Kamen Rider: Super Climax Heroes/W

From Mizuumi Wiki
Jump to navigation Jump to search

Introduction

Kamen Rider W

Kamen Rider W (pronounced Double) is here for when you just need two men.

At a whopping 12 forms, W has the most forms of any character in the game. Nine of these are available through Form Change's mix and match mechanics, by changing the left and right side of W's body independently of each other. W also has access to a Power Up style and two Assault styles.

In this variation, W has free control over transforming the left and right sides of their body, using the Gaia Memories to change through a special UI. It can be summed up as the right side determining their weapon, while the left side determines its properties.

W's right side has access to these forms:

  • Joker (Black/Purple J) uses unarmed melee attacks.
  • Metal (Silver M) wields a pole.
  • Trigger (Blue T) wields a gun, and focuses more on zoning.

W's left side has access to these forms:

  • Cyclone (Green C) uses wind, and has an emphasis on speed and multi-hitting attacks.
  • Heat (Red H) uses fire. It features Super Armor and can be thought of as W's "power" type.
  • Luna (Yellow L) is stretchy and bendy, lending range and tracking to its forms.

While W has a wide range of available moves thanks to these forms, they have access to a very limited number of them at any given time. Most of W's combinations have two strings and one special move, and many of them are also pretty incomplete character designs. However, W has a few notably strong combinations that benefit from having powerful simple tools:

  • CycloneJoker is treated as W's base form: a somewhat basic close-range fighter with some fun tricks up their sleeve, including relatively high mobility.
  • CycloneMetal is a simple rushdown character who spins a rod to deal massive damage and pressure the Guard Gauge.
  • CycloneTrigger fires linear projectiles that move quickly and hit hard. A basic powerful zoner that can also serve as a battery, building Rider Gauge for W's other forms.
  • LunaTrigger uses homing projectiles that drain the Rider Gauge on hit to banish the opponent to the no fun zone, i.e. fullscreen and out of meter. This form is one of Super Climax Heroes' strongest characters, and is generally banned.
Playstyle
KRSCH W icon.png Kamen Rider W (Form Change) chooses the best form for the situation, beating the opponent down with simple and powerful tools.
Pros Cons
  • Flexibility: W is able to choose on the fly between going in with CycloneMetal and CycloneJoker, and keeping out with CycloneTrigger.
  • Damaging Combos: CycloneMetal is infamous for its ability to melt life bars with a very simple RC loop.
  • Invulnerable Form Change: Because W has invulnerable frames while transforming, they can create opportunities by causing their opponent's attacks to whiff unexpectedly.
  • Form Change Menuing: It can be awkward, especially for newer W players, to quickly switch to the intended form in the middle of fighting the opponent.
  • Individual Forms are Extremely Linear: W has a very limited range of attacks in any given form, and is often relying on just running the opponent over with brute force.
  • LunaTrigger is Tournament-Banned: This may pose a problem when playing in a tournament and accidentally switching to LunaTrigger.

In this variation, W can transform into an evolved form of CycloneJoker, called CycloneJokerXtreme.

In gameplay terms, Xtreme is a bit of a mixed bag. Xtreme's unique special attacks are somewhat gimmicky, forcing them to play more standard neutral and pressure. Xtreme also has a more fleshed out set of normals using a sword, but many of these normals also leave a little bit to be desired.

In return, this form is also capable of very high damage, and having the Power Up style is a defensive boon. Xtreme also gains an unblockable Rider Art follow-up that's useful to catch opponents slacking.

Xtreme comes recommended to players who enjoy CycloneJoker the most out of W's forms, because this is W's base form when choosing Power Up Style.

Playstyle
KRSCH W icon.png Kamen Rider W (Power Up) goes all-in on CycloneJoker, with additional defensive utility.
Pros Cons
  • High Damage: Although Xtreme doesn't hit quite as hard as W can in Form Change style, they still have access to touch of death combos via Power Up's damage unscaling.
  • Unblockable Rider Art: Xtreme's Rider Art follow-up is an unblockable, helping them to open up defensive opponents.
  • Power Up Style: Power Up Style characters are universally capable of refreshing their Guard Gauge and damage scaling by transforming.
  • Long Recovery on Many Attacks: Many of Xtreme's attacks have very lengthy recovery.
  • Questionable Signature Tools: Xtreme's armored beam is also very slow to come out and easily interrupted by an aware opponent.

This version of W trades off the versatility of switching forms for a single Assault-style form.

Rather than a power-up, it's best to think of FangJoker as a totally different character. This form boasts an exceptionally goofy homing projectile and very long grounded strings.

Playstyle
KRSCH W icon.png Kamen Rider W (FangJoker) is an in-fighter with unparalleled meter efficiency.
Pros Cons
  • Tracking Projectile: FangJoker's Shoulder Blade is a bizarre projectile that hits and re-tracks multiple times, and can be difficult to navigate around.
  • Excellent Strings: Using their wide range of long strings and link combos, FangJoker pressures the Guard Gauge and does long meter-efficient combos.
  • Resource Gain: Thanks both to having such long strings and using the Assault Style, FangJoker has no trouble gaining lots of Rider Gauge to bolster their offense.
  • Awkward Normals: Some of FangJoker's grounded strings are held back somewhat by their starters being either slow or short-ranged.
  • Middling Damage: FangJoker often struggles to end the match in a single Guard Crush opening.

This form of W trades off the versatility of switching forms for a single Assault form, and in doing so becomes... mostly a much worse version of CycloneJoker.

Joker trades pretty much all of W's useful tools for swaggy combos. Those swaggy combos don't even do much damage, and Joker is broadly considered one of the weakest characters in the game.

Joker can also be picked on his own without Cyclone, but the only real effect of doing this is that his Rider Art doesn't have a follow-up anymore, so you probably shouldn't do that besides to sandbag.

Playstyle
KRSCH W icon.png Kamen Rider Joker & Cyclone is a below-average in-fighter, but at least he looks cool!
Pros Cons
  • Huh?: Joker doesn't really have much in the way of advantages.
  • Low Damage: Although Joker is able to string together a lot of attacks in a combo, it often does low damage anyway.
  • Slow Attacks: Joker's attacks are fairly weak as starters due to lacking range, speed, or both.
  • No Gimmicks: Joker is even worse off than most characters who have to play honestly, as those characters often have some kind of unique tool, and he just doesn't.

