|
|
Line 73: |
Line 73: |
| | pros = | | | 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. | | * '''Tracking Projectile:''' FangJoker's Shoulder Blade is a bizarre projectile that hits and re-tracks multiple times, and can be difficult to navigate around. |
| * '''Long Attack Strings:''' Having long grounded attack strings allows FangJoker to pressure the guard gauge and do long meter-efficient combos. | | * '''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. | | * '''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 = | | |cons = |
| * '''Awkward Normals:''' FangJoker's grounded strings are held back somewhat by their starters being either slow or short range. | | * '''Awkward Normals:''' Some of FangJoker's grounded strings are held back somewhat by their starters being either slow or short range. |
| * '''Middling Damage:''' FangJoker struggles to end the match in a single big opening the way similar characters like Eternal can. | | * '''Middling Damage:''' FangJoker often struggles to end the match in a single guard crush opening the way similar characters like Eternal can. |
| | tablewidth = 80 | | | tablewidth = 80 |
| }} | | }} |
Line 3,568: |
Line 3,568: |
| == Move List == | | == Move List == |
| === Normal Moves === | | === Normal Moves === |
| ====== <font style="visibility:hidden" size="0">FangJoker 5LL</font> ====== | | ====== <font style="visibility:hidden" size="0">FangJoker 5LLLLL</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_FangJoker_5L.png | | |image=KRSCH_W_FangJoker_5L.png |
| |image2=KRSCH_W_FangJoker_5LL.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= | | |caption= |
| |name=5LL | | |name=5LLLLL |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
Line 3,586: |
Line 3,589: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An advancing low kick. | | 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 | | {{AttackData-KRSCH |
Line 3,599: |
Line 3,602: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A stepping kick that knocks the opponent away on hit. | | A stepping kick. |
| }} | | }} |
| }}
| |
|
| |
|
| |
| ====== <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 | | {{AttackData-KRSCH |
| |version=5L | | |version=5LLL |
| | |header=no |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 3,623: |
Line 3,615: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An advancing low kick.
| | A spinning kick that causes a mashable stagger on hit. Because of the stagger, it's best to proceed to 5LLLL immediately. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5LH | | |version=5LLLL |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 3,636: |
Line 3,628: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A homing gunshot that launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo followup string, jLHS. | | A spinning kick. This is usually the hit to RC in this string. |
| | |
| 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 | | {{AttackData-KRSCH |
| |version=5LHH | | |version=5LLLLL |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 3,651: |
Line 3,641: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| An alternate ender to the launcher string that fires a burst of 4 shots. Knocks the opponent away on hit.
| | A kick that knocks the opponent away on hit. |
| }} | | }} |
| }} | | }} |
| | |
|
| |
|
| ====== <font style="visibility:hidden" size="0">FangJoker 5HHHH</font> ====== | | ====== <font style="visibility:hidden" size="0">FangJoker 5LHH</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_FangJoker_5H.png | | |image=KRSCH_W_FangJoker_5L.png |
| |image2=KRSCH_W_FangJoker_5HH.png | | |image2=KRSCH_W_FangJoker_5LH.png |
| |image3=KRSCH_W_FangJoker_5HHH.png | | |image3=KRSCH_W_FangJoker_5LHH.png |
| |image4=KRSCH_W_FangJoker_5HHHH.png
| |
| |caption= | | |caption= |
| |name=5HHHH | | |name=5LHH |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5H | | |version=5L |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 3,675: |
Line 3,665: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A single homing shot. Unremarkable on its own, but the starter to an excellent zoning string.
| | 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 | | {{AttackData-KRSCH |
| |version=5HH | | |version=5LH |
| |header=no | | |header=no |
| |damage= | | |damage= |
Line 3,688: |
Line 3,678: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W fires a barrage of 6 homing shots. An exceptionally safe zoning tool to use in neutral when covered with an early RC. | | W deploys the big boot. Identical animation to 5H, but worse frame data. |
| }} | | }} |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| |version=5HHH | | |version=5LHH |
| |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 | | |header=no |
| |damage= | | |damage= |
Line 3,714: |
Line 3,691: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| A finishing burst of 4 shots that knock the opponent away on hit. | | A claw swipe that knocks the opponent away on hit. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">FangJoker jL</font> ====== | | ====== <font style="visibility:hidden" size="0">FangJoker 4/6LLL</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_FangJoker_jL.png | | |image=KRSCH_W_FangJoker_46L.png |
| | |image2=KRSCH_W_FangJoker_46LL.png |
| | |image3=KRSCH_W_FangJoker_46LLL.png |
| |caption= | | |caption= |
| |name=jL | | |name=4/6LLL |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=4/6L |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 3,734: |
Line 3,714: |
| |hitadv= | | |hitadv= |
| |description= | | |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.
| | An advancing elbow. Has great forward movement and is an excellent combo starter, but it's a little slow to start up. |
| | |
| 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=Trigger Full Burst
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=4/6LL |
| | |header=no |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 3,758: |
Line 3,727: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W fires a barrage of 7 homing bullets that drain the opponent's Rider Gauge on hit.
