Kamen Rider: Super Climax Heroes/Blade

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Introduction

Kamen Rider Blade

Kamen Rider Blade yells WEH and throws himself at you full force.

It's mostly obvious how Blade works at first glance. His attacks are very strong on their face, he does a ton of damage, and he's working with a damaging and flexible Rider Art follow-up in both of his forms.

Blade's kit is highly unusual in a number of ways. This is usually in his favor, supplementing his obvious strengths with some really deranged properties on his moves. This includes moves that drain Rider Gauge arbitrarily, a projectile that deletes other projectiles, and utterly bizarre tracking.

Blade's most notable weakness is that he's one of the very few characters in the game without a normal jumping attack. All of his air buttons are divekicks, so he must choose carefully when jumping. He also has a very small and relatively inflexible movelist relative to a lot of characters.

In this variation, Blade gains access to his final form: King Form. In this form, Blade boasts improved strings, a notably powerful projectile, and an oppressive advancing attack.

Playstyle
KRSCH Blade icon.png Kamen Rider Blade (King Form) is a heavy all-rounder who controls the pace from the ground.
Pros Cons
  • Powerful Normals: Blade was gifted some of the best normals in the game, and for a wide variety of purposes. From advancing evasive normals to straight-forward quick strikes with low recovery, he's able to get a lot done just by using his strings.
  • Aggressive Approaches: Blade rarely has any issues closing the gap, and he's able to throw himself at the opponent in a number of really threatening ways.
  • Power Up Style: Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming.
  • Limited Air Options: Blade is a rare character who doesn't have any air normals besides divekicks.
  • Awkward Base Form Matchups: Some of Blade's Base Form tools match up poorly against certain characters. For example, an advancing tackle isn't a great idea against characters who put a lot of projectiles in his path. These concerns mostly go away once he reaches King Form, but reaching it is half the battle.

In this variation, Blade gains access to his Jack Form, which solves one of Blade's core problems at a steep price.

The main benefit of choosing Jack Form is that Blade gains access to his only non-divekick jumping attacks. However, Jack Form is probably Blade's weakest form overall.

Players who prefer Blade's Base Form over King Form may prefer the feel of this alternative.

Playstyle
KRSCH Blade icon.png Kamen Rider Blade (Jack Form) boasts air superiority over King Form.
Pros Cons
  • A Normal Jumping Attack: Going to the air is much less of a bad idea for Jack Form.
  • He's Still Blade: King Form is powerful, but Blade's Base Form is a large part of his strength. Losing King Form doesn't make Blade bad by any means.
  • Power Up Style: Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming.
  • Is Just Okay: Blade's Jack Form is a rare example of a Power Up character who becomes arguably worse than his default form.
  • Awkward Base Form Matchups: Some of Blade's Base Form tools match up poorly against certain characters. For example, an advancing tackle isn't a great idea against characters who put a lot of projectiles in his path.

Form Select

KRSCH Blade Ace Form Illustration.png
Base Form
KRSCH Blade King Form Illustration.png
King Form
KRSCH Blade Jack Form Illustration.png
Jack Form

Move List

Normal Moves

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

Not a particularly fast jab, but has notably good frame advantage on hit, allowing Blade to link his Rider Art follow-up.

5LL - Y - - - - -

The mashable stagger on this string makes it potentially unsafe on hit.

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

Knocks the opponent away on hit.

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

An advancing step kick.

4/6LL - Y - - - - -

Knocks the opponent away on hit.

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

A downward slash that knocks down on hit. Fast enough to reliably hitconfirm from 4/6L.

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

Knocks the opponent away on hit. Fast enough to reliably hitconfirm from 2/8L.

2/8LH
2/8LH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -
2/8LH - Y - - - - -
5HHHH
5HHHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5H - Y - - - - -

A quick slash that leads into a powerful string. A key normal for Blade's combos and pressure.

5HH - Y - - - - -

Has a mashable stagger, so it's best not to delay 5HHH too much.

5HHH - Y - - - - -
5HHHH - Y - - - - -

Knocks the opponent away on hit.