Form Select

KRSCH W CycloneJoker Illustration.png
CycloneJoker
KRSCH W CycloneMetal Illustration.png
CycloneMetal
KRSCH W CycloneTrigger Illustration.png
CycloneTrigger
KRSCH W HeatJoker Illustration.png
HeatJoker
KRSCH W HeatMetal Illustration.png
HeatMetal
KRSCH W HeatTrigger Illustration.png
HeatTrigger
KRSCH W LunaJoker Illustration.png
LunaJoker
KRSCH W LunaMetal Illustration.png
LunaMetal
KRSCH W LunaTrigger Illustration.png
LunaTrigger
KRSCH W CycloneJokerXtreme Illustration.png
CycloneJokerXtreme
KRSCH W FangJoker Illustration.png
FangJoker
KRSCH W Joker with Cyclone Illustration.png
Joker (& Cyclone)

Move List

Normal Moves

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

An advancing high kick with very quick startup.

5LL - Y - - - - -
5LLL - Y - - - - -
5LLLL - Y - - - - -
5LLLLL - Y - - - - -

Knocks the opponent away on hit.

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

A launcher variant of 5LL that uses the same animation. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.

5LHH - Y - - - - -

An alternate follow-up to 5LH that knocks the opponent away to the side on hit.

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

An advancing jab with far more range than it looks. This is CycloneJoker's best string starter, thanks to its speed, range, and having a slightly better string follow-up to 5L.

5HH - Y - - - - -
5HHH - Y - - - - -
5HHHH - Y - - - - -
5HHHHH - Y - - - - -

A hopping kick that knocks the opponent away to the side on hit.

This normal is technically airborne during the later frames of its startup. CycloneJoker can use this to RC the early frames of startup and use an air attack, most usefully either jH to continue a grounded combo or blockstring, or jS to end one with a special.

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

W holds out their knee. A mostly standard jumping attack with active frames until landing, except that for some reason W's jL launches the opponent on hit. This is mostly a bad thing, as it destabilizes your combo follow-up. It also does less damage than jH, which doesn't knock down.

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

W holds out their knee. A standard jumping attack with active frames until landing, dealing more damage than jL and leaving a grounded opponent standing. Your go-to jumping normal.

Special Moves

CycloneJoker 5S
Rising Attack
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W rides a tornado up into the air, hitting up to 6 times. After reaching their apex, W is able to use any air action.

This is a bit of an unusual move, but it has its uses. Because it hits 360 degrees around W and rises into the air, it can be used to cover the opponent's approaches. It's also not especially bad to whiff in many matchups, because W recovers in the air and can't be punished grounded, making it a usable defensive attack.

Another useful tactic when whiffing this attack is to whiff a jS if your opponent is close by, and especially if they've moved to the side. W's facing will not change once they go into the air, and jS covers a ton of distance, so you can make yourself safer by fleeing to long range.

Note that the opponent is able to air tech shortly after being hit by this, so although it's possible to do a guaranteed combo into jS, it's not very stable at variable heights.

CycloneJoker 4/6S
Gaia Memory Charge (Cyclone)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Cyclone Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W is surrounded by wind, and gains a massively increased amount of Rider Gauge from all sources, including Gauge Charge.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.

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

A divekick with an extremely wide angle. Its long reach makes it especially useful as a punisher at long range or to move around the screen quickly.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

CycloneJoker 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 is a strike, using 5LL's animation, and launches a cinematic on hit. It is useful as a whiff punish or combo ender thanks to its high damage.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

  • [5HHHHH (4) > RC > jH] repeat xN > 5S > jS
CycloneJoker's standard RC loop. This combo uses 5HHHHH's airborne frames to add a jH for optimal meter gain and damage.
  • 5HHHHH (4) > RC > jH > 5HHHH > RC > Rider Art Follow-up
A combo into Rider Art follow-up that can be done starting from 1.5 stocks of Rider Gauge. Due to damage scaling, it's best not to use more than one RC loop before ending in Rider Art follow-up.

Move List

Normal Moves

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

A quick 2-hit poke. Has excellent recovery and is hit-confirmable, making it a great way to start offense.

5LL - Y - - - - -

String filler. Mostly useful to RC into 5H.

5LLL - Y - - - - -

A sweep that launches the opponent very low to the ground on hit.

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

W spins the rod for two hits.

5HH - Y - - - - -

W spins the rod for two more hits. This part of the string has the best recovery and hitstun, allowing a link into 5L, 5S, or Rider Finale if you so choose.

5HHH - Y - - - - -

W spins the rod for two more hits.

5HHHH - Y - - - - -

W spins the rod for two final hits. Only the second hit knocks the opponent away on hit, so this string is still useful as a combo extension with RC.

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

W holds the rod out. Has a lot of active frames, but is not active until landing.

jH is identical to this attack, but deals more damage.

Special Moves

CycloneMetal 5S
Wall of Wind
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W spins the rod for 6 hits, knocking the opponent down. A quick and damaging special that can be useful to end combos.

CycloneMetal 4/6S
Gaia Memory Charge (Cyclone)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Cyclone Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W is surrounded by wind, and gains a massively increased amount of Rider Gauge from all sources, including Gauge Charge.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.

CycloneMetal JS
Diving Rod Thrust
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A diving attack with the rod.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

CycloneMetal Rider Art
Rider Art
Super Jump
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

A standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

  • 5HH > 5LLL
  • 5HH > 5S
  • 5HH > Rider Finale
CycloneMetal's meterless link combos. 5HH also links into Rider Finale if you're already full up.
  • [5HHHH (7) > RC] repeat xN > 5HH > Climax Time > Rider Finale
CycloneMetal's RC loop touch of death. 5HHHH does a massive amount of damage but scales quickly, so you can adjust how many reps are necessary to trigger Climax Time very easily.
During Climax Time or with the Maximum Drive buff, this RC loop becomes meter positive. Otherwise, it loses a small amount of Rider Gauge each rep.

