Kamen Rider: Super Climax Heroes/Fourze

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Revision as of 23:49, 16 September 2023 by BunniesFromHell (talk | contribs) (filled out Meteor Fusion States)
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Kamen Rider Fourze

Introduction

Kamen Rider Fourze (Form Change Style) is an extremely customizable character who overwhelms his opponent with an array of powerful special moves.

After choosing this style, Fourze is presented with a unique menu. The top option allows him to select four Astroswitches, customizing many properties of his moveset. While Fourze starts the round with all of your chosen Astroswitches equipped, you can still access Fourze's default moveset by using Style Action inputs.

  • The first row chooses a replacement special for 5S
  • The second row chooses a replacement special for 2/8S
  • The third row chooses a replacement special for jS
  • The fourth row chooses a replacement special for 4/6S

This Battle Style offers Fourze not only an unparalleled wealth of flexibility for different matchups and playstyles, but a number of extremely strong special moves taken on their own.

Playstyle
KRSCH Fourze icon.png Kamen Rider Fourze (Form Change Style) is a highly customizable character.
Pros Cons
  • Overwhelming Switch Arsenal: Unique special moves offered by Astroswitches allow Fourze access to unblockables, extreme mobility, meter drain, healing, and more.
  • Infinite Combo that Drains Meter: While the opponent will likely burst, having an infinite combo forces the issue. The opponent must burst immediately on a clean hit, and if they don't it's only going to get worse for them, even stretching into the next round.
  • Extreme Flexibility: Even beyond choosing Astroswitches before the match begins, Fourze is capable of switching to his basic moveset in the middle of the match to suit the situation.
  • Combos From Throw: If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have, especially in combination with maximized combos.
  • Slow and Stubby Normals: Because his basic strikes are lacking, Fourze may struggle to play normal strike-throw offense, even with his opponent pinned down.
  • Base Switches are Just Okay: Fourze has an additional layer of flexibility, but his default Special Attacks just aren't as strong as the Astroswitches exclusive to Form Change Style.

Normal Moves

5L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze performs a standing jab. Has a ton of recovery, but chains to 5LL and (more importantly) 5LH.

5LL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze backhands the opponent. Short range and small forward movement make this difficult to hit with, and it has a lot of recovery.

5LH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Launcher string that can be followed up with either a Combo Jump or its followup, 5LHH. Very useful in combos.

5L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze casually uppercuts the opponent, knocking them away. Mostly useful for following up 5LH if you don't have enough Rider Gauge for a Combo Jump.

4/6L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze scuffs their boots. A key normal because it combos from throw, but not so useful in neutral. Chains to 4/6LL.

4/6LL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

After scuffing their boots, Fourze adds injury to insult with an axe kick. Still difficult to use in neutral, but very plus on hit and enables link combos.

4/6LLL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Gut punch. Plus on hit and leaves the opponent standing, so it makes pretty good RC filler.

2/8L
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze performs a hook punch. His fastest normal, and one of the most important for combos.

2/8LL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Overhead punch that knocks the opponent down. A great knockdown that allows Fourze to set up oki afterwards.

2/8LH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A quick gut punch. Mostly just used as string filler.

2/8LHH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Rocket Shoryuken. Horribly unsafe on block, but an excellent combo string on hit for all other purposes. RC-ing this string and following up with another grounded move is key for a number of combos. The RC must be input during startup and the hit must be cancelled quickly.

2/8LHHH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze kicks the opponent away. Doesn't have any application besides as a combo followup.

5H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze drops an elbow on the opponent. Slow and stubby, it's not very useful for neutral, but it's one of his best options as a combo followup.

5HH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Gut punch that uses the same animation as 4/6LLL, but much more plus on hit. This is Fourze's go-to link starter, most notably into 2/8L but it's plus enough that it even links into Rider Finale.

6H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze's only advancing normal, but otherwise unremarkable. It doesn't go super far, and it's got a ton of recovery.

6HH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze knocks the opponent away. Very punishable on block.

2/8H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Double axe handle. Slow, punishable on block, and generally not a good idea.

2/8HH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Followup uppercut. This string whiffs on block, so it's probably best to use something else.