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

Knocks the opponent down on hit. All three hits of this string are delayable and hitconfirmable, so you can treat it something like a rekka.

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

An advancing normal that moves forward extremely quickly. Very useful to RC to cover distance safely.

2/8HH - Y - - - - -

Knocks the opponent down on hit.

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

Blade divekicks, dealing the lowest damage of his three divekicks. In return, this normal is really unusual for divekicks in Super Climax Heroes, and has absurd tracking. Where other divekicks would whiff directly over the opponent's head, this divekick will get stuck directly above the opponent and land on top of them for a successful hit.

The downside is that it's still unsafe on block, as you'd expect for a divekick in this game. This move might be a footnote for other characters, but Blade often wants to use this if he has to go airborne, considering he doesn't have access to normal jumping attacks.

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

Blade does a divekick. This one is the middle divekick, and has the least going for it. It deals less damage than jS, and lacks the tracking properties of jL. It doesn't seem to gain anything straightforwardly useful in return, either.

Special Moves

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

Blade charges up in place, and then launches into a flying shoulder tackle. Has long startup, but remains active for the entire recovery animation, making it extremely risky if not impossible to whiff punish, as well as a powerful meaty attack given the right setup. This attack also drains the opponent's Rider Gauge on hit or block.

DS
Lightning Slash
Any direction + S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Blade plants his sword in the ground and allows lightning to flow through him, increasing his damage for a set period. The damage increase is substantial, so it's worth fitting this in.

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

Blade does a divekick with lightning flowing through it. The highest damage version of Blade's divekick. Anytime you don't need jL for its tracking, you'd be better off using this for increased damage.

Universal Mechanics

Throw
Throw
4H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Blade's throw. Has plenty of advantage, but not enough to safely power up with dS near the corner.

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

Blade airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge. Somewhat awkward for Blade to attack from, but can be useful anyway for movement.

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

Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing Rider Art or Special Attack at no additional cost.

This Rider Art follow-up has ridiculously fast startup, and if it hits this initial hitbox, Blade enters a cinematic that deals substantial damage, making it useful as a punish or a combo ender.

If the initial hitbox either whiffs or is blocked, however, Blade transitions into a regular 5S with all of the usual properties of that move. This can become a risk if the move is blocked up close. It also means that when RAF is used as an approach, Blade may careen safely into the distance or punish whatever his opponent did to evade it. This effect can be bolstered by using Rider Art to sidestep quickly, then approach with a spaced 5S.

Style Action
Style Action
Power Up
Power Up
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Blade transforms into his chosen alternate form (King Form or Jack Form) at the cost of three stocks of the Rider Gauge. As with all Power Up style transformations, this can be used to cancel grounded normal attacks and blockstun. Doing so also refreshes damage scaling and the Guard Gauge.

Combos

  • 5L > Rider Art follow-up
  • 5L > Rider Finale
Blade's only link starter. Useful to know, but might not be reasonable to hitconfirm.
  • [5HHH > RC] repeat xN > 5L > Rider Art follow-up
  • [5HHH > RC] repeat xN > 5HHHH
Blade's basic RC loop. In spite of Blade's many useful normals, 5HHH will always squeeze the most damage.

Move List

Normal Moves

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

Crumples the opponent. A reliable combo tool leading into Rider Art follow-up or any of King Form's special moves.

King 5LHH
5LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LH - Y - - - - -
5LHH - Y - - - - -

An alternative string ender from 5L. Easier to hitconfirm than 5LL, but much less rewarding.

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

An advancing hook punch with a lot of range. One of King Form's best options to RC as an approach.

4/6LL - Y - - - - -
4/6LLL - Y - - - - -

A delayable and hitconfirmable string. Knocks the opponent away on hit.

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

An advancing hook punch with a lot of range. One of King Form's best options to RC as an approach.

4/6LH - Y - - - - -
4/6LHH - Y - - - - -

A faster and even more hitconfirmable string follow-up. An overall excellent string that sees use in neutral and in combos.

4/6LHHH - Y - - - - -

Knocks the opponent away on hit.

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

A backhand strike that has an awful tendency to whiff even at point-blank range. As a result, it and most of its follow-ups are rarely useful.

