Kamen Rider: Super Climax Heroes/Meteor

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Introduction

Kamen Rider Meteor

Kamen Rider Meteor yells WATAAAHHHH. He can also do it while carrying a big stick.

Meteor is a close to mid-range fighter with strong up-close tools, including numerous multi-hitting normals, high combo potential and devastating damage. His powerful close-range tools are held back by a weak ranged presence and poor defensive stats, but he can make up for it with the use of his Power Up form, Meteor Storm.

Playstyle
KRSCH Meteor icon.png Kamen Rider Meteor is a close-range pressure character with terrifying combos and stagger pressure.
Pros Cons
  • Powerful Close Range Presence: With strong multi-hit normals that easily convert into full combos with or without meter, Meteor can play a fearsome pressure game that can wear down the opponent's Guard Gauge and force them into scary strike/throw mixup situations.
  • Amazing Combo Potential: Meteor has powerful extended combos thanks to multiple practical linking options and the unique ability to chain two crumple stuns together, giving him powerful conversions that deal significant damage or (more likely) force the opponent to commit to a burst as soon as he touches them.
  • Weak Ranged Presence: With only one projectile at his disposal and very little in the way of long-range normals, Meteor has to rely on basic movement options to find his way in, which can be a tall order in a game with such powerful defensive movement as this one.
  • Poor Defence: Meteor's defence rating is on the lower side, meaning mistakes get punished a lot harder for him than many other characters, forcing him to commit to bursts when other characters may be able to get away with saving their Guard Gauge.

Form Select

KRSCH Meteor Illustration.png
Meteor
KRSCH Meteor Storm Illustration.png
Meteor Storm

Move List

Normal Moves

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

Meteor performs a double jab. Has pretty decent forward movement for its speed and easy to confirm thanks to its two-hit nature.

5LL - Y - - - - -

Meteor lunges forward with an open palm strike. Decent forward movement, but knocks down, ending anything else you might be planning to do after without a Rider Cancel

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

Meteor performs a double jab. Has pretty decent forward movement for its speed and easy to confirm thanks to its two-hit nature.

5LH - Y - - - - -

Launcher string that can be followed up with a Combo Jump. Very useful in combos.

5LHH - Y - - - - -

Meteor performs an open palm strike similar to 5LL. Mostly used if you can't or don't want to spend meter on the Combo Jump.

46LLL
4/6LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -

Meteor performs a quick punch to the midsection. Quite fast, but fairly short range. Mostly used in combos because of this.

4/6LL - Y - - - - -

Meteor follows up with a two-hit kick to the body. Good combo filler string if you're looking to extend with either a Rider Cancel or a Power Up cancel.

4/6LLL - Y - - - - -

Meteor finishes with a soccer kick that knocks the opponent away.

46LHH
4/6LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -

Meteor performs a quick punch to the midsection. Quite fast, but fairly short range. Mostly used in combos because of this.

4/6LL - Y - - - - -

Meteor follows up with a quick hook. Largely not used by itself, but chains into the extremly strong LHH follow up.

4/6LLL - Y - - - - -

Meteor ends the string with a short range backfist. Core part of his combos, as it causes a crumple stun.

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

Meteor jumps forward with a double kick. Decent range, but lacking follow ups mean that this string is rarely ever worth the time. Can pick up knocked down opponents, but Meteor lacks hard knockdowns to convert from.

2/8LL - Y - - - - -

A jumping reverse roundhouse kick that knocks the opponent down. Can occasionally be used for a tricky ambiguous crossup if it knocks them towards the wall, but otherwise it's not worth worring about.

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

Meteor jumps forward with a double kick. Decent range, but lacking follow ups mean that this string is rarely ever worth the time. Can pick up knocked down opponents, but Meteor lacks hard knockdowns to convert from.

2/8LH - Y - - - - -

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

2/8LHH - Y - - - - -

Meteor follows up with a low shin kick into a one-inch punch. Can occasionally be useful as a RC point in combos or pressure strings, but usually he has better options.

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

Meter steps forward with a big gut punch. A tad on the slow side, but great range and with amazing combo follow up potential thanks to 5HH.

5HH - Y - - - - -

Meteor follows up with a flurry of four punches. Insanely plus on hit, allowing extremely easy links into follow up combos, making it core part of his combo game. Pushback means it's not as good on block as you'd want it to be, though.

5HHH - Y - - - - -
6HHH
6HHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
6H - Y - - - - -

Meteor moves forward with a fairly fast straight punch. Decent range and speed make it good for a mid range whiff punisher, but it needs a Rider Cancel to get combo follow ups.

6HH - Y - - - - -

Meteor performs a backfist. Mostly just filler as you chain into the HHH follow up.

6HHH - Y - - - - -

Meteor follows up with a hook into another backfist. Can be RC'd on the third hit of the string to move into combo follow ups, increasing the string's potency as a whiff punisher.