Move List

Normal Moves

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

An advancing low kick. A little slow to start, but has good reach.

5LL - Y - - - - -

A spinning high kick. Causes a mashable stagger.

5LLL - Y - - - - -

A gunshot that launches the opponent very low to the ground.

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

A gunshot that travels forward very quickly.

5HH - Y - - - - -

A repeat of 5H.

5HHH - Y - - - - -

Also a repeat of 5H, but causes a mashable stagger.

5HHHH - Y - - - - -

Uses the same animation and shot type as 5H, but launches the opponent.

5HHHHH - Y - - - - -

W spins and fires a final shot that knocks the opponent away on hit.

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

W bounces backwards in the air and fires a shot at an angle. This attack has a lot of landing recovery that can be cancelled by walking or attacking.

jH is identical to this attack, but deals more damage.

Special Moves

CycloneTrigger 5S
Rapid Fire
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A chargeable shooting attack. When not charged, it fires one bullet that does really low damage but knocks the opponent down. When holding the button until the move releases automatically, three shots are fired which each do really low damage.

CycloneTrigger 4/6S
Gaia Memory Charge (Cyclone)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Cyclone Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W is surrounded by wind, and gains a massively increased amount of Rider Gauge from all sources, including Gauge Charge.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety. Since CycloneTrigger in particular wants to stay out, it can be especially useful to just throw out sometimes to force your opponent to come to you.

CycloneTrigger JS
Jump Shot
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W bounces backwards and fires a wave of 3 shots in front. This is able to reach as far as the screen can scroll out, though it won't hit opponents who are moving to the side.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

CycloneTrigger Rider Art
Rider Art
Dodge Shot
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Standard Dodge Shot type Rider Art. W backdashes with full invulnerability and fires one shot directly forward. Costs 1 stock of the Rider Gauge.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

  • [5HHH > RC] repeat xN > 5S
A basic RC loop that deals a lot of damage. Ending in 5S removes the opponent's red life and makes the damage they've taken from your zoning stick.

Move List

Normal Moves

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

An advancing jab. Doesn't advance as far as CycloneJoker's, and has pretty sluggish recovery.

5LL - Y - - - - -

Advancing jab string filler. Much better recovery than 5L on its own.

5LLL - Y - - - - -

Elbow string filler.

5LLLL - Y - - - - -

An uppercut that launches the opponent low to the ground on hit. Has lengthy recovery making it very unsafe on block or whiff.

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

A right straight. A fairly good jab, but it's very short range compared to many of W's other options.

5HH - Y - - - - -

A gut punch. Mostly just string filler.

5HHH - Y - - - - -

A lunging punch that knocks the opponent away on hit. Probably HeatJoker's best move, as it has very quick recovery.

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

W holds out their knee. A standard jumping attack with active frames until landing.

jH is identical to this attack, but deals more damage.

Special Moves

HeatJoker 5S
Heat Punch
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W takes a stance, and then steps forward with an uppercut. Heat Punch has one hit of Super Armor, and can be held to extend W's pose before releasing the uppercut and increase its damage.

Heat Punch is unfortunately a little slow even when it's not charged, making it very difficult to combo into, or even to catch an opponent swinging into its superarmor without losing outright. It also has lengthy recovery and can be easily punished on whiff or block, and doesn't have any form of tracking.

One important detail of this move is that if you were to make an opponent block a fully charged Heat Punch, it deals about 50% of the Guard Gauge. Don't expect them to sit still for it, though.

HeatJoker 4/6S
Gaia Memory Charge (Heat)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Heat Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W's fists light on fire, and W deals increased damage from all sources.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.

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

A divekick with an extremely wide angle. Its long reach makes it especially useful as a punisher at long range or to move around the screen quickly.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

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

A standard High-Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

  • 5LLLL > RC > 5H
HeatJoker's maximum guaranteed damage at midscreen without Rider Finale, somehow.
  • (corner) 5HHH > RC > 5S
HeatJoker is able to do something resembling a real combo at the wall.

Move List

Normal Moves

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

An advancing low kick.

5LL - Y - - - - -

An advancing shoulder check. HeatMetal can cover a bit of distance using this string and an RC.

5LLL - Y - - - - -

A side-swipe with the rod that knocks the opponent away and to the side.

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

W ducks low to the ground and sweeps the leg using the rod. Launches the opponent on hit. Actually a pretty okay poke held back by its follow-up string.

5HH - Y - - - - -

W spins forward with a rod uppercut. Unfortunately, this string is slow to come out, and the opponent is able to ground tech before this follow-up hits. W recovers in time to avoid being punished, at least.

Although it's quite bad when 5H hits, using this string on whiff is actually pretty good as long as you can RC thanks to its forward movement.

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

W holds the rod out. Has a lot of active frames, but is not active until landing.

jH is identical to this attack, but deals more damage.

Special Moves

HeatMetal 5S
Rod Thrust Attack
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W sloooowly spins and then thrusts the rod. Unbelievably slow to start up and even slower to recover, this attack isn't very likely to hit anyone.

HeatMetal 4/6S
Gaia Memory Charge (Heat)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Heat Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W's rod lights on fire, and W deals increased damage from all sources.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.

HeatMetal JS
Diving Rod Thrust
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A diving attack with the rod.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

HeatMetal Rider Art
Rider Art
Super Jump
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

A standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

  • 5H > RC > 5H
HeatMetal can barely do a combo at all. This is about the best you're gonna get.

Move List

Normal Moves

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

An advancing low kick.

5LL - Y - - - - -

A spinning backfist that advances pretty far forward. Causes a mashable stagger on hit. This might be HeatTrigger's best move, which should read like a bad omen.

5LLL - Y - - - - -

W clobbers the opponent over the head with the gun. Looks really funny and knocks the opponent away on hit.

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

W fires a single shot forward. Causes mashable stagger.

5HH - Y - - - - -

W plants their feet and fires a follow-up shot. Knocks the opponent away on hit.

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

W bounces backwards in the air and fires a shot at an angle. This attack has a lot of landing recovery that can be cancelled by walking or attacking.

jH is identical to this attack, but deals more damage.