Special Moves

5S
Rocket Astroswitch
Rocket Astroswitch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze's right arm becomes a Rocket, propelling him towards the opponent and striking them if he connects. Travels forward quickly with a lot of active frames. Unsafe on block.

4/6S
Radar Astroswitch
Radar Astroswitch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze deploys a Radar and holds it in front of him. If the opponent strikes the Radar with a non-projectile attack, Fourze becomes invincible and rolls to the side. Activates quickly, making it a strong defensive option.

5S
Launcher Astroswitch
Launcher Astroswitch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze deploys a Launcher on his leg, firing homing missiles at the opponent. While this move has a lengthy recovery, it also has lengthy hitstun, making it a workable projectile option.

jS
Drill Astroswitch
Drill Astroswitch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze's leg becomes a drill, and he does an otherwise-standard divekick. Very unsafe on block.

Rider Art and Dash Action

Rider Art
Flight Mode
Flight Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Upon pressing Rider Art, Fourze enters Flight Mode until the button is released. While hovering, the Rider Gauge slowly drains, and Fourze has access to moves exclusive to Flight Mode. Requires (but does not consume) 1 stock of Rider Gauge to initiate.

L During Flight Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze taps the opponent with his toe. Preferred Flight Mode button for hitting an airborne opponent in a pinch.

H During Flight Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze does an axe kick. Preferred Flight Mode button for hitting a grounded opponent.

S During Flight Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Fourze starts blasting downward with a minigun. The first shot is unblockable, and locks the opponent into a cinematic. If the first shot misses, he continues shooting for a total of 10 shots.

Dash Action
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze airdashes. A generic mobility tool that can be especially useful in combination with some Astroswitches. Costs .5 stocks of the Rider Gauge.

Style Action

Fourze (Form Change Style) is able to use the Style Action inputs to change his selected Astroswitches back to the default special moves.

Style Action 4/6 scroll left and right on Fourze's Astroswitch display. Style Action 2/8 changes out the highlighted switch between its default and its chosen variant.

Astroswitches

Recommended Astroswitches

  • 5S
    • Magic Hand
    • Scoop
  • 2/8S
    • Stealth
    • Giant Foot
    • Net
  • jS
    • Screw
  • 4/6S
    • Camera
    • Scissors
    • Medical

5S Astroswitches

Magic Hand Switch (5S)
Astroswitch #5
KRSCH Fourze Astroswitch 5.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Fourze uses the Magic Hand to grab the opponent. A very fast command grab with long reach that launches for a followup combo, with an untechable knockdown.

Chain Array Switch (5S)
Astroswitch #13
KRSCH Fourze Astroswitch 13.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze swings the Chain Array. Mostly useful as a combo ender or to break the opponent's guard.

Flash Switch (5S)
Astroswitch #17
KRSCH Fourze Astroswitch 17.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze grabs a light bulb and gets an idea. Steals one stock of Rider Gauge on hit.

Scoop Switch (5S)
Astroswitch #29
KRSCH Fourze Astroswitch 29.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Fourze scoops some dirt on em. Unblockable and holds the opponent in place for 5 seconds, allowing you to charge meter before following up with a combo. It's also possible to combo into this with RC.

Claw Switch (5S)
Astroswitch #33
KRSCH Fourze Astroswitch 33.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze equips the Claws and slashes the opponent. Mostly useful as a combo ender, and is fast enough to link from 4/6LL or 5HH.

2/8S Astroswitches

Chainsaw Switch (2/8S)
Astroswitch #8
KRSCH Fourze Astroswitch 8.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze's leg becomes a Chainsaw, and he does a kick combo. Fast, but short range and unsafe on block.

Beat Switch (2/8S)
Astroswitch #12
KRSCH Fourze Astroswitch 12.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze parties down. Very slow, but can be comboed into with RC.

Smoke Switch (2/8S)
Astroswitch #14
KRSCH Fourze Astroswitch 14.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Fourze Smoke Bombs the opponent, then follows up with a punch. Unblockable, but cannot be comboed into, and does not work on a jumping opponent.

