In this variation, Fourze is an extremely customizable character who overwhelms his opponent with an array of powerful special moves. This style is chosen with the first option on the Form Change Style menu.
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
Additionally, the fourth option on the Form Change Style menu will get you this style with a selection of random Astroswitches.
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
Kamen Rider Fourze (Form Change) 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.
|
In this variation, Fourze gains access to his Elek States form. In it, he wields Billy the Rod, rushing the opponent down 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. His 5S even crumples the opponent, allowing a second Special Attack as a follow-up.
Playstyle
Kamen Rider Fourze (Elek States) 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 for 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.
|
In this variation, Fourze gains access to his Fire States form. With it, he uses a variety of projectiles through the Hee-Hackgun 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
Kamen Rider Fourze (Fire States) 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 Air Dash-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.
|
In this variation, Fourze gains 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
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 the latter also allows for an extremely fast follow-up attack.
- Power Up 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 follow-up 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.
|
In this variation, Fourze makes use of the 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 the opponent back to start the process of getting in all over again. As a wise man once said, you're not playing as Magnet States Fourze, you're playing as the Powerdizer.
Playstyle
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, deals high damage, and puts them right where he wants 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.
|
Meteor Fusion States is a secret character who acts as 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 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
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 can reliably 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.
|