Special Moves

HeatTrigger 5S
Trigger Explosion
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W fires 3 shots forward. Each shot inflicts a mashable stagger, which in practical terms means this move knocks down as long as two shots hit.

A little slow to start and very slow to recover, but it's an overall acceptable projectile attack.

HeatTrigger 4/6S
Gaia Memory Charge (Heat)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Heat Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W's gun lights on fire, and W deals increased damage from all sources.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.

HeatTrigger JS
Jump Shot
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W bounces backwards and fires a wave of 3 shots in front. This is able to reach as far as the screen can scroll out, though it won't hit opponents who are moving to the side.

Unlike CycloneTrigger's version of this attack, this one doesn't knock down, so in most cases only one shot will connect. It also deals really low damage especially by comparison to its big brother.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

HeatTrigger Rider Art
Rider Art
Dodge Shot
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Standard Dodge Shot type Rider Art. W backdashes with full invulnerability and fires one shot directly forward. Costs 1 stock of the Rider Gauge.

This Rider Art is a little interesting in that most Rider Arts of this type fire a very fast projectile, while this one fires a very slow projectile. HeatTrigger still has too much recovery to follow behind it, but it's interesting at least.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

  • jH > 5LLL
HeatTrigger's jumping shots can be comboed from when used low to the ground.

Move List

Normal Moves

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

An advancing jab.

5LL - Y - - - - -

An advancing low kick.

5LLL - Y - - - - -

An advancing spinning kick.

5LLLL - Y - - - - -

W does a right straight that stretches forward about half-stage distance. Knocks the opponent away on hit.

It's a little strange to have a long-reaching ender to a string that moves so far forward, but in combination with that forward movement, the final hit will pretty much always reach your opponent.

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

W does a right straight that stretches forward about half-stage distance.

5HH - Y - - - - -

A follow-up stretchy kick that knocks the opponent away on hit.

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

W holds out their knee. A standard jumping attack with active frames until landing.

jH is identical to this attack, but deals more damage.

Special Moves

LunaJoker 5S
Zoom Punch
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W's fist glows and they throw a stretchy right straight that knocks the opponent away on hit.

A straightforwardly useful special move for hitting the opponent at range.

LunaJoker 4/6S
Gaia Memory Charge (Luna)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted.

LunaJoker in particular gains the ability to chain their jS into itself for up to 3 hits.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.

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

A divekick with an extremely wide angle. Its long reach makes it especially useful as a punisher at long range or to move around the screen quickly.

LunaJoker's version of this jS is mostly the same move as other Joker forms with one exception. While buffed by 4/6S, LunaJoker also gains the ability to chain jS into itself up for up to 3 hits by either tapping or holding jS. While powered up, the first jS has normal hitstun, the second jS staggers, and the third jS knocks the opponent away on hit.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

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

Standard High-Speed Dash type Rider Art. Costs .5 stocks of the Rider Gauge.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

  • 5H > RC > 5S
LunaJoker is able to squeeze a little extra damage out of long range pokes using RC.
Be aware that at longer ranges, 5S won't reach in time for this to combo.

Move List

Normal Moves

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

W uses their free hand to jab. The hitbox on this jab is really, really picky and often just whiffs.

5LL - Y - - - - -

W uppercuts using the rod.

5LLL - Y - - - - -

A spinning kick that knocks the opponent away and to the side on hit.

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

W swipes at head level with the rod. A really short ranged attack.

5HH - Y - - - - -

W swings the rod a second time, and it stretches out, extending its range. A much more useful ranged attack.

5HHH - Y - - - - -

W whips the rod one last time, and it stretches to a fairly long range. Knocks the opponent away on hit.

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

W holds the rod out. Has a lot of active frames, but is not active until landing.

jH is identical to this attack, but deals more damage.

Special Moves

LunaMetal 5S
Metal Illusion
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W spins the rod and themselves, creating a series of three rings, then sending them to home in on the opponent. A usable projectile option, though it has a long animation and is very committed.

The rings gain their active frames once they appear, so this move can become very negative on hit.

LunaMetal 4/6S
Gaia Memory Charge (Luna)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted.

LunaMetal in particular gains... absolutely nothing, as far as we currently know. Bummer. In previous versions of the game, LunaTrigger gained a follow-up to a special move that no longer exists in Super Climax Heroes, so it's possible they literally forgot to make this do anything.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.

LunaMetal JS
Diving Rod Thrust
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

A diving attack with the rod.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

LunaMetal Rider Art
Rider Art
Super Jump
Super Jump
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Standard Super Jump type Rider Art. Costs .5 stocks of the Rider Gauge.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

Move List

Normal Moves

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

An advancing low kick.

5LL - Y - - - - -

A stepping kick that knocks the opponent away on hit.


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

An advancing low kick.

5LH - Y - - - - -

A homing gunshot that launches the opponent on hit. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.

The launcher string itself is pretty good. This aircombo string, on the other hand, is difficult if not impossible to actually connect as a combo without the opponent being able to ground tech, so it's not very useful.

5LHH - Y - - - - -

An alternate ender to the launcher string that fires a burst of 4 shots. Knocks the opponent away on hit.

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

A single homing shot. Unremarkable on its own, but the starter to an excellent zoning string.

5HH - Y - - - - -

W fires a barrage of 6 homing shots. An exceptionally safe zoning tool to use in neutral when covered with an early RC.

5HHH - Y - - - - -

W fires a single homing shot that leaves the opponent standing. Combos into 5S on RC.

5HHHH - Y - - - - -

A finishing burst of 4 shots that knock the opponent away on hit.

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

W bounces backwards in the air and fires a shot at an angle. Like all of LunaTrigger's projectiles, this homes in on the opponent, and can even be used as a crossup.

jH is identical to this attack.

Special Moves

LunaTrigger 5S
Trigger Full Burst
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W fires a barrage of 7 homing bullets that drain the opponent's Rider Gauge on hit.

This is the move that takes LunaTrigger to the top. It's extremely difficult to get around in neutral, and creates distance even if it's blocked. It's even worse if you got hit, because you're losing just shy of a full stock of Rider Gauge, or just over a full stock if W has the Maximum Drive buff.