Stealth Switch (2/8S)
Astroswitch #21
KRSCH Fourze Astroswitch 21.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze turns invisible. During this time you can mix up the opponent with invisible throws, strikes that are difficult to guard cancel against, or even just do an unblockable special move.

Pen Switch (2/8S)
Astroswitch #25
KRSCH Fourze Astroswitch 25.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze starts writing with his foot. Fast startup, but very unsafe on block or whiff.

Hand Switch (2/8S)
Astroswitch #28
KRSCH Fourze Astroswitch 28.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Fourze's leg becomes hand. A command grab similar to the Magic Hand Astroswitch. By comparison, it's faster, shorter range, deals damage, and has less followup combo potential.

Freeze Switch (2/8S)
Astroswitch #32
KRSCH Fourze Astroswitch 32.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze's leg becomes a minifridge. Similar to the Scoop Astroswitch, but faster and blockable. It stuns the opponent for a shorter duration than the Scoop, but enables a meterless infinite.

Giant Foot Switch (2/8S)
Astroswitch #35
KRSCH Fourze Astroswitch 35.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze calls upon the Giant Foot, which homes in on the opponent to stomp them. A great zoning and anti-zoning tool. Deals big guard damage on block and crumples on hit.

Net Switch (2/8S)
Astroswitch #38
KRSCH Fourze Astroswitch 38.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze does a sick flip and summons a net over the opponent. Homes in on the opponent just as well as Giant Foot, drains meter on hit, restands an airborne opponent, and combos from many strings with RC, enabling an infinite combo.

jS Astroswitches

Spike Switch (jS)
Astroswitch #15
KRSCH Fourze Astroswitch 15.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze does a plunging flipkick with spikes on his feet. It is possible for Spike to cross up the opponent after using an airdash, but it has a very tiny hitbox, limiting its usefulness. Even on block, it's very punishable.

Water Switch (jS)
Astroswitch #23
KRSCH Fourze Astroswitch 23.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze sprays water downward from the air. Effectively a beam special, but the hitbox is a little narrow and it can't be used for air combos. Deals decent guard damage if all hits connect.

Screw Switch (jS)
Astroswitch #27
KRSCH Fourze Astroswitch 27.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze flies across the screen horizontally. Can be done low to the ground to pursue the opponent, or high up for mobility. Deals big damage and is generally safe on block, making it the go-to switch for this slot.

Board Switch (jS)
Astroswitch #34
KRSCH Fourze Astroswitch 34.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze gets on the Board and dives diagonally. Can be a safe option to approach the opponent when spaced properly.

Aero Switch (jS)
Astroswitch #36
KRSCH Fourze Astroswitch 36.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze hovers and then releases a ball of wind. A decent projectile option for jS. It's also combo-friendly and deals decent guard damage.

Stamper Switch (jS)
Astroswitch #39
KRSCH Fourze Astroswitch 39.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze stomps real hard. Offers some combo potential in the corner thanks to its low recovery on hit. It also occasionally becomes unblockable, though we're not sure why.

4/6S Astroswitches

Camera Switch (4/6S)
Astroswitch #6
KRSCH Fourze Astroswitch 6.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Fourze does his normal throw animation, and upon connecting, takes a picture of the opponent. This can be comboed into, and drains a bar of meter on hit. The opponent can burst during this, but Fourze is invulnerable until fully recovered.

Scissors Switch (4/6S)
Astroswitch #11
KRSCH Fourze Astroswitch 11.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze uses the Scissors like a claw to grab the opponent, and can follow up with another 4/6S to do a Rocket Shoryuken on the opponent. Very combo friendly, deals big damage, and has a great knockdown, enabling Flight Mode okizeme.

Winch Switch (4/6S)
Astroswitch #16
KRSCH Fourze Astroswitch 16.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze swings like Tarzan. Minus on hit and block, so it has limited usefulness.

Shield Switch (4/6S)
Astroswitch #18
KRSCH Fourze Astroswitch 18.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze guards with a Shield. Similar to the default Radar switch, it's a great defensive option that deals damage on a successful parry instead of dodging.

Hammer Switch (4/6S)
Astroswitch #22
KRSCH Fourze Astroswitch 22.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze brings down the hammer. A combo-friendly special move that deals decent damage.

