Kamen Rider: Super Climax Heroes/Rider 2

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Introduction

Kamen Rider 2

Kamen Rider 2 is also commonly referred to as Steve by the Super Climax Heroes community.

Steve is not okay.

There's no two ways about it, Rider 2 is fighting an uphill battle. Lacking useful attacks even by the standards of other weak characters, he's relying solely on having alright damage to see him through. Some of his attacks have such critical weaknesses as to defy belief. It's difficult to recommend this type of character to anybody, but everybody should give him a shot, at least once.

Playstyle
KRSCH Rider 2 icon.png Kamen Rider 2 is tired.
Pros Cons
  • The Legacy: The first ever secondary Rider. The beginning of a half-century of bromance. This doesn't do anything for him in the fighting game, mind you.
  • Damage, Kind Of: Rider 2's individual attacks do deal good damage, even though his limited combo potential keeps him from dealing high combo damage.
  • Terrible Strikes: Slow, stubby, no tracking, unsafe on hit. If you can name a way for a move to be weak, Rider 2 probably has it.
  • Defensively Deficient: On top of having difficulty attacking from a disadvantage, Rider 2 lacks movement or any other tools that could help him proactively avoid bad situations.

Form Select

KRSCH Rider 2 Illustration.png
Kamen Rider 2

Move List

Normal Moves

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

A relatively normal jab, with decent range and speed. A godsend for Rider 2, this is his most consistently useful normal.

5LL - Y - - - - -

A followup gut punch. Safe on block.

5LLL - Y - - - - -

A double-punch that causes a mashable stagger on hit. Wildly unsafe on block, and if the opponent mashes the stagger it becomes very negative on hit. Still a useful normal thanks to its damage and RC combo applications.

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

A relatively normal jab, with decent range and speed. A godsend for Rider 2, this is his most consistently useful normal.

5LH - Y - - - - -

A followup high kick. Knocks the opponent away on hit, but is airtechable and punishable on hit near the wall.

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

A quick short-range hook punch. Slower than 5L with shorter range, and has worse string options, so it's not especially useful.

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

A slow big boot.

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

A quick short-range hook punch. Slower than 5L with shorter range, and has worse string options, so it's not especially useful.

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

A lightning-fast advancing kick. This would be a great normal if it was the first hit of the string, but instead it is one of the great mysteries of Climax Heroes. Punishable on block.

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

A gut punch. Safe on block, but too slow and short-ranged for the opponent to block it in the open even if they're trying to.

2/8LL - Y - - - - -

A shin kick. Punishable on block. Notably, has enough hitstun to combo into Rider Punch (dS) with an RC.

2/8LLL - Y - - - - -

A high kick. Knocks the opponent away on hit. Punishable on block.

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

A gut punch. Safe on block, but too slow and short-ranged for the opponent to block it in the open even if they're trying to.

2/8LH - Y - - - - -

A double axe-handle. Knocks the opponent down on hit. Punishable on block. This string can be followed up with an Instant Charge by pressing the Special Attack button.

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

A slow big boot. Too slow to have any neutral applications. Notably, has enough hitstun to combo into Rider Punch (dS) with an RC.

5HH - Y - - - - -

A followup uppercut that launches the opponent on hit. Unfortunately, this launch is techable too early for even its followup string to connect. Punishable on block.

5HHH - Y - - - - -

A dropkick that knocks the opponent away on hit. This is not guaranteed on hit and really punishable on block or whiff, so it's not useful as a string to combo the opponent.

However, this string goes airborne and can be RC'd on startup. This opens up one of Steve's few unique pressure tools: RCing the startup allows Steve to cancel the dropkick into a jumping attack. This can be done either before or after the dropkick itself hits, and if Steve is hit with a Pushblock Guard Cancel while airborne, he will be pushed airborne and safe from further retaliation.

When RCing the startup, the most useful options are to either use jL to land quickly and restart pressure, or cancel into jS to deal a huge amount of damage to the opponent's Guard Gauge.

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

A gut punch. Unsafe on block.

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

A lunging straight punch. Knocks the opponent away on hit. Punishable on block or hit. This string can be followed up with an Instant Charge by pressing the Special Attack button, which is especially nice for this normal because Instant Charge has invulnerable frames.

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

A chop. Punishable on block.

2/8HH - Y - - - - -

A double axe handle. Knocks the opponent down on hit.

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

Rider 2 holds his fist out. Has active frames until landing.

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

Rider 2 holds his fist out. Identical to jL in every way.

Assault Mode

Assault 5L
5LLLL (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

Identical to 5L.

5LL - Y - - - - -

Identical to 5LL.

5LLL - Y - - - - -

A two-hit punch-walk. An excellent normal for ending your combo, since it has enough standard hitstun to combo into either Assault 5S or dS with an RC.

5LLLL - Y - - - - -

A hook punch. Launches the opponent on hit and is airtechable, so it's usually better to RC and end the string another way unless the Assault Mode timer ends during the string.

Assault 5LHHH
5LHHH (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5L - Y - - - - -

Identical to 5L.

5LH - Y - - - - -

A stationary gut punch.

5LHH - Y - - - - -

A fast advancing kick. In some ways the movement is nice, but it's too deep in the string to be particularly useful.

5LHHH - Y - - - - -

A final sobat that knocks the opponent away on hit. Overall, this isn't an especially useful string, since it deals less damage and creates a worse situation for Rider 2 than Assault 5LLL.