LunaTrigger 4/6S
Gaia Memory Charge (Luna)
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W uses the Luna Memory's Maximum Drive, gaining a buff for about 10 seconds. During this state, W becomes sparkly, and gains a unique buff depending on which other Gaia Memory is slotted.

LunaTrigger in particular gains increased projectile count on 5S, which also increases its total damage and the total amount of Rider Gauge the opponent loses on hit.

It's difficult to set up this buff and maintain offensive pressure, but you can use it after a throw midscreen with moderate safety.

LunaTrigger JS
Jump Shot
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W bounces backwards and fires a wave of 5 shots that home in on the opponent.

Universal Mechanics

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

W's throw. Causes a hard knockdown.

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

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

LunaTrigger Rider Art
Rider Art
Dodge Shot
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Standard Dodge Shot type Rider Art. W backdashes with full invulnerability and fires one shot directly forward. Costs 1 stock of the Rider Gauge.

Like all of LunaTrigger's projectiles, this shot homes in on the opponent, making this a particularly obnoxious defensive option.

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

Kamen Rider W (Form Change) is able to use the Style Action inputs to switch out their Gaia Memories. They're able to fiddle with them at any time, but can only complete a transformation when they go to neutral.

  • Style Action Left switches which Gaia Memory is set in the left slot, in order of Cyclone > Heat > Luna.
  • Style Action Right switches which Gaia Memory is set in the right slot, in order of Joker > Metal > Trigger.
  • Style Action Up switches both Gaia Memories. If pressed as the first input, it cycles between CycloneJoker, HeatMetal, and LunaTrigger. If pressed while the menu is engaged and not currently on any of those pairings, it changes to the pair among those corresponding to your left Gaia Memory. For example, if you're hovering over CycloneMetal, pressing this will instead hover over CycloneJoker.
  • Style Action Down locks in any changes you've made, turning W fully invincible for the duration of the transformation. If this is done during hitstun, W will transform once his hitstun ends.

Combos

  • 5HHH > RC > 5S
LunaTrigger's basic RC combo.

Move List

Normal Moves

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

An advancing low kick.

5LL - Y - - - - -

Knocks the opponent away on hit.


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

An advancing low kick.

5LH - Y - - - - -

A sword strike, and Xtreme's most broadly useful RC filler in advanced link combos.

5LHH - Y - - - - -

A slash that knocks the opponent away on hit.

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

An advancing high kick. A little slower than it looks, but it's the start of an excellent string.

4/6LL - Y - - - - -

follow-up kick. Safe on block.

4/6LLL - Y - - - - -

Another kick. A good RC starter for Xtreme thanks to the relative safety of the string preceding it.

4/6LLLL - Y - - - - -

A final kick that knocks the opponent away on hit.

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

An advancing high kick. A little slower than it looks.

4/6LH - Y - - - - -

A sword launcher. Can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.

This aircombo does nice damage and is otherwise unremarkable.

4/6LHH - Y - - - - -

An alternate ender to this launcher string that knocks the opponent away on hit.

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

An advancing mid kick. One of Xtreme's fastest normals, and an excellent gap closer.

2/8LL - Y - - - - -

An elbow follow-up that knocks the opponent away on hit.

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

An advancing mid kick. One of Xtreme's fastest normals, and an excellent gap closer.

2/8LH - Y - - - - -

A sword uppercut. Launches the opponent on hit.

2/8LHH - Y - - - - -

A follow-up slash. Launches the opponent on hit.

2/8LHHH - Y - - - - -

A slash ender that knocks the opponent away on hit.

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

A downward sword slash. Xtreme's main link combo starter which can link to 5L or 2/8L.

5HH - Y - - - - -

A follow-up slash. A high damage string filler.

5HHH - Y - - - - -

A slash that causes a mashable stagger. An excellent RC filler for its high damage.

If your opponent doesn't mash on the stagger, this string can link to 5L.

5HHHH - Y - - - - -

A final slash that knocks the opponent away on hit.

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

W jumps forward and slashes. A little on the slow side, but has the unique benefit of crumpling the opponent on grounded hit.

Worthwhile non-string follow-ups include guaranteed combos into dS, or Rider Finale if the opponent is unable to burst. You can also recover and set up a 5S.

6HH - Y - - - - -

A follow-up sword uppercut. Launches the opponent on hit.

6HHH - Y - - - - -

A final sword thrust that knocks the opponent away on hit.

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

A sword uppercut. Launches the opponent on hit, but it's air techable almost immediately, rendering its follow-up strings effectively useless unless this first hit whiffs.

2/8HH - Y - - - - -

A downward slash. Despite the first hit of this string launching, this does not launch on grounded hit.

2/8HHH - Y - - - - -

A second downward slash. Despite the first hit of this string launching, this does not launch on grounded hit.

2/8HHHH - Y - - - - -

A slash that knocks the opponent away on hit.

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

W holds the sword out while falling. After a short while, he'll pull the sword back, but it retains its active frames and simply has a worse hitbox. As such, it's still good to time this attack, but it's not so bad to use it on the way up from a jump either.

jH is identical to this attack.

Special Moves

CycloneJokerXtreme 5S
Bicker Finalusion
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W poses and builds up energy for a while, then fires it first as a cone, and then as a beam, totalling 25 hits with a ton of active time.

This move is very quirky. It leaves the opponent standing on grounded hit, although it's not possible to combo from it normally. It also has multiple hits of Super Armor during its windup, so an opponent swinging into it is forced to respond somehow.

It also deals a large amount of damage, and if the entire attack is blocked, it drains about 90% of the Guard Gauge. It has no tracking to the side whatsoever, so getting the opponent to block this demands some setup.

Given all these properties of this move, its main use is to knock the opponent down and set it up so that they either have to block, or time a sidestep on wakeup. The most useful way to do this is via 6H's crumple against the wall.

CycloneJokerXtreme 4/6S
Prism Break
4/6S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W slashes in front, sending a set of wind blades in a spread pattern. Xtreme's main comboable special, as well as a faster projectile option with good coverage.

