</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_Assault_5L.png
|image2=KRSCH_W_FangJoker_Assault_5LH.png
|image3=KRSCH_W_FangJoker_Assault_5LHH.png
|image4=KRSCH_W_FangJoker_Assault_5LHHH.png
|image5=KRSCH_W_FangJoker_Assault_5LHHHH.png
|caption=
|name=5LHHHH (Assault Mode)
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.
}}
{{AttackData-KRSCH
|version=5LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W deploys the big boot. Identical animation to 5H, but worse frame data.
}}
{{AttackData-KRSCH
|version=5LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A claw uppercut unique to Assault Mode.
}}
{{AttackData-KRSCH
|version=5LHHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A followup claw swipe unique to Assault Mode.
}}
{{AttackData-KRSCH
|version=5LHHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A final claw swipe that knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker Assault 5S</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_Assault_5S.png
|caption=
|input=5S (Assault Mode)
|name=Rapid Arm Fang
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W swipes with one claw. On contact, they automatically launch a second claw swipe followed by a regular Arm Fang.
 
This attack deals a lot of damage, and its first hit is much more combo-friendly than the regular version of Arm Fang. These things almost make it a really useful attack, but it has two critical quirks that render it very difficult to use in a helpful way.
 
First, when the second hit connects, it causes a mashable stagger, which allows the opponent to mash out and block the third launching hit.
 
Second, it will stop mid-way through if Assault Mode stops during the sequence. This makes it possible to use either of the first two hits deliberately, but when doing this, you don't really get an advantage state in return.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">FangJoker Throw</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
FangJoker's throw. Uses a unique animation, and causes a hard knockdown that can't be rolled.
 
Deals low damage, but buys you time and space to throw a Shoulder Fang if you want.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker Dash Action</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker Rider Art</font> ======
{{MoveData
|image=KRSCH_W_FangJoker_RA.png
|caption=
|name=Rider Art
|subtitle=High Speed Dash
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Standard High Speed Dash type Rider Art. Costs .5 stocks of Rider Gauge.
}}
}}
 
====== <font style="visibility:hidden" size="0">FangJoker Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
FangJoker uses the Assault Style. Pressing <u>Style Action</u> with at least two stocks of Rider Gauge at any time besides during hitstun activates Assault Mode.
 
During Assault Mode, FangJoker gains the following extended strings:
* 5LLLLLLL
* 5LHHHH
* 5S (Replaces Arm Fang with Rapid Arm Fang)
}}
}}
 
== Combos ==
*[4/6LL > 6HHHHH > RC] repeat xN
:FangJoker's basic RC loop. Even with this basic link, each rep is meter positive.
 
*4/6LL > 2L > 5H > 6HHHHHHS
:FangJoker's maximized meterless link combo. Builds 2.5 stocks of Rider Gauge completely meterlessly when ended with a Quick Charge.
:You can also use this combo as an optimal RC loop.
 
*5S > 2LLL
*5S > walk > Rider Finale
*5S > 2LL > RC + Rider Finale
:Stable juggles from Arm Fang.
 
</div>
<div id="movelist-12" class="movelist"><!-- Joker Move List -->
== Move List ==
=== Normal Moves ===
====== <font style="visibility:hidden" size="0">Joker 5LL</font> ======
{{MoveData
|image=KRSCH_W_Joker_5L.png
|image2=KRSCH_W_Joker_5LL.png
|caption=
|name=5LL
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LL
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A stepping kick that knocks the opponent away on hit.
}}
}}
 
 
====== <font style="visibility:hidden" size="0">Joker 5LHH</font> ======
{{MoveData
|image=KRSCH_W_Joker_5L.png
|image2=KRSCH_W_Joker_5LH.png
|image3=KRSCH_W_Joker_5LHH.png
|caption=
|name=5LHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5L
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An advancing low kick.
}}
{{AttackData-KRSCH
|version=5LH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A homing gunshot that launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo followup string, jLHS.
 