Medical Switch (4/6S)
Astroswitch #24
KRSCH Fourze Astroswitch 24.png
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Fourze grabs the opponent, then heals about 10% HP. Surprisingly combo-friendly, and links in the same places as Scissors and Hammer do. Resets both characters to neutral on hit.

Combos

  • 5HH > 2LHHH
Standard link combo that doesn't require any specific switches.
  • 5HH > 2LHH > RC > jS
Standard link combo that works with most jS Astroswitches and ends in a Special Attack.
  • 5HH > 4/6S
Link combo that requires Scissors, Hammer, or Medical Astroswitch. Alternatively, links into Claw Switch 5S.
  • 5S > 5LH > combo jump > jLHS
Magic Hand starter that doesn't require any specific other Astroswitches.
  • [5HH > 2/8LHH > RC > Scoop/Net/Freeze] repeat xN
Infinite loop using Scoop, Net or Freeze Astroswitches.
When using Scoop or Freeze Astroswitch, you can manually charge meter between each rep, making it a true infinite.
When using Net Astroswitch, this is not a true infinite as meter gain stops after 50 hits in the combo. It does, however, do enough damage to trigger Climax Time and end in Rider Finale for a touch of death combo.
  • 5S > 5LH > RC > Scoop/Net/Freeze > ...
Magic Hand starter into any containment Astroswitch. Can continue with the above combo.
  • [2/8S > jL] repeat xN
True infinite combo that requires Freeze Astroswitch.
  • Throw > 4/6L
Basic combo from throw.

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Kamen Rider Fourze
KRSCH Fourze Elekstates Illustration.png

Introduction

Kamen Rider Fourze (Form Change Elek) wields Billy the Rod, rushing the opponent and limiting their options. This version of Fourze is chosen as the second option in the Form Change Style menu.

The defining aspect of Elek States is that his 5S and 4/6S drain the opponent's meter, and his 5S even crumples the opponent, allowing a second Special Attack as a followup.

Playstyle
KRSCH Fourze icon.png Kamen Rider Fourze (Form Change Elek) is a close-range bruiser specializing in short, damaging combos and meter drain.
Pros Cons
  • Stick Normals: Choosing Elek States trades away the major weakness of Fourze's Base Form. His normals are quick and allow link combos, turning him into a close range threat.
  • Drains Meter: Elek States drains one stock of the opponent's Rider Gauge upon hitting a Special Attack and can hit up to two in one combo, dramatically limiting the opponent's metered options.
  • Combos From Throw: If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have.
  • Low Damage Ceiling: Elek's short and punchy combos go a long way, but he will have to touch the opponent a few times.
  • No Other Style Actions: While Elek is free and does not impose a limitation on this character, he also doesn't benefit from any of the Battle Style mechanics.
  • Struggles Outside of Close Range: Elek really wants to be at close range. He's not totally helpless at long range, but his projectile has a lot of recovery and his quick normals don't reach too far.

Normal Moves

Special Moves

5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze clobbers the opponent with the stun rod, causing a crumple and draining 1 stock of the Rider Gauge. Try to combo into this at any opportunity.

4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

With a swipe of the stun rod, Fourze fires a wave of electricity across the stage. A pretty standard projectile, fairly quick to start up but has long recovery. Also drains 1 stock of the rider gauge on hit as a bonus.

2/8S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze stabs at the ground, creating a ring of electricity. Elek States' most damaging special move, and an amazing meaty thanks to its active frames and hitbox. It's also fairly safe when blocked even on its first frame, as long as it's spaced out.

jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Drill Astroswitch divekick, identical to Base States' default jS. Very unsafe on block.

Rider Art and Dash Action

Dash Action (Base Form)
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze airdashes. A generic mobility tool, but not especially useful in this variant. Costs .5 stocks of the Rider Gauge.

Dash Action (Elek States)
Guard Dash
Guard Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.