Because of the spread pattern, this attack's damage is variable. It does a ton of damage if all 4 of its hits connect, and very little if only one does.

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

A divekick with an extremely wide angle. Its long reach makes it especially useful as a punisher at long range or to move around the screen quickly.

This divekick is extremely similar to CycloneJoker's, but deals much more damage.

Universal Mechanics

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

Xtreme's throw. Causes a hard knockdown.

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

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

CycloneJokerXtreme Rider Art
Rider Art
Dodge Shot
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N - - - - -

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

This follow-up is a divekick similar to jS, but which is unblockable and starts a cinematic on hit, dealing good damage and causing a hard knockdown. This is especially useful thanks to Xtreme's divekick having an extremely wide angle, making it relatively safe to whiff up close and easy to catch opponents with at long range.

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

Combos

  • 5H > 5LH > RC > 6H > 4/6S
Xtreme's main link combo, with an RC ender into a special move.
  • 5HHH > RC > 5H > 5LH > RC > 6H > 4/6S
6H will launch a staggered opponent, so you can adjust from a 5HHH into this combo route in order to end in 6H.
  • 5HHH > RC > 5HHH > RC > 5HHH > Style Action (CycloneJoker) > [5HHHHH(4) > RC > jH] repeat xN > Climax Time > Rider Finale
Xtreme's touch of death combo. Deals damage fast enough to kill a low or middle defense opponent within the Guard Crush timer from 100%, but is too slow to kill a high defense opponent.
Depending on how much damage is required to activate Climax Time and how much Rider Gauge you have available to you, you can cut any number of 5HHH RC loops.
Getting into a single rep of CycloneJoker's RC loop requires any amount of Rider Gauge above 0.
When done against a high defense opponent and starting from full Rider Gauge, W will hit Climax Time at net -3 stocks of the Rider Gauge.

Move List

Normal Moves

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

An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.

5LL - Y - - - - -

A stepping kick.

5LLL - Y - - - - -

A spinning kick that causes a mashable stagger on hit. Because of the stagger, it's best to proceed to 5LLLL immediately.

5LLLL - Y - - - - -

A spinning kick. This is usually the hit to RC in this string.

5LLLLL - Y - - - - -

A kick that knocks the opponent away on hit.


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

An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.

5LH - Y - - - - -

W deploys the big boot. Identical animation to 5H, but worse frame data.

5LHH - Y - - - - -

A claw swipe that knocks the opponent away on hit.

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

An advancing elbow. Has great forward movement and is an excellent combo starter, but it's a little slow to start up.

4/6LL - Y - - - - -

A follow-up body blow. FangJoker can link any normal other than 4/6L from this, most usefully into 2L and 6H.

4/6LLL - Y - - - - -

Spinning backhand that knocks the opponent away on hit.

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

An advancing elbow. Has great forward movement and is an excellent combo starter, but it's a little slow to start up.

4/6LH - Y - - - - -

An alternative follow-up body blow. This one has worse link options but deals a little more damage. Only links to 5L or 6H.

4/6LHH - Y - - - - -

A jumping kick that knocks the opponent away on hit.

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

A ducking sweep kick. Can evade high attacks and has enough frame advantage to link into 5L, 5H, 2H or 6H.

4/6LH - Y - - - - -

A quick uppercut that launches the opponent on hit.

4/6LHH - Y - - - - -

An elbow that knocks the opponent away on hit.

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

A ducking sweep kick. Can evade high attacks and has enough frame advantage to link into 5L, 5H, 2H or 6H.

2/8LH - Y - - - - -

An uppercut launcher that can be followed up with a Combo Jump into its aircombo follow-up string, jLHS.

This launcher can mostly be treated as an afterthought in FangJoker's gameplan, as FangJoker's aircombo does not knock down, deal particularly good damage, or enable any other notable combo. It may come out on accident sometimes when attempting to link 2L into 5H, in which case it might be good to know that you have the aircombo option.

2/8LHH - Y - - - - -

A straight punch. An alternate ender to the launcher string that knocks the opponent away on hit.

This string can be followed up with an Instant Charge by pressing the Special Attack button.

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

W deploys the big boot. A somewhat slow and very short-ranged normal. It's not useful in neutral, but can be linked into and has great frame data on hit, allowing another link into either 5L or 6H.

5HH - Y - - - - -

An uppercut that launches the opponent on hit.

5HHH - Y - - - - -

A jumping kick that knocks the opponent away on hit.

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

A stepping high kick and one of FangJoker's fastest normals. It also leads into FangJoker's longest regularly available string, and is a lynchpin of link combos.

It's also possible to link from 6H into 5L, although this does less damage than just finishing the 6H string.

6HH - Y - - - - -

A stepping elbow. Has notably long recovery, making it a little dangerous to stop the string here. Consider immediately cancelling to 6HHH for safety on block, or delay cancel instead to frametrap the opponent.

6HHH - Y - - - - -

A body blow. Very quick to recover.

6HHHH - Y - - - - -

A spinning high kick. Lots of hitstun makes this a good point to RC and follow up.

6HHHHH - Y - - - - -

A kick that causes a mashable stagger on hit. This is the best part of the string to RC and follow up, as you can still guarantee a link even if your opponent is mashing.

6HHHHHH - Y - - - - -

A final jumping kick that knocks the opponent away on hit.

This string can be followed up with an Instant Charge by pressing the Special Attack button.

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

A high kick that launches the opponent on hit. Fairly quick, so it's usable in some link combos.

2/8HH - Y - - - - -

A claw uppercut that launches the opponent on hit.

2/8HHH - Y - - - - -

A claw swipe. Doesn't launch the opponent on grounded hit, though it's unlikely to connect that way.

2/8HHHH - Y - - - - -

A final claw swipe that knocks the opponent away on hit.

This string can be followed up with an Instant Charge by pressing the Special Attack button.

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

W holds out their wrist blade. A slower than average jump-in with active frames until landing.

jH is identical to this attack.

Special Moves

FangJoker 5S
Arm Fang / Rapid Arm Fang
5S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal
Arm Fang
- Y - - - - -

W goes low to the ground, then dashes forward, uppercutting with their wrist blade. Launches the opponent on hit for a fully untechable launch.