Assault 5HHHH
5HHHH (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
5H - Y - - - - -

Identical to 5H.

5HH - Y - - - - -

A stationary gut punch.

5HHH - Y - - - - -

A double axe-handle. Crumples the opponent on hit, enabling a link into Mid-Air Rider Punch (Assault 5S) or Rider Punch (dS).

5HHHH - Y - - - - -

A dropkick. Faster and more generally useful than the regular 5H string's dropkick ender, and can still be RC'd on startup and cancelled in the air. Still punishable on hit, though.

Special Moves

5S
5S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal
Rider Punch (Ground Wave)
- Y - - - - -

Rider 2 poses and then punches the floor. Quick to recover so it's relatively safe on block, but too slow and small to connect on an opponent trying to block in the open.

Assault
Mid-Air Rider Punch
- Y - - - - -

During Assault Mode, Rider 2 instead jumps in place and punches downward. This version is really combo-friendly and deals a huge amount of damage, but in exchange, it becomes extremely unsafe on block.

DS
Rider Punch
any direction + S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Rider 2 winds up and then leans in with a hefty Rider Punch. Deals substantial damage, making it a nice combo ender. Really unsafe on block.

Rider Punch has full tracking vs sidewalk, but loses tracking if the opponent uses a sidestep. That being said, it's also really narrow, so it misses anyway a lot of the time.

Rider Punch can also be held to delay the startup, and deal extra damage. There's not much known practical use for this.

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

Rider 2 stomps beneath himself from the air. Deals a nice amount of damage, and is useful in some combos and pressure. However, it's pretty unsafe on block normally, and its hitbox is fairly small, making it difficult to hit a moving opponent with this move in the first place.

This move can also be cancelled into Assault Mode during its landing recovery to keep it safe on block.

Universal Mechanics

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

Rider 2's throw. For all the other problems Rider 2 has, this throw deals pretty huge damage for a throw and causes a hard knockdown, giving him a chance to keep offense going.

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

Rider 2 runs forward with a shield that guards against projectile attacks. This slowly depletes the Guard Gauge as it is used.

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

When pressing Rider Art, Rider 2 instantly causes a screen freeze, enters Finisher Mode, and the belt icon in the UI begins to spin. When leaving the Rider Art screen freeze, Rider 2 has some invulnerable frames, and it is possible to cause your opponent's attack to whiff. During Finisher Mode, Rider 2's next special attack that hits will gain a damage boost, and some special attacks freeze the action while the narrator describes the attack. This costs 1 stock of the Rider Gauge, and is free during Assault Mode.


In non-tournament play, Rider 2 also has access to the Finisher Mode Cancel bug. This is triggered by inputting Rider Art followed by throw (4H) within a 1-2f window. When executed this way, the cinematic camera will trigger, but rather than posing, Rider 2 will instead execute a throw and recover early. This has a number of effects on the match, most notably:

  • Briefly time-stops the opponent in whatever state they were in when the Rider Art activated.
    • If they were grounded, your throw attempt is guaranteed, but can still be teched by your opponent.
    • If your opponent was not holding back to block before the superfreeze, an otherwise blockable strike will become unblockable.
  • The match is stuck in a "superfrozen" state until another superfreeze occurs or the round ends. During this state, some effects will become invisible, and some affected moves will behave improperly.

Rider 2 uses the Assault Style, and can also "stack" superfreezes by cancelling his whiffed throw into Assault Mode, becoming actionable even earlier than normal. He usually has to use this to do an unblockable this way.

Be careful when using any of this, as Finisher Mode Cancel is banned in tournament play.

Style Action
Style Action
Assault Mode
Assault Mode
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Rider 2 uses the Assault Style. Pressing Style Action with at least two stocks of Rider Gauge at any time (besides during hitstun) activates Assault Mode.

During Assault Mode, Rider 2 gains the following extended strings:

  • 5LLLL
  • 5LHHH
  • 5HHHH
  • 5S (replaces Rider Punch (Ground Wave) with Mid-Air Rider Punch)

Combos

  • 5LLL > RC > dS
This combo is not technically guaranteed, but it is thankfully at least difficult to mash out of the stagger.
Steve needs all the help he can get, so it's probably still worth testing that your opponent can or will escape this.
  • 5LLL > RC > 5H > RC > dS
  • 5LLL > RC > 2LL > RC > dS
Although it's very expensive, these combos use two RCs to guarantee 5LLL goes into a Rider Punch.
5H offers some burst safety, while 2LL generates more meter. Both do about the same damage.
  • 5LLL > Style Action (Assault Mode) > jS
A combo that uses Assault activation to link a special. Guaranteed and damaging, while leaving you in a good position to attack the opponent's wakeup.
  • (Assault Mode) 5HHH > RC > RA > (Assault Mode ends) > 5S
It's possible that this is the one and only way to combo into Steve's 5S.
  • (Assault Mode) ... 5LLL > RC > 5HHH > (Assault Mode Ends) > dS
  • (Assault Mode) ... 5LLL > RC > 5HHH > RC > RA > (Assault Mode ends) > dS
Try to end your Assault Mode by comboing into Assault 5HHH's crumple in order to build some extra meter.
RC and RA are free during Assault Mode, so if your timer lines up nicely, you can get some free extra damage.

Navigation

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