Rider Art (Base Form)
Hopping Switch
Hopping Switch
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

A unique Rider Art available exclusively to this version of Fourze's Base Form. When pressed, it behaves similarly to the Super Jump type Rider Art. However, when RA is held, Fourze will continue hopping on his pogo leg. This actually gives it a hitbox, which is unblockable. Costs .5 stocks of the Rider Gauge to initiate and per bounce (consumed upon touching the ground). Must have at least .5 stocks in reserve to initiate a further bounce, but only consumes that meter upon jumping.

Rider Art (Elek States)
Super Jump
Super Jump
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.

Style Action

Upon pressing Style Action, Fourze switches between Elek States and Base Form. This doesn't cost anything to do.

Combos

Base Form

  • 5HH > 2LHHH
Standard link combo that doesn't require any specific switches.
  • 5HH > 2LHH > RC > jS
Standard link combo that ends in a Special Attack.
  • Throw > 4/6L
Basic throw combo.

Elek States

  • 5HH > 6LLH > RC > 5S > 5S
  • 5HH > 6LLH > 5LL > RC > 5S > 5S
Standard link combo from 5HH. Ending in double 5S drains 2 full stocks of Rider Gauge from the opponent.
The 5LL extension is much harder and deals less damage, but gains slightly more Rider Gauge. It's recommended to skip this extension, but it is listed here for completion's sake.
  • 6LLH > 6LLH > repeat xN
Infinite combo. Feels like an actual just frame, and scales the combo too quickly, so it's not the most useful infinite, but doing two reps of the string can be a nice hitconfirm into RC > 5S.
  • Throw > 2HH
Basic throw combo.
  • 5HH > Rider Finale
  • 6LLH > Rider Finale
Elek States is able to hitconfirm into Rider Finale from any of his clean hits. In a pinch, he could even loop his 6LLH infinite to build some extra meter before cashing out.

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Kamen Rider Fourze
KRSCH Fourze Firestates Illustration.png

Introduction

Kamen Rider Fourze (Form Change Fire) uses a variety of projectiles to augment a mid-to-close-range gameplan. This version of Fourze is chosen as the third option in the Form Change Style menu.

Fire States has a lot in common with Fourze's Base Form, and trades away the versatility and power of customizable Astroswitches. In return, he lives and dies by his jS fire hose, a gliding air beam that remains active until he lands.

Playstyle
KRSCH Fourze icon.png Kamen Rider Fourze (Form Change Fire) is an aggressive character who primarily uses projectiles.
Pros Cons
  • jS Fire Hose: A gliding air beam that hits until landing, Fire's jS is able to control a lot of space, approach, run away, and generally bully the opponent. In combination with his Airdash type Dash Action, he can even cross up the opponent.
  • Combos From Throw: If Fourze has the opponent against the wall, he can combo off of his throw. While not unique to him, this is very nice to have.
  • Low Average Damage: Fire's combos are very limited, and it can be difficult for Fire States to remove red life at the end of a combo.
  • Slow and Stubby Normals: Because his basic strikes are lacking, Fourze may struggle to play normal strike-throw offense, even with his opponent pinned down.
  • Every Ground Attack is A Huge Risk: Although he has access to a number of projectile attacks, they all have massive recovery. He's not really able to zone as such, and these moves are mostly relegated to punishing the opponent.
  • No Other Style Actions: While Fire States is free and does not impose a limitation on this character, he also doesn't benefit from any of the Battle Style mechanics.

Normal Moves

Special Moves

5S (Fire States)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze blasts a jet of flame straight ahead. On ground hit, this has no pushback, and Fourze is very slightly negative on hit. On block, it's very negative but has a lot of pushback.

4/6S (Fire States)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze blasts a jet of flame, starting at his left and sweeping to his right. Will hit fewer times and deal less damage than 5S, but has frame advantage on ground hit.

2/8S (Fire States)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze slowly shoots three shots in a spread pattern, aiming towards the feet and finishing with a shot into the air. In theory this has good space coverage, but in practice using it is likely to kill you because of its recovery. On ground hit, Fourze is negative and even punishable from close range, and on air hit the shots don't combo. They're unlikely to run into the up-shot on their own so the recovery in any other situation is a death sentence.

jS (Fire States)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze glides to the ground blasting water diagonally, with active frames until he lands. Plus on ground hit, negative on block but safe. Deals a lot of guard damage if all hits connect.