2/8LL - Y - - - - -

Knocks the opponent away on hit.

King 28LHH
2/8LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -

A backhand strike that has an awful tendency to whiff even at point-blank range. As a result, it and most of its follow-ups are rarely useful.

2/8LH - Y - - - - -

Launches the opponent on hit.

2/8LHH - Y - - - - -

Knocks the opponent away on hit. This string will drop due to the opponent's techroll with even a small delay.

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

A quick and powerful slash that leads into a deadly string. King Form's powered up version of 5H retains all of its strengths, as well as advancing on startup.

5HH - Y - - - - -

Fast enough to hitconfirm from 5H. Has a mashable stagger, so it's best not to delay your 5HHH too much.

5HHH - Y - - - - -
5HHHH - Y - - - - -

Knocks the opponent away on hit.

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

A stepping slash. Despite its forward movement, has less range than 5H. Still useful to RC as an advancing move.

6HH - Y - - - - -

Hit-confirmable string filler.

6HHH - Y - - - - -

Launches the opponent.

6HHHH - Y - - - - -

Knocks the opponent away on hit. 6HHH's launch is fairly short, so this can't be delayed for very long.

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

A stepping low slash.

2/8HH - Y - - - - -

Launches the opponent on ground hit, though it's intended to juggle as part of the string.

King JL
jL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A standard divekick. Unlike Base Form jL, this one doesn't have any benefits over jS.

King JH
jH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A standard divekick. Identical to King Form jL.

Special Moves

King 5S
Royal Straight Flush (Wave)
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Blade slashes the air in front of him, sending a horizontal wave forward. A quick and damaging projectile that would be good if it stopped there. However, this projectile also deletes most other projectiles and retains its hitbox, making it very difficult to use projectiles at all against King Form.

As an added bonus, it's possible for this attack to hit twice, dealing massive damage. Although the exact reason is unknown, this seems to happen consistently from 5HHH and 6LHH.

King DS
Royal Straight Flush
Any direction + S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Blade charges forward with a series of hits, ending in a slash that sends the opponent flying. This move is an excellent Special Attack ender, as well as a strong approach in its own right. Its long active time allows it to easily beat out attempts to intercept it, and thanks to its high hit count, it deals a lot of damage to the Guard Gauge as well as occasionally becoming unblockable for reasons yet unknown to us.

When using this special in a combo at the wall, it often misses one of its middle hits and allows the opponent to tech roll. This can be avoided by using 5LL's crumple, then sidewalking to hit the opponent away from the wall.

King JS
Diving Kick
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

A standard divekick. Deals the most damage of King Form's divekicks, and so it's the most useful one.

Universal Mechanics

King Throw
Throw
4H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

King Form's throw. Fairly standard in most ways. If Blade does his dS immediately after a throw against the wall, it can hit meaty as a crossup.

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

Blade airdashes. A generic mobility tool. Costs .5 stocks of Rider Gauge. Somewhat awkward for Blade to attack from, but can be useful anyway for movement.

King Rider Art
Rider Art
High Speed Dash
High Speed Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

High Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge. Has access to a follow-up by pressing Rider Art or Special Attack at no additional cost, which does a slash into a cinematic. Useful to end combos and whiff punish.

Unlike Blade's Base Form RAF, this follow-up uses a unique starter attack. This makes it a bit less of a commitment, though it's still punishable when blocked.

King Style Action
Style Action
Power Up
Power Up
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

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

Combos

  • 5LL > 5S
  • 5LL > optional side walk > dS
  • 5LL > walk back > 5S
Meterless special enders using 5LL's crumple, in order of least to most damage.
5S is the simplest ender. Walking back before 5S enables a double-hit of 5S, dealing the most damage, but is difficult to land consistently.
dS as an ender is consistent midscreen, but against the wall, you must sidewalk in order to hit the opponent away from the wall, or dS will cross under during its middle hits and whiff its finisher.
  • 5HHH > RC > 5LL > Rider Art follow-up
  • 5HHH > RC > 6LHH > RC > 5S
King Form's standard RC combos. These examples balance meter spent for damage.
Using 5HHH or 6LHH guarantees that 5S will hit as a double hit of 5S, unless hitting the opponent into the wall. This ender both deals absurd damage and builds 2 full stocks of Rider Gauge, making it preferred when possible.

