User:BunniesFromHell

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Introduction

Kamen Rider W

Kamen Rider W is here for when you just need two men.

W PLACEHOLDER TEXT

In this variation, W has free control over transforming the left and right side of their body, using a special UI to change. You can think of it as their right side determining his weapon, while their 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 the way they transform, 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:

  • You're probably here for CycloneMetal, a simple rushdown character who spins a rod to deal massive damage and pressure the guard gauge.
  • CycloneJoker is a somewhat basic close-range fighter with some fun tricks up their sleeve. This form is treated as W's base form in Power Up style, and can be useful for Form Change as well thanks to its relatively high mobility.
  • 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 your opponent to the no fun zone, ie 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 and beats 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 your 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 if you're playing in a tournament and accidentally switch 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 Followup that's useful to catch opponents slacking.

Xtreme comes recommended to players who enjoy CycloneJoker the most out of W's forms.

When choosing Power Up Style, W's base form is CycloneJoker.

Playstyle
KRSCH W icon.png Kamen Rider W (Power Up Style) PLACEHOLDER
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 Followup is a PLACEHOLDER
  • Power Up Style: Power Up Style characters universally are able to refresh their Guard Gauge and damage scaling by transforming.
  • Long Recovery on Many Attacks: Many of Xtreme's normals have very lengthy recovery.
  • Questionable Beam Special: One of Xtreme's signature attacks, an armored beam that can become a combo starter, 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 powerup, 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) PLACEHOLDER
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.
  • Long Attack Strings: Having long grounded attack strings allows FangJoker to pressure the guard gauge and do 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: FangJoker's grounded strings are held back somewhat by their starters being either slow or short range.
  • Middling Damage: FangJoker struggles to end the match in a single big opening the way similar characters like Eternal can.

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 usable tools for very swaggy combos. He's not very strong, but at least he's cool!

You can also pick Joker on his own without Cyclone, but the only real effect of doing this is that you don't have a Rider Art Followup, so you probably shouldn't do that besides to sandbag.

Playstyle
KRSCH W icon.png Kamen Rider Joker & Cyclone PLACEHOLDER
Pros Cons
  • Huh?:
  • Low Damage:
  • Slow Attacks:
  • No Gimmicks:
  • :

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

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 followup string, jLHS.

5LHH - Y - - - - -

An alternate followup 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 followup 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 followup. 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.

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 Followup 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 Followup 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 Followup.

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.

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
CycloneMetal's meterless link combos.
  • [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.

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.

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 followup 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 followup 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 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.

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.

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 followup 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 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.

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.

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.

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.

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.

LunaMetal in particular gains... absolutely nothing, as far as we currently know. Bummer.

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.

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

Navigation

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