Rider Art and Dash Action

Dash Action (Base Form)
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze airdashes. A generic mobility tool, but not especially useful in this variant. Costs .5 stocks of the Rider Gauge.

Dash Action (Fire States)
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze airdashes. A generic mobility tool, and can be followed up with jS to cross up the opponent while getting extra distance from the airdash. Costs .5 stocks of Rider Gauge.

Rider Art (Base Form)
High-Speed Dash
High-Speed Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

A Rider Art available exclusively to this version of Fourze's Base Form. It is a High-Speed Dash type Rider Art with a unique animation, and can be used side-to-side in addition to forward. Costs .5 stocks of Rider Gauge.

Rider Art (Fire States)
Dodge Shot
Dodge Shot
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A Dodge Shot type Rider Art. Backdashes with full invulnerability and fires a spread of 3 shots straight forward. A reliable escape option when being pressured. Costs 1 stock of Rider Gauge.

Style Action

Upon pressing Style Action, Fourze switches between Fire States and Base Form. This doesn't cost anything to do.

Combos

Base Form

  • 5HH > 2LHHH
Standard link combo that doesn't require any specific switches.
  • 5HH > 2LHH > RC > jS
Standard link combo that ends in a Special Attack.
  • Throw > 4/6L
Basic throw combo.

Fire States

  • 5LLL > RC > 4/6S
Fire's combos are fairly limited. However, he does have strings with long hitstun that allow him to combo into his specials reliably using RC.
  • Throw > 2H
Basic throw combo.

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Kamen Rider Fourze
KRSCH Fourze Cosmicstates Illustration.png

Introduction

Kamen Rider Fourze (Power Up) allows Fourze access to his final form, Cosmic States. In this form, he becomes an aggressive character with long reach.

Cosmic States has access to multiple fullscreen gap closers, long-reaching normals, and a 5S slashing combo attack with extreme reach.

In exchange, you have to play Base Form Fourze without any extra help sometimes. Because Cosmic States is a Power Up Style, Fourze doesn't have access to it without 3 stocks of the Rider Gauge. If Fourze is stuck without Cosmic States for long, this can become a pretty big weakness.

Playstyle
KRSCH Fourze icon.png Kamen Rider Fourze (Power Up) uses extreme forward mobility and huge hitboxes to harrass the opponent at any screen position.
Pros Cons
  • Huge Hitboxes: In Cosmic States, Fourze gains normals with excellent reach. 5S is the cherry on top, striking basically the entire screen.
  • Extreme Forward Mobility: jS and Rider Art send Cosmic States flying across the screen, and Rider Art also allows for an extremely fast followup attack.
  • Powerup Style: Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming.
  • Unstable Juggles: If the opponent is hit airborne by 5S, the followup strikes will not combo, leaving Fourze open.
  • Average Damage: Cosmic States does solid damage with short combos, but can't easily extend a long combo into big damage.
  • Base Form Fourze: Without Astroswitches, Base Form Fourze is left with slow and stubby normals, and unsafe special moves. Getting out of Base Form as soon as possible is a priority.

Normal Moves

Special Moves

5S (Cosmic States)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze brandishes a flaming sword and launches a 4-hit slashing combo. With massive reach, quick startup, and relative safety on block, this allows Cosmic States to strike at the opponent even at long range. Be aware that if the opponent is hit airborne, 5S will not combo all of its hits.

dS (Cosmic States)
any direction + Special
any direction + Special
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze's leg becomes a Launcher and fires homing missiles. A souped up version of his Base Form's default 2/8S. The homing is greatly improved, and on grounded hit, it deals increased hitstun and causes a freeze effect. Although this situation is not extremely common, when these missiles connect at full-stage distance, it is possible to combo into Rider Art Followup.

jS (Cosmic States)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Fourze uses a burst of momentum from his jetpack to dive diagonally forward and slash upon landing. Moves very quickly, and can reach a considerable distance when done high in the air. Can be used to strike at the opponent, or intentionally whiffed over the opponent to create distance. It's even possible, though inconsistent, to cross up the opponent at some spacings.