The launcher string itself is pretty good. This aircombo string, on the other hand, is difficult if not impossible to actually connect as a combo without the opponent being able to ground tech, so it's not very useful.
}}
{{AttackData-KRSCH
|version=5LHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
An alternate ender to the launcher string that fires a burst of 4 shots. Knocks the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">Joker 5HHHH</font> ======
{{MoveData
|image=KRSCH_W_Joker_5H.png
|image2=KRSCH_W_Joker_5HH.png
|image3=KRSCH_W_Joker_5HHH.png
|image4=KRSCH_W_Joker_5HHHH.png
|caption=
|name=5HHHH
|subtitle=
|data=
{{AttackData-KRSCH
|version=5H
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A single homing shot. Unremarkable on its own, but the starter to an excellent zoning string.
}}
{{AttackData-KRSCH
|version=5HH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W fires a barrage of 6 homing shots. An exceptionally safe zoning tool to use in neutral when covered with an early RC.
}}
{{AttackData-KRSCH
|version=5HHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W fires a single homing shot that leaves the opponent standing. Combos into 5S on RC.
}}
{{AttackData-KRSCH
|version=5HHHH
|header=no
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
A finishing burst of 4 shots that knock the opponent away on hit.
}}
}}
 
====== <font style="visibility:hidden" size="0">Joker jL</font> ======
{{MoveData
|image=KRSCH_W_Joker_jL.png
|caption=
|name=jL
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W bounces backwards in the air and fires a shot at an angle. Like all of LunaTrigger's projectiles, this homes in on the opponent, and can even be used as a crossup.
 
jH is identical to this attack.
}}
}}
 
=== Special Moves ===
====== <font style="visibility:hidden" size="0">Joker 5S</font> ======
{{MoveData
|image=KRSCH_W_Joker_5S.png
|caption=
|input=5S
|name=Trigger Full Burst
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W fires a barrage of 7 homing bullets that drain the opponent's Rider Gauge on hit.
 
This is the move that takes LunaTrigger to the top. It's extremely difficult to get around in neutral, and creates distance even if it's blocked. It's even worse if you got hit, because you're losing just shy of a full stock of Rider Gauge, or just over a full stock if W has the Maximum Drive buff.
}}
}}
 
====== <font style="visibility:hidden" size="0">Joker 4/6S</font> ======
{{MoveData
|image=KRSCH_W_Joker_46S.png
|caption=
|input=4/6S
|name=Gaia Memory Charge (Luna)
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted.
 
LunaTrigger in particular gains increased projectile count on 5S, which also increases its total damage and the total amount of Rider Gauge the opponent loses on hit.
 
It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.
}}
}}
 
====== <font style="visibility:hidden" size="0">Joker JS</font> ======
{{MoveData
|image=KRSCH_W_Joker_jS.png
|caption=
|input=jS
|name=Jump Shot
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=Y
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W bounces backwards and fires a wave of 5 shots that home in on the opponent.
}}
}}
 
== Universal Mechanics ==
====== <font style="visibility:hidden" size="0">Joker Throw</font> ======
{{MoveData
|image=KRSCH_W_Joker_Throw.png
|caption=
|input=4H
|name=Throw
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W's throw. Causes a hard knockdown.
}}
}}
 
====== <font style="visibility:hidden" size="0">Joker Dash Action</font> ======
{{MoveData
|image=KRSCH_W_Joker_DA.png
|caption=Guard Dash
|name=Dash Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
}}
}}
 
====== <font style="visibility:hidden" size="0">Joker Rider Art</font> ======
{{MoveData
|image=KRSCH_W_Joker_RA.png
|caption=
|name=Rider Art
|subtitle=Dodge Shot
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
Standard Dodge Shot type Rider Art. W backdashes with full invulnerability and fires one shot directly forward. Costs 1 stock of the Rider Gauge.
 
Like all of LunaTrigger's projectiles, this shot homes in on the opponent, making this a particularly obnoxious defensive option.
}}
}}
 
====== <font style="visibility:hidden" size="0">Joker Style Action</font> ======
{{MoveData
|image=
|caption=
|name=Style Action
|subtitle=
|data=
{{AttackData-KRSCH
|damage=
|guard=N/A
|startup=
|active=
|recovery=
|blockadv=
|hitadv=
|description=
'''Kamen Rider W (Form Change)''' is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.
 