Arm Fang has a bit of a strange niche in FangJoker's moveset. Many of its properties are good: it deals a lot of damage, it's not terribly unsafe on block, and its launch is very combo friendly. All that said, it's slow, not very naturally evasive, and the uppercut itself can whiff on certain hitstun animations.

One effective use of this move is that an RC into Arm Fang will deal a lot of damage quickly, and if Arm Fang activates Climax Time, it can be juggled into Rider Finale.

Assault
Rapid Arm Fang
- Y - - - - -

W swipes with one claw. On contact, they automatically launch a second claw swipe followed by a regular Arm Fang.

This attack deals a lot of damage, and its first hit is much more combo-friendly than the regular version of Arm Fang. These things make it a really useful attack, but it has three critical quirks.

First, when the second hit connects, it causes a mashable stagger, which allows the opponent to mash out and block the third launching hit.

Second, it will stop mid-way through if Assault Mode stops during the sequence. When this happens, you won't get an advantage state in return.

Third, for unknown reasons, the first two hits of this attack are the only Special Attack strike in the game which can be Rider Canceled. It behaves a little strangely when you do this, and you'll lose the RC's free cancel state once the third hit starts, but this can be used to make the first two hits more useful.

FangJoker dS
Shoulder Fang
direction + S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

W winds up and throws their shoulder blade, which becomes an erratic tracking projectile that hits a variable number of times.

This projectile usually requires some setup on account of its long startup, and safely harasses the opponent at long range.

FangJoker JS
Shoulder Fang (Air)
jS
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

W throws their shoulder blade from the air, with slightly different tracking properties from the grounded version.

This version of Shoulder Fang is much faster and more directly applicable in neutral, but often connects a much smaller number of times in return.

Assault Mode

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

An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.

5LL - Y - - - - -

A stepping kick.

5LLL - Y - - - - -

A spinning kick that causes a mashable stagger on hit. Because of the stagger, it's best to proceed to 5LLLL immediately.

5LLLL - Y - - - - -

A spinning kick. Normally, this is the 5L string's best hit to RC.

5LLLLL - Y - - - - -

A claw swipe unique to Assault Mode. Launches the opponent on hit.

5LLLLLL - Y - - - - -

A follow-up claw swipe, also unique to Assault Mode. Does not launch on grounded hit, but it's unlikely to connect that way.

5LLLLLLL - Y - - - - -

A kick that knocks the opponent away on hit.

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

An advancing jab. One of FangJoker's fastest normals and leads to a long string, so it can be useful for link combos and getting things started.

5LH - Y - - - - -

W deploys the big boot. Identical animation to 5H, but worse frame data.

5LHH - Y - - - - -

A claw uppercut unique to Assault Mode.

5LHHHH - Y - - - - -

A follow-up claw swipe unique to Assault Mode.

5LHHHH - Y - - - - -

A final claw swipe that knocks the opponent away on hit.

Universal Mechanics

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

FangJoker's throw. Uses a unique animation, and causes a hard knockdown that can't be rolled.

Deals low damage, but buys you time and space to throw a Shoulder Fang if you want.

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

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

FangJoker Rider Art
Rider Art
High Speed Dash
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- N/A - - - - -

Standard High Speed Dash type Rider Art. Costs .5 stocks of Rider Gauge.

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

FangJoker 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, FangJoker gains the following extended strings:

  • 5LLLLLLL
  • 5LHHHH
  • 5S (Replaces Arm Fang with Rapid Arm Fang)

Combos

  • [4/6LL > 6HHHHH > RC] repeat xN
FangJoker's basic RC loop. Even with this basic link, each rep is meter positive.
  • 4/6LL > 2L > 5H > 6HHHHHHS
FangJoker's maximized meterless link combo. Builds 2.5 stocks of Rider Gauge completely meterlessly when ended with an Instant Charge.
You can also use this combo as an optimal RC loop.
  • 5S > 2LLL
  • 5S > walk > Rider Finale
  • 5S > 2LL > RC + Rider Finale
Stable juggles from Arm Fang's launcher.

Move List

Normal Moves

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

A body blow.

5LL - Y - - - - -

A straight punch that knocks the opponent away on hit.


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

A body blow.

5LH - Y - - - - -

An uppercut that launches the opponent on hit. This can be followed up with a Combo Jump into its aircombo follow-up string, jLHHS.

This aircombo follow-up is one of Joker's most important tools. jLHH causes a completely untechable groundbounce, which allows Joker to stop the aircombo and link a grounded combo ender. For maximum damage, end in Rider Art follow-up, or to save meter, end in Rider Punch (5S).

5LHH - Y - - - - -

An alternate ender to the launcher string that knocks the opponent away on hit.

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

A stepping high kick. Covers decent distance.

4/6LL - Y - - - - -

A follow-up kick that knocks the opponent away on hit.

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

A stepping high kick. Covers decent distance.

4/6LH - Y - - - - -

A second stepping high kick with the other leg. Can be useful to cover distance when the first hit whiffs.

4/6LHH - Y - - - - -

A backhand that knocks the opponent away on hit.

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

An evasive sweep kick. Among moves of this type, this is notably fast and reaches an alright distance, making it a more effective poke than some, though it's also harder to evade attacks with it as a result.

2/8LL - Y - - - - -

A follow-up kick with notably long recovery. Stopping the string here can even be punishable on hit against characters with fast options.

2/8LLL - Y - - - - -

A backhand. Knocks the opponent away on hit.

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

An evasive sweep kick. Among moves of this type, this is notably fast and reaches an alright distance, making it a more effective poke than some, though it's also harder to evade attacks with it as a result.

2/8LH - Y - - - - -

A follow-up punch. Has much better damage and frame data (on block and hit) than 2/8LL, so it's generally better to use this attack.

2/8LHH - Y - - - - -

A stepping thrust kick. Knocks the opponent away on hit.

This string can be followed up with an Instant Charge by pressing the Special Attack button.

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

Joker throws a series of three body blows. Has good frame advantage on hit, but doesn't link into a follow-up of any kind.

