Introduction
Kamen Rider Leangle
Kamen Rider Leangle infamously introduced himself as the strongest Kamen Rider, then went on to be the only Kamen Rider in his show to not get any kind of final form. In Super Climax Heroes, his moveset is... actually very much in character.
Leangle has quite a few things that are absolutely ridiculous on paper. Those familiar with the Clash of Ninja series will recognize that a jumping slash that doesn't change your jump momentum is pretty strong to have. Mortal Kombat players might agree that an unburstable freeze projectile is also pretty obviously very strong. And anyone who's played a fighting game for a while knows that having an infinite is generally a pretty good thing!
In practice, those things do pan out! But he's playing with half a deck, so to speak, lacking more solid tools for fighting from disadvantage. He's not the strongest Kamen Rider after all, but underestimate him at your peril.
Playstyle
Kamen Rider Leangle makes approaching difficult and freezes opponents in their tracks. |
Pros |
Cons |
- Infinite Combo: While the opponent will likely burst, having an infinite combo forces the issue. With Rider Finale on hand, they must also burst before being frozen by 5S, or they're just taking that super to the face.
- Space Control: Leangle uses possibly the best set of air normals in the game, as well as ice and smog projectiles, to control the space around him effectively.
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- Unreliable Striker: Leangle's striker would theoretically be really nice for supplementing his space control, and can effectively act as a panic button... sometimes. It's just a little too slow to start up and often whiffs completely.
- Low Damage Per Hit: While Leangle can theoretically keep his infinite or RC loop up long enough to hit Climax Time and cash out for 100% total, it takes forever to do so. Expect to be bursted often.
- Slow Ground Normals: Leangle's normals, especially his most useful ones, are pretty slow. They do have range to compensate, but this represents a pretty big defensive issue for the character.
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Form Select
Move List
Normal Moves
Special Moves
5S
Blizzard Gale 5S
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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Y
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Leangle fires a blizzard from his hand directly forward. This lasts for a while, covering that space with a persistent hitbox and pushing the opponent back with multiple ticks on block. On hit the opponent is frozen in place for about 2 seconds, allowing followup combos. A useful move for a lot of reasons, but be wary of the opponent's side movement as it has no tracking.
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DS
Squid Smog any direction + S
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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Y
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Leangle points the Leangle Rouzer and fires a cloud of smog at about head level. Has a ton of active frames, so it can effectively check the opponent's forward and air approaches. It can also be used to meaty the opponent pretty safely. Inflicts a poison debuff on hit, periodically draining the opponent's health for a set duration, even persisting if Leangle is hit. If you don't want to keep doing your loop combo for any reason, you can instead end in this to apply poison.
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JS
Blizzard Clash jS
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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Y
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A divekick with a very wide angle, almost reaching from the maximum possible distance both players can stand at. Pretty quick to start up and travel. It's unsafe on block, but can be used to whiff punish.
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Universal Mechanics
Throw
Throw 4H 4H
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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N
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Dash Action
Dash Action
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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N/A
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Leangle runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.
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Rider Art
Rider Art Super Jump Super Jump
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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N/A
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Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.
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Style Action
Support Attack
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Damage
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Guard
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Startup
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Active
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Recovery
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Block Adv.
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Hit Adv.
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N/A
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By pressing Style Action, Leangle can call his striker to launch an attack. This costs 2 stocks of the Rider Gauge, or 4 stocks when executed from hitstun.
Leangle unseals the Elephant Undead temporarily, whose card spins in the air briefly before he attacks. Has two variants:
- 2/8S sets the card directly above the opponent's head, and the Elephant Undead slams his hammer down.
- Doesn't have any tracking once the card is set, so if they move out of the way, it'll just miss.
- 4/6S sets the card at a set distance horizontally away from the opponent, then the Elephant Undead runs forward and swings his hammer.
- Much slower to start up, also doesn't have any tracking, and doesn't even attack if the opponent leaves its path. It can actually just whiff clear through the opponent even if they're still in its way since it doesn't have a pushbox. Definitely the worse version of the striker.
Due to its instability, this support attack largely supplements Leangle's gameplan rather than serving a critical role within it. It does have some use, but it's pretty expensive for a move that might just literally do nothing. Best used when playing near the corner so there are less ways for it to miss completely.
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Combos
- True infinite combo using the unburstable freeze state from 5S. Can also bait burst on any jL hit by just blocking, since it's only burstable at that point.
- [jL > 6LHHH > RC > 5S] repeat xN
- Standard RC loop. Not an infinite, as it results in a very small net loss of meter every rep. Deals damage faster than the infinite and is much easier to execute. Will always deal enough damage within 50 hits in order to activate Climax Time, so this is also effectively a touch of death, albeit one that will almost certainly never fully connect from 100%.
- Leangle has access to a very rare type of combo: a completely unburstable combo into Rider Finale. It's probably worth always hitting Rider Finale here, as this is his only access to big unburstable damage.
- 5LH > Combo Jump > jLH > land > 5S > followup of choice
- Leangle's 5L is pretty useful since it's an advancing jab, and leads into his aircombo string. The aircombo string's jS ender has a ton of startup, so by delaying the string, Leangle can land and link a 5S instead, stabilizing this juggle into a grounded combo.
- (Corner) 5S > 2/8SA > Climax Time > Rider Finale
- An occasionally useful way to squeeze damage quickly, something Leangle normally struggles with. Useful if the opponent is guard crushed and therefore can't burst.
- Throw combo against the wall. Must activate Style Action before the throw connects. Leangle's throw has a really long hard knockdown that allows the striker to OTG, and nothing else, since Leangle is also in recovery frames the whole time.
Navigation
General
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Showa
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Kamen Rider
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Kamen Rider V3
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Kamen Rider Amazon
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Kamen Rider BLACK (RX)
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Heisei Phase 1
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Kamen Rider Kuuga
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Kamen Rider Agito
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Kamen Rider Ryuki
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Kamen Rider 555
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Kamen Rider Blade
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Kamen Rider Hibiki
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Kamen Rider Kabuto
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Kamen Rider Den-O
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Kamen Rider Kiva
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Kamen Rider Decade
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Heisei Phase 2
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Kamen Rider W
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Kamen Rider OOO
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Kamen Rider Fourze
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Kamen Rider Wizard
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