*<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
*<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
*<u>Style Action Up</u> switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
*<u>Style Action Down</u> locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.
}}
}}
 
== Combos ==
*5HHH > RC > 5S
:LunaTrigger's basic RC combo.
</div>
== Navigation ==
{{Navbox-KRSCH}}
[[Category:Kamen Rider W]]
[[Category:Kamen Rider: Super Climax Heroes]]

Revision as of 13:51, 30 May 2024

Why are the Japanese Rules Different?

If you've watched Japanese match footage at all, you've probably noticed that they have a much longer ruleset than the one played in the English-speaking scene. Most notably, they ban a whopping 13 characters, while we only ban 5 as of time of writing.

The main reason for this is just a difference in philosophy; English-speaking players tend to prefer the game being extremely silly, and because we haven't gotten to run many tournaments for Super Climax Heroes yet, we value proving for ourselves that we *have* to ban something before we do ban it. Make no mistake, long-time Japanese players of this game have tons of experience, and they might have an undeniable point, but we just want to find out for ourselves.

As a secondary reason, the Japanese scene is basically operating under house rules, and they can make whatever rules they want to. It's not a matter of which ruleset is better; their ruleset serves their needs very well! It's just a fact that the English-speaking scene is structured differently. Because we're theoretically running tournaments with a prize pool, we have to be VERY clear about what our rules are, and having a more complicated ruleset makes enforcing that ruleset during a tournament much more difficult.

So with all that in mind, let's take a look at the Japanese ruleset, separate out the points on which our rulesets differ, and then break down why exactly we disagree on each one.


Match Options

  • Climax Time Off
  • at least 2/3, 3/5 preferred
  • No Time Limit
  • Attack Power Normal
  • Final Reflect Off

Banned Techniques

  • Tag Style (Meteor Fusion States appears to be perfectly legal)
  • Unburstable Combo from Rider Art
  • Bugs That Remove Hitboxes/Hurtboxes
  • Infinite Speed Up Bug
  • Throw Break Rider Cancel
  • Finisher Cancel
  • Freeze Bugs

Banned Characters

  • W LunaTrigger
  • Skull
  • Wizard Hurricane Style
  • Fourze (Support Attack)
  • Faiz (Speed Up)
  • Agito (Support Attack)
  • Garren
  • Ibuki
  • Drake
  • Zanki
  • Den-O (Support Attack + Gun Form)
  • Zeronos
  • Saga

Climax Time (ENG ON, JP OFF)

Climax Time isn't particularly divisive in the ENG scene, but there are a number of valid reasons to want it gone.

  1. Climax Time interacts with the whole concept of meter usage in a bit of a silly way. A character being meter reliant in SCH doesn't actually mean very much with Climax Time on, because you're almost always going to each be handed a full bar for free 2-3 times per match. This also exaggerates the strength difference between characters who have powerful metered options and those who don't.
  2. Climax Time commonly takes combos over the top. Rounds that would otherwise play through multiple openings can often be decided by a single opening when Climax Time is turned on, and this is especially true with some of our other current rules.
  3. It's very difficult to intentionally prevent Climax Time from happening even while you're in the driver's seat, making matches more volatile. The health threshold at which it kicks in is quite high, and bursts are plentiful in SCH.
  4. Some characters play in a really difficult way to contest once Climax Time is on, especially Support Attack characters who can charge meter while their striker attacks independently. Paired with some of the strongest strikers in this game, this can become a real nightmare. Being clear, this tactic is why Fourze Magnet States is banned even without Climax Time, but other characters approach his level specifically during Climax Time.

At least for now, it seems like we just enjoy Climax Time as a matter of preference. Broadly speaking, we find the things it enables fun, and who doesn't like spending a lot of meter?

Time Limit (ENG 90 seconds, JP infinite)

Being frank, infinite time as a setting for a tournament that has to run on schedule is just untenable. There's a 0% chance we adopt infinite time.