28HHHH
2/8HHHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8H - Y - - - - -

Lunching forward punch similar to 6H. A tad slower on startup, but much more rewarding on hit thanks to its follow ups.

2/8HH - Y - - - - -

A spinning roundhouse kick that mostly serves as filler as you move towards the real meat of the string: the next move.

2/8HHH - Y - - - - -

A high heel kick that plays a key part in Meteor's combos thanks to huge frame advantage on hit, allowing for easy combo follow ups int 6LHH.

2/8HHHH - Y - - - - -

A spinning backfist that knocks down. Similar use cases to 2LL, but otherwise you'd rather just stop at the previous hit.

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

A jumping backfist with poor vertical range. Mostly used as part of his Aerial Combo.

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

A downward angled kick that is decent for air-to-ground, but lacks active frames..

Special Moves

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

Meteor's right fist punches with the gravitational force of the planet Jupiter. Standard combo ender with good damage.

46S
Saturn Sorcery
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Meteor pulls the power of Saturn into his fist, throwing the planet's rings at the opponent as a projectile. Slow on startup, but it tracks the opponent and recovers quickly enough that it can start combos from certain distances if it hits.

28S
Mars Breaker
2/8S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Meteor performs a quick one inch punch that causes a crumple stun. Unique in that the first hit restands an opponent currently in a crumple stun animation, allowing him to perform double crumple combos, though it can only be used once per combo in this way. Another key combo extender for the character.

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

Meteor's standard issue Rider Kick.

Universal Mechanics

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

Meteor's throw. Causes a hard knockdown, but does not provide any combo follow ups.

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

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

Rider Art
Rider Art
Shooting Star Attack
Shooting Star Attack
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- n - - - - -

Upon pressing Rider Art, Meteor crouches and forms into a blue shooting star that flies around aimlessly for a bit before rushing into the opponent, initiating a cutscene on contact. The move is unblockable, but it does barely any damage, and while it does drain one bar of your opponent's meter, it also costs one full bar of meter to perform. Largely not worth it at all.

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

Meteor transforms into Meteor Storm 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.

Combos

  • 28HHH > 46LHH > 2S 5S
Meteor's primary combo. You can swap the 28HHH for 5H if you want an easier time with the link, but it's generally more worth it to get down the link timing from 28HHH. Note that this combo can also be started from a 46S hit at medium distances.
  • 5LH > j.LHH > land 5S
Slightly more damaging follow up to his Aerial Combo than the j.S ender. You want to slightly delay the Aerial Combo so you can land at roughly the same time as your opponent, otherwise they will be able to tech roll and avoid the follow-up.
  • 5HH > 46LL > SA > 46LHH > 28LHH > SA > 28HHH > 46LHH > 2SP (Climax Time) > Finale
A highly situational touch of death combo. Not particularly useful, but does a good job of showcasing how Meteor's combos generally fit together, including with the use of Power Up cancels.

Move List

Normal Moves

Storm 5LLL
5LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LL - Y - - - - -
5LLL - Y - - - - -
Storm 5LH
5LH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LH - Y - - - - -
Storm 5LLH
5LLH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -
5LL - Y - - - - -
5LLH - Y - - - - -
Storm 4/6LLL
4/6LLL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -
4/6LL - Y - - - - -
4/6LLL - Y - - - - -
Storm 4/6LLHH
4/6LLHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -
4/6LL - Y - - - - -
4/6LLH - Y - - - - -
4/6LLHH - Y - - - - -
Storm 2/8LL
2/8LL
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -
2/8LL - Y - - - - -
Storm 2/8LH
2/8LH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8L - Y - - - - -
2/8LH - Y - - - - -
Storm 5HHH
5HHH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5H - Y - - - - -
5HH - Y - - - - -
5HHH - Y - - - - -
Storm 6HH
6HH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
6H - Y - - - - -
6HH - Y - - - - -
Storm 2/8HH
2/8HH
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8H - Y - - - - -
2/8HH - Y - - - - -
Storm jL
jL
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -
Storm jH
jH
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Special Moves

Storm 5S
Shock Attack
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -
Storm 46S
Storm Slash
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -
Storm 28S
Shockwave
2/8S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -
Storm JS
Drill Module
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Universal Mechanics

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

Meteor Storm's throw.

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

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

Storm Rider Art
Rider Art
Shooting Star Attack
Shooting Star Attack
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

Upon pressing Rider Art, Meteor crouches and forms into a blue shooting star that flies around aimlessly for a bit before rushing into the opponent, initiating a cutscene on contact. The move is unblockable, but it does barely any damage, and while it does drain one bar of your opponent's meter, it also costs one full bar of meter to perform. Largely not worth it at all.

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

Meteor Storm transforms back into Meteor at no cost the Rider Gauge. As with all Power Up style transformations, this can be used to cancel grounded normal attacks and blockstun.

Combos

insert combos here

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