| | A followup body blow. FangJoker can link any normal other than 4/6L from this, most usefully into 2L and 6H. |
| | |
| 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">FangJoker 4/6S</font> ======
| |
| {{MoveData
| |
| |image=KRSCH_W_FangJoker_46S.png
| |
| |caption=
| |
| |input=4/6S
| |
| |name=Gaia Memory Charge (Luna)
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=4/6LLL |
| | |header=no |
| |damage= | | |damage= |
| |guard=N/A | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,781: |
Line 3,740: |
| |hitadv= | | |hitadv= |
| |description= | | |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.
| | Spinning backhand that knocks the opponent away on hit. |
| | |
| 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">FangJoker JS</font> ====== | | ====== <font style="visibility:hidden" size="0">FangJoker 4/6LHH</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_FangJoker_jS.png | | |image=KRSCH_W_FangJoker_46L.png |
| | |image2=KRSCH_W_FangJoker_46LH.png |
| | |image3=KRSCH_W_FangJoker_46LHH.png |
| |caption= | | |caption= |
| |input=jS
| | |name=4/6LHH |
| |name=Jump Shot | |
| |subtitle= | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=4/6L |
| |damage= | | |damage= |
| |guard=Y | | |guard=Y |
Line 3,806: |
Line 3,763: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W bounces backwards and fires a wave of 5 shots that home in on the opponent.
| | An advancing elbow. Has great forward movement and is an excellent combo starter, but it's a little slow to start up. |
| }} | | }} |
| }}
| |
|
| |
| == 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 | | {{AttackData-KRSCH |
| | |version=4/6LH |
| | |header=no |
| |damage= | | |damage= |
| |guard=N | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,828: |
Line 3,776: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W's throw. Causes a hard knockdown.
| | An alternative followup body blow. This one has worse link options but deals a little more damage. Only links to 5L or 6H. |
| }} | | }} |
| }}
| |
|
| |
| ====== <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 | | {{AttackData-KRSCH |
| | |version=4/6LHH |
| | |header=no |
| |damage= | | |damage= |
| |guard=N/A | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,848: |
Line 3,789: |
| |hitadv= | | |hitadv= |
| |description= | | |description= |
| W runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
| | A jumping kick that knocks the opponent away on hit. |
| }} | | }} |
| }} | | }} |
|
| |
|
| ====== <font style="visibility:hidden" size="0">FangJoker Rider Art</font> ====== | | ====== <font style="visibility:hidden" size="0">FangJoker 2/8LLL</font> ====== |
| {{MoveData | | {{MoveData |
| |image=KRSCH_W_FangJoker_RA.png | | |image=KRSCH_W_FangJoker_28L.png |
| | |image2=KRSCH_W_FangJoker_28LL.png |
| | |image3=KRSCH_W_FangJoker_28LLL.png |
| |caption= | | |caption= |
| |name=Rider Art | | |name=2/8LLL |
| |subtitle=Dodge Shot | | |subtitle= |
| |data= | | |data= |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=2/8L |
| |damage= | | |damage= |
| |guard=N/A | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,868: |
Line 3,812: |
| |hitadv= | | |hitadv= |
| |description= | | |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.
| | A ducking sweep kick. Can evade high attacks and has enough frame advantage to link into 5L, 5H, 2H or 6H. |
| | |
| 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">FangJoker Style Action</font> ======
| |
| {{MoveData
| |
| |image=
| |
| |caption=
| |
| |name=Style Action
| |
| |subtitle=
| |
| |data=
| |
| {{AttackData-KRSCH | | {{AttackData-KRSCH |
| | |version=4/6LH |
| | |header=no |
| |damage= | | |damage= |
| |guard=N/A | | |guard=Y |
| |startup= | | |startup= |
| |active= | | |active= |
Line 3,890: |
Line 3,825: |
| |hitadv= | | |hitadv= |
| |description= | | |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.
| | A quick uppercut that launches the opponent on hit. |
| | | }} |
| *<u>Style Action Left</u> switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
| | {{AttackData-KRSCH |
| *<u>Style Action Right</u> switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
| | |version=4/6LHH |
| *<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.
| | |header=no |
| *<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.
| | |damage= |
| | |guard=Y |
| | |startup= |
| | |active= |
| | |recovery= |
| | |blockadv= |
| | |hitadv= |
| | |description= |
| | An elbow that knocks the opponent away on hit. |
| }} | | }} |
| }} | | }} |
|
| |
|
| == Combos == | | ====== <font style="visibility:hidden" size="0">FangJoker 2/8LHH</font> ====== |
| *5HHH > RC > 5S
| | {{MoveData |
| :LunaTrigger's basic RC combo. | | |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> |
| <div id="movelist-12" class="movelist"><!-- Joker Move List --> | | <div id="movelist-12" class="movelist"><!-- Joker Move List --> |