With that said, the timer can result in some really frustrating time-up plays at shockingly high timer counts, and forcing someone to win by draining a life bar makes some amount of sense as a house rule, though I'd debate whether infinite time doesn't actually encourage you to run away and frustrate your opponent even more. If any of these cases become a problem, we're prepared to address them individually.

Final Reflect (ENG ON, JP OFF)

I think this one is just a matter of preference. The mechanics of Final Reflect itself are healthier than you might think at first, and I'd like to break down what Final Reflect *doesn't* do a little bit.

  • Final Reflect requires neither player to be in hitstun, so Final Reflect doesn't affect combos into Finale at all.
  • Final Reflect is not the only way for a player to escape a Finale once it's been initiated. You can RC, guard cancel, or Burst post-freeze, which does require timing, but is consistently available.
  • Final Reflect doesn't really affect the situations in which a Finale would normally hit or whiff, ie whether it would be a good idea to use your Finale independent of Final Reflect. Remember, Finale is not a proper reversal. You probably shouldn't be using it as a panic button anyway.

Assuming this is just preference and there's not something really broken we're just not aware of, I believe Final Reflect to have the following impacts on a match:

  • Whiff or block punishing a non-RC-able move with a super to close out the game becomes much worse, since there's a chance you get outmashed on the Final Reflect.
  • Final Reflect itself takes a *lot* of time. Adding in a whole Finale animation, it's easy to see it killing the pace in an intense match, especially if that Finale then doesn't kill and you have to keep playing afterwards.
  • You have to mash a little more than otherwise. This isn't a huge problem, but other games that have pervasive mashing have a genuine accessibility problem, so I think it's worth noting.

While we may one day have a conversation on whether to turn off Final Reflect, we're certainly not there right now, and it doesn't really feel like it's hurting anyone.

Unburstable Combos from Rider Art (ENG allowed, JP banned)

Some cinematic Rider Arts allow a combo followup, but also turn off burst for the rest of the combo. This benefits exactly Kabuto (Base Form), Hibiki (Base Form), Den-O (Super Climax Form), Fourze (Fusion States), and Kiva (Base Form).

(There's a couple of adjacent cases worth noting as well. There's also some tech using the Showa Riders' Finisher Mode to turn off burst. We haven't played with this too much to attempt to break it, and in theory it's less of a problem anyway since they would still have to play through damage scaling in a way that the aforementioned Rider Arts would ignore. Another special case is Ultimate Kuuga, who has a combo from Rider Art, but for whatever reason, his Rider Art doesn't turn off burst, so there's no need to address his.)

The primary reason we allow this currently is that the combos are cool and we like them. It's not that deep.

There are a lot of good arguments to implement a rule limiting these combos from Rider Art, however, and I'd like to run those down here:

  1. Every character who benefits from this is really, really strong, and it's not that those characters are strong *because* they have an unburstable combo. If we ban these combos completely, I think it's a safe bet that all of them remain top tier, and even their Rider Arts remain a cornerstone of their respective gameplans.
  2. Cinematics ignore damage scaling, so these combos are able to deal an absurd amount of damage on top of being unburstable. It's very likely that being hit by these Rider Arts means you just lost on the spot, especially factoring in that you only need to reach Climax Time to get the rest of the meter you need to finish the kill combo.
  3. These Rider Arts are all really strong moves in their own right. They're all unburstable once they hit and deal massive damage, while being pretty inexpensive to use, and being optional after using Rider Art as a movement option. Den-O's and Fourze's are both also unblockable, and Kabuto's can be made to hit as a crossup. As a result, matches with these characters become much more passive; even the smallest commitment becomes a genuine risk that you just lose.
  4. With Climax Time on, it's even more likely that these Rider Arts result in a situation where you die instantly. Without Climax Time, it's possible that these characters run out of meter before they kill you, but with Climax Time, it becomes a sure bet that they will have enough meter to kill you instantly at some point throughout the match, and it even becomes possible to hit a Rider Art from low meter that triggers Climax Time, minimizing the role meter management plays in reaching that situation. We could have to choose between Rider Art combos and Climax Time as a result.
  5. With the exception of Fourze (Meteor Fusion States), every character who benefits from this uses the Power Up style, which means they're already extremely hard to land an equally fatal combo on since they can regularly burst and spend meter to refill their Guard Gauge. This means that you're constantly betting your life against them, and unless you're playing a character who also has access to this, they just plain aren't.