Rider Art and Dash Action

Dash Action (Base Form)
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge.

Dash Action (Cosmic States)
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze airdashes. A generic mobility tool, and can also be used to position for jS. Costs .5 stocks of Rider Gauge.

Rider Art (Base Form)
Super Jump
Super Jump
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Standard Super Jump type Rider Art. Costs .5 stocks of Rider Gauge.

Rider Art (Cosmic States)
High-Speed Dash
High-Speed Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Standard High-Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a followup by pressing Rider Art or Special Attack at no additional cost, launching an extremely quick attack that begins a cinematic. Unsafe on block. This Rider Art followup is a critical part of Cosmic States' gameplan in multiple respects. It's a fast whiff punisher, an unburstable combo ender for huge damage, and may even work as a reversal thanks to its speed.

Style Action

By pressing Style Action, Fourze transforms into his final form, Cosmic States, at the cost of 3 stocks of the Rider Gauge. Doing so also refreshes damage scaling and the Guard Gauge.

While already in Cosmic States, Style Action transforms back into Fourze's Base Form at no cost. Doing so also refreshes damage scaling and the Guard Gauge.

Combos

Base Form

  • 5HH > 2LHHH
Standard link combo that doesn't require any specific switches.
  • 5HH > 2LHH > RC > jS
Standard link combo that ends in a Special Attack.
  • Throw > 4/6L
Basic throw combo.

Cosmic States

  • 4/6LHH > dS
  • 4/6LHH > RA Followup
Essential combo. 4/6LHH builds about .49 of a Rider Gauge stock, so it's very rare that you won't have the meter for RA.
  • 2/8HH > RC > 4/6LHH > RA Followup
Simple RC extension. Cosmic States has many good poking normals, and can easily RC to get big reward from them.
  • 2/8HH > Style Action (Base Form) > 5HH > 2/8LH > Style Action (Cosmic States) > 5HH > RC > 6LHH > RA Followup
Un-transform re-transform combo. May be useful if you have a lot of extra meter, ie after Climax Time is initiated.
  • 4/6LHH > Rider Finale
Thanks to 4/6LHH's crumple, this is a common point where Cosmic States is able to link Rider Finale.
  • 2/8HH > Style Action (Base Form) > 5HH > 2/8LH > RC > 5HH > 2/8LH > Style Action (Cosmic States) > 4/6LHH > Climax Time > Rider Finale
Touch of death combo that requires Cosmic States to already have 4 stocks of Rider Gauge before Climax Time is triggered. It's rare to have that much meter on hand, but not impossible either. Included for completion's sake.

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KRSCH Fourze Magnetstates Illustration.png

Introduction

Kamen Rider Fourze (Support Attack) is Fourze's Support Attack exclusive Magnet States form, in which he gains an array of projectile moves.

Fourze pays a few prices for choosing Magnet States, most notably he loses a lot of mobility, and he still doesn't have great attack strings. His new projectiles also don't represent a complete gameplan on their own, leaving a bit to be desired.

The real benefit of this Battle Style is the Support Attack striker itself, the Powerdizer. Its most commonly used variant drops in from the top of the screen near-instantly, knocking them back to start the process of getting in all over again. As a wise man once said, you're not playing Magnet States, you're playing the Powerdizer. <break>

Playstyle
KRSCH Fourze icon.png Kamen Rider Fourze (Support Attack) covers projectile zoning with the help of a powerful striker.
Pros Cons
  • Keepaway Gameplan: Although his projectiles don't win the game on their own, as long as Magnet States has room to build 2 stocks of Rider Gauge, he's exceedingly comfortable.
  • Ridiculous Striker: The Powerdizer assist is quick, high damage, and puts them right where you want them. With 4 stocks of Rider Gauge on hand, not even hitting Magnet States is enough to avoid the Powerdizer.
  • Banned Character: One of the few characters universally agreed to be too much. Only pick this guy for laughs.

Normal Moves

Special Moves

Rider Art and Dash Action

Style Action

Combos

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Wizard

KRSCH Fourze Meteor Fusion States Illustration.png

Introduction

Kamen Rider Fourze (Meteor Fusion States) is a secret character, a fusion between Fourze and Meteor. To select Meteor Fusion States, select Tag Battle Style, then hold + or Start and select Meteor as Fourze's partner.