5HH - Y - - - - -

A stepping thrust kick that knocks the opponent away on hit.

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

A stepping thrust kick. Decent range, but on the slow side.

6HH - Y - - - - -

An elbow smash. Knocks the opponent down on hit.

This string can be followed up with an Instant Charge by pressing the Special Attack button. Doing so will put you at negative frames if your opponent ground techs the knockdown.

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

A stepping high kick. Decent speed and range.

2/8HH - Y - - - - -

Joker snaps back from the first kick. A good RC filler.

2/8HHH - Y - - - - -

A stepping thrust kick that knocks the opponent away on hit.

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

A jumping punch that doesn't have active frames until landing. For most purposes, jH is the better jump-in, but jL does have a minor advantage in forward movement.

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

A jumping kick that has active frames until landing. Generally your preferred jumping normal.

Special Moves

Joker 5S
Rider Punch
5S
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

Joker winds up and throws a dashing punch. Does nice damage, but is very unsafe and not particularly useful for neutral.

This can be charged to deal extra damage and guard damage. When charged, it also has a bigger launch, so if the opponent doesn't ground tech you can pick up near the corner with an OTG.

Joker dS
Spinning Kick / Rider Kick
direction + S
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
Normal
Spinning Kick
- Y - - - - -

Joker does a series of spinning kicks in place.

There's a delay between the first and second kicks. This allows the opponent to escape on block, either by interrupting or moving so that the second and third kicks whiff. It also means that the second and third kicks won't juggle after the first kick hits. As such, it's best to use this only on grounded hit.

This does much higher damage than Rider Punch, so it's a useful ender in spite of its lack of flexibility.

Assault
Rider Kick
- Y - - - - -

Joker does one spinning high kick, and if it hits, he follows up with a Rider Kick. A much more stable move compared to Spinning Kick, since it's able to juggle effectively. It also deals a lot more damage.

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

Joker does a standard diving kick. Deals nice damage, so you might want to look for it as a whiff punish.

Assault Mode

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

A body blow.

5LL - Y - - - - -

A straight punch.

5LLL - Y - - - - -

A spinning backhand.

5LLLL - Y - - - - -

A barrage of punches that uses the same animation as 5H.

5LLLLL - Y - - - - -

An uppercut that knocks the opponent away on hit.

Joker Assault 4/6LHHHH
4/6LHHHH (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
4/6L - Y - - - - -

A stepping high kick. Covers decent distance.

4/6LH - Y - - - - -

A second stepping high kick with the other leg. Can be useful to cover distance when the first hit whiffs.

4/6LHH - Y - - - - -

A backhand. Doesn't knock the opponent away on hit like the normal version of this string.

4/6LHHH - Y - - - - -

A straight punch.

4/6LHHHH - Y - - - - -

A high kick that knocks the opponent away on hit.

Joker Assault 2/8HHHHHH
2/8HHHHHH (Assault Mode)
Version Damage Guard Startup Active Recovery Block Adv. Hit Adv.
2/8H - Y - - - - -

A stepping high kick. Decent speed and range.

2/8HH - Y - - - - -

Joker snaps back from the first kick.

2/8HHH - Y - - - - -

A stepping thrust kick. Faster than the regular version of the string and doesn't knock down.

2/8HHHH - Y - - - - -

A sweep kick.

2/8HHHHH - Y - - - - -

A stepping high kick identical to the first hit of the string.

2/8HHHHHH - Y - - - - -

Joker snaps back from the prior kick. Knocks the opponent away on hit.

Universal Mechanics

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

Joker's throw. Causes a hard knockdown that can be comboed from near the corner.

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

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

Joker Rider Art
Rider Art
Dodge Shot
Damage Guard Startup Active Recovery Block Adv. Hit Adv.
- Y - - - - -

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

Joker's Rider Art follow-up is a jumping kick that starts a cinematic. It's very useful in combos and as a whiff punish, and does decent damage.

If you chose Joker without Cyclone, the only difference is that you lose access to this Rider Art follow-up.

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

Joker 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, Joker gains the following extended strings:

  • 5LLLLL
  • 4/6LHHHH
  • 2/8HHHHHH
  • dS (replaces Spinning Kick with Rider Kick)

Combos

  • 5LH > Combo Jump > jLHH > (land) > 5S
  • 5LH > Combo Jump > jLHH > (land) > Rider Art follow-up
Joker's aircombo grants a groundbounce and comboable hard knockdown, so it's an essential combo piece.
  • 5H > Style Action > 2/8HHHHH > RC > 5LH > Combo Jump > jLHHH > (land) > 5S
Joker's Assault Mode strings are very useful to extend Joker's combos for higher damage.
This sample Assault Mode combo starts at 2 stocks of Rider Gauge.

Navigation

General
FAQ
Controls
HUD
Strategy
System
Links
Showa
Kamen Rider
1gou
2gou
Kamen Rider V3
V3
Kamen Rider Amazon
Amazon
Kamen Rider BLACK (RX)
BLACK
BLACK RX
Shadow Moon
Heisei Phase 1
Kamen Rider Kuuga
Kuuga
Kamen Rider Agito
Agito
G3-X
Gills
Kamen Rider Ryuki
Ryuki
Knight
Scissors
Zolda
Raia
Gai
Ouja
Verde
Tiger
Imperer
Odin
Femme
Ryuga
Kamen Rider 555
Faiz
Kaixa
Delta
Kamen Rider Blade
Blade
Garren
Chalice
Leangle
Kamen Rider Hibiki
Hibiki
Ibuki
Zanki
Todoroki
Kamen Rider Kabuto
Kabuto
Gatack
TheBee
Drake
Sasword
KickHopper
PunchHopper
Dark Kabuto
Kamen Rider Den-O
Den-O
Zeronos
Nega Den-O
New Den-O
Kamen Rider Kiva
Kiva
Ixa
Saga
Kamen Rider Decade
Decade
Diend
Heisei Phase 2
Kamen Rider W
W
Accel
Skull
Eternal
Kamen Rider OOO
OOO
Birth
Kamen Rider Fourze
Fourze
Meteor
Kamen Rider Wizard
Wizard