Meteor

METEOR, READY?

 — Character Select , Kamen Rider Super Climax Heroes

**Kamen Rider Meteor** (仮面ライダーメテオ *Kamen Raidā Meteo*) is a playable character in **Super Climax Heroes.**

Meteor is a close to mid-range fighter with strong up-close tools, including numerous multi-hitting normals, high combo potential and devastating damage. When he transforms into Meteor Storm form, he loses his combo potential, but gains a staff, which grants him better range on his normals as well as the exceptionally strong lockdown tool, Meteor Storm Punisher.

**Pros**

* Excellent normals
* Very high combo and damage potential
* Every special move has a use
* Good lockdown in Meteor Storm

**Cons**

* Low defense
* Limited capability to deal with other projectile attacks

## Command List

### *NORMALS AND STRINGS:*

All of Meteor's normals leave Meteor in a standing state, however, most if not all of his normals can't be *avoided* by a specific state as well, which is extremely good for a character like him.

 **5LL:** An advancing two-hit jab combo followed by a palm strike that knocks the opponent away. [5L] has decent range and is pretty quick as well. [5LL] is a garbage followup, lacking speed, damage and even purpose. It only exists to end the chain. Do not perform [5LH] on block as it can be easily rolled passed.

**5LHH:** A two-hit jab combo followed by a launching palm strike and finally a third palm strike that knocks the opponent away. [5LH] is jump-cancellable and has the most vertical range in meteor's normal kit however, the severe startup makes it a horrible anti-air. [5LH] will launch the opponent and it cannot be air teched, you can also use this string as a followup juggle to an air-to-air. [5LH] can be rolled on block as well. As most launcher chain enders are, [5LHH] is a terrible move that only exists to end the chain if Meteor lacks enough meter to do an Aeriel followup or just wants to be burst safe. [5LHH] can be easily rolled on block.

 **2/8LL:** Two jumping front kicks followed by a leeping round-house. [2/8L] is Meteor's farthest reaching *light* attack. That tied with its speed makes it an actually great normal. [2/8LL] is also rather quick but can be rolled on block.

 **2/8LH:** Two jumping front kicks followed by a low round kick and and a fist to the gut. The [2/8L(H)] is extremely fast and covers a fair amount of area. It may be good to use as a punish against an opponent that is trying to rush in after a whiffed [2/8L]. It is also damn near a true block string, considering it will punish any evasion attempts.

 **4/6LLL:** A short-ranged gut punch followed by two kicks and a final one that knocks the opponent away. [4/6L] is Meteor's fastest normal having 7 frames of startup, but it is dwarfed by its severe lack of range. [46LL] covers an okay amount of space but can be rolled on block. [4/6LLL] covers less and has much greater startup. It can also be easily evaded on block.

 **4/6LHH:** A short-ranged gut punch followed by two more punches. [4/6LH] has great speed but similar to [4/6L] covers very little space. [4/6LHH] causes a crumple stun which is an important part of Meteor's combos.

 **(JC) j.LHHS:** Aerial Combo. The [J.L], [J.LH] and [J.S] attacks are the same as their raw counterparts. The [j.LHH] causes a ground bounce, allowing you to land and follow up with something else if you so desire.

 **5HHH:** Meteor takes a step forward and punches, then follows up with a flurry of punches before delivering a final punch that knocks the opponent away. Has decent reach but is a pretty bad approach option. [5H] causes stagger, but it doesn't matter considering the speed of its followup. [5HH] has pretty high activity and hitstun and allows for links into [2/8L] , [4/6L] , [2/8H] and [6H]

**2/8HHHH:** Meteor advances with a punch, then follows up with a two-hit kick combo that ends in final punch that knocks the opponent to Meteor's left. [2/8H] has really good range and is suprisingly enough Meteor's most applicable *anti-air*. [2/8HHH (The entire string) ] serves a similar purpose to [5HH] but does way more damage both to guard and health, scales less and builds more meter. This is a great go-to. [2/8HHH] may not have as much hitstun as [5HH] but it still allows for a link into his [4/6L] string which is extremely important for Meteor's combo game.

 **6HHH:** Metor punches the opponent directly in the face, following it up with a back fist and finally with a gut punch into another back hand strike that knocks the opponent to Meteor's right. [6H] is Meteor's fastest heavy attack and it covers the most if not equal range to [2/8H]. It is a great normal to spit out every now and then and its followups are decent as well. [6HH] causes enough hitstun to link into [4/6L] alone.

 **j.L:** A great air-to-air. This attack has a lot of hitstun on airborne opponents, meaning it can be followed up with a juggle on the floor after a successful hit.

 **j.H:** An alright jump-in.

**4H (Grab) :** Meteor kicks the opponent three times to their side. The final kick knocking them away and putting them in a hard knockdown state.

### *SPECIAL MOVES:*

 **5SP:** Jupiter Hammer. A straight punch with a decent amount of reach that knocks the opponent away. Mostly used as a combo ender.

 **6/4SP:** Saturn Sorcery. Projectile attack with a big startup period, but tracks to the opponent and leaves them in enough hitstun