When choosing Meteor Fusion States, Fourze does not have to go through his Base Form, and starts the round in this special form, using the Assault Battle Style.

A combination of Fourze's and Meteor's toolkits, Meteor Fusion States punishes the opponent's mistakes above all else.

Playstyle
KRSCH Fourze icon.png Kamen Rider Fourze (Meteor Fusion States) is a highly dangerous whiff punisher.
Pros Cons
  • Unburstable Combo: Rider Art is easily comboable, turns off the opponent's burst for the rest of the combo, and can be comboed from. It's also unblockable, so it's even useful as a starter on its own.
  • Whiff Punishment: Using quick advancing normals similar to Meteor's, Meteor Fusion States is reliably able to catch the opponent overextending and make them really pay.
  • Meter Generation: Because Meteor Fusion States uses the Assault Battle Style, he is able to build an extra bar of meter at the end of many of his strings.
  • Honest Toolkit Outside of Rider Art: When Meteor Fusion States doesn't have anything to whiff punish, it can be difficult for him to get started.
  • Picks Two Characters: KRSCH doesn't have mirror matches, and you can't pick Meteor Fusion States if your opponent wants to play either Fourze or Meteor.

Normal Moves

Special Moves

5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A variant on Fourze's base form's Launcher Astroswitch. Fires homing missiles at the opponent. The preferred special to combo into if you can't combo into Rider Art.

any direction + Special
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A variant on Meteor's Saturn Sorcery. Winds up for a little while, then fires the rings of Saturn. A projectile with long startup, very little recovery, and very strong homing that allows followup combos if the opponent is hit grounded. The long startup makes using this a big risk, but once it's on the screen, your opponent has a problem to deal with now.

jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A variant on Fourze's Drill Astroswitch divekick, identical to Base States' default jS. Very unsafe on block.

5S (during Assault Mode)
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A variant on Fourze Cosmic States 5S. Unleashes a 4-hit combo slash that hits a wide and long range ahead of Fourze. Like that move, it's really good as a neutral harassment tool. Because it's only available in Assault Mode, its usefulness is limited.

Rider Art and Dash Action

Dash Action
Air Dash
Air Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Fourze airdashes. A generic mobility tool, but it's often not the best use of meter in this form. Costs .5 stocks of the Rider Gauge.

Rider Art
Super Jump
Super Jump
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a followup by pressing Special Attack at no additional cost, which is a variant on his normal jS. This variant is unblockable, allows followup combos, and turns off the opponent's ability to burst for the rest of the combo. This is the reason to pick the character. If you have enough meter and this hits, you just won the round and there's nothing they can do about it. Comboable from multiple strings with RC, and a dangerous approach in its own right since it's unblockable.

Style Action

Meteor States Fusion uses the Assault Style. Pressing Style Action with at least two stocks of Rider Gauge at any time besides during hitstun activates Assault Mode.

Combos

  • 5HHH > RC > RA~S
  • 6HHH > RC > RA~S
  • 6LH > RC > RA~S
Standard Rider Art combos from strings. Uses 1.5 stocks of the Rider Gauge, but builds some during the string.
  • RA~S > run > 5HHH > RC > RA~S
Optimal Rider Art loop. Forward movement is required for 5HHH to connect after Rider Art. While any other strings that combo into Rider Art work in this loop combo, this more difficult link does the highest damage and builds the most meter.
  • 5HHH > RC > RA~S > run > 5HHHHS
Efficient combo example that uses Rider Art once and builds more meter than it spends. 5HHHHS alone builds about 1.8 stocks of Rider Gauge, and is the preferred combo ender in most situations.
  • 5HHH > RC > RA~S > run > 5HHH > RC > RA~S > run > 5HHH > RC > RA~S > Climax Time > 6HHH > RC + Rider Finale
Touch of death combo from Rider Art loop.
For some reason, Meteor Fusion States sometimes activates Climax Time from an RC, which isn't normally supposed to happen. If that happens on the final rep of the Rider Art loop, immediate Rider Finale will still kill from 100%.

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