Move List

Normal Moves

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

Compared to Base Form's 5L, this one is slightly worse on hit, so you can't link Rider Finale from it.

5LL - Y - - - - -

Identical to Blade's Base Form 5LL.

Jack 5LHH
5LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LH - Y - - - - -
5LHH - Y - - - - -

Knocks the opponent away on hit.

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

An advancing step kick.

4/6LL - Y - - - - -

Knocks the opponent away on hit.

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

Knocks the opponent down on hit. Fast enough to reliably hitconfirm from 4/6L.

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

Knocks the opponent away on hit.

Jack 28LHH
2/8LHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -
2/8LH - Y - - - - -

Launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.

You can alternatively follow up meterlessly by linking to 5S.

2/8LHH - Y - - - - -

Knocks the opponent away on hit.

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

A quick slash that leads into a powerful string. A key normal for Jack Form, same as Base Form.

5HH - Y - - - - -

Fast enough to hitconfirm from 5H. Has a mashable stagger, so it's best not to delay your 5HHH too much.

5HHH - Y - - - - -
5HHHH - Y - - - - -

Launches the opponent on hit.

5HHHHH - Y - - - - -

Knocks the opponent away on hit.

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

A stepping slash. Useful as an advancing normal to confirm from.

6HH - Y - - - - -

Hit-confirmable string filler.

6HHH - Y - - - - -

Knocks the opponent away on hit.

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

Identical to Base Form's 2/8H, making it an incredible advancing normal. Launches the opponent on hit.

2/8HH - Y - - - - -

Knocks the opponent down.

Jack JL
jL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

An airborne twirling slash. More or less the entire reason to pick Jack Form is that you wanted this normal more than you wanted everything King Form offers.

Despite that, its hitbox really leaves something to be desired, and it must be used incredibly low to the ground to even hit a grounded opponent.

Jack JH
jH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

An awkward diving slash.

Jack Form's other unique air tool, though this one also leaves a lot to be desired. Very unsafe on block or whiff like most diving attacks in Super Climax Heroes. That's not helped by its hitbox and damage being far worse than Blade's divekick alternatives, meaning it often whiffs completely where a divekick would hit and it's worse even when it does hit.

Special Moves

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

Blade yells and books it towards the opponent. A bizarre attack that begins a cinematic on hit, dealing a small chunk of damage.

Jack DS
Lightning Slash
Any direction + S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Blade plants his sword in the ground and allows lightning to flow through him, increasing his damage for a set period. The damage increase is substantial, so it's worth fitting this in.

Jack JS
Lightning Blast
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- - - - - - -

Maybe the most notable factor in Jack Form's air superiority, this is Blade's jS if it had the bizarre tracking of jL.

Universal Mechanics

Jack Throw
Throw
4H
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Jack Form's throw.

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

Blade airdashes. A generic mobility tool. Costs .5 stocks of Rider Gauge. Thanks to Jack Form's better air capabilities, this is much more useful.

Jack Rider Art
Rider Art
Flight Mode
Flight Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

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

Jack Rider Art L
L during Flight Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A poke with a deadzone underneath Blade.

Jack Rider Art H
H during Flight Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A downward swipe that doesn't always reach to the ground.

Jack Rider Art S
S during Flight Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Blade dives, starting a cinematic if this hit connects. Unlike most moves of this type, this is blockable, so it's not particularly scary.

Jack Style Action
Style Action
Power Up
Power Up
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

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

Combos

  • 5HHH > RC > 2LH > 5S
  • 5HHH > RC > 2LH > Combo Jump > jLHS
Jack Form's staple combos.
  • 5HHH > RC > 5HHH > RC > 5HHH > RC > 5HHH > Style Action (Base Form) > 5HHH > RC > 5HHH > RC > 5HHH > RC > 5L > Climax Time > Rider Finale
A touch of death combo starting from 3 stocks of Rider Gauge. Can be useful to close out rounds when your opponent is guard crushed.

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