For the time being, unburstable combos from Rider Art are going to be broadly allowed, but we're keeping a close eye on them until such a point as we can accurately assess whether they are truly match-determinative as often as it seems they might be.

Throw Break Rider Cancel (ENG allowed, JP banned)

The reason the Japanese scene bans this is likely because it allows you to turn a throw break into an unblockable on your opponent and results in passive checkmate scenarios. In theory, allowing this might lead to more passive play.

In practice, it's really easy to RC your throw break on accident, especially since you can OS throw and the RC button in order to either break a throw or guard cancel depending on what your opponent did. As such it's really difficult to enforce, so for now our best option appears to be to just let it rock.

Finisher Cancel

While we are banning this now, as of time of writing, this is a recent development, so I want to lay out why.

Finisher Cancel allows all Showa Riders to do a 0f superfreeze unblockable at the cost of 1-3 stocks of Rider Gauge, depending on which Rider we're talking about. This technique is debatably fair, and it's really funny at least the first time you see it, hence why it was briefly allowed.

Ultimately, whether it's fair doesn't factor into why we're banning it. It is really unfun to play against, since the appropriate counterplay is to just do nothing until your opponent tries and fails to hit you with an unblockable, then run away with the life lead once you have it. This gameplay is really undesirable even if we all did agree that the better player wins every single match with it in play, and there's definitely an argument to the contrary.

Another strong argument to ban it is that it takes a really, really long time. Even if you run forward directly into the unblockable, you still have to sit through the Showa narration. Even so, properly played matches with Showa Riders often go to time up even without the Showa Rider ever triggering the narration.

Lastly, because it turns off many projectile effects, some characters are disproportionately affected by it. In particular, Saga loses almost his entire moveset until he can trigger another superfreeze. We don't really want that kind of counterpick dynamic to exist in the game.

Banned Characters

W (LunaTrigger), Skull, Wizard (Hurricane), Fourze (Support Attack) and Faiz (Speed Up) are pretty non-negotiable. These characters are currently banned in the English-speaking scene as well.

The rest are all on watch, but we still want to give them a chance. The Japanese scene might be slightly overrating some of these characters, and in some cases, they may just not want to play against them. It doesn't really hurt us to put these things through their paces while fully aware of the arguments to ban each of these characters.

  • Agito (Support Attack) is a pretty solid point character with a really great striker. Some of the places Agito can hit you with his striker feel pretty unfair, for example as a combo after he bursts. It remains unclear if this means he's unfair levels of strong, however, or if it's reasonable to expect players to outpace him.
  • Garren, Ibuki, and Drake each have a similarly strong Dash Action that makes them potent hard zoners who often don't have to commit to any risky options. They also all have combos that are very difficult (if not impossible) to burst without taking additional damage, all of which are strong enough to outright kill you. Most English-speaking players think Garren isn't particularly strong even with that loop. Ibuki and Drake, however, are really strong, and each bring other reasons that a ban might be warranted in the future.
  • Zanki and Den-O (Support Attack + Gun Form) each have access to strong strikers with long durations. They can each play very passively by using a striker and then charging their Rider Gauge while the opponent deals with that. This pattern of play is enough of a reason to ban Fourze (Support Attack), but we want to make sure it's warranted on these characters as well.
  • Saga is definitely strong. He has powerful long-range attacks to whittle an opponent down, and he can use his striker to set up checkmate situations really easily once he gets rolling. We're sure that he is very strong, just not sure that he's ban-worthy.
  • Zeronos was banned due to the way his Power Up works. We agree that this is an unacceptable technique, but we're implementing a rule to stop him from abusing this instead for now, since the rest of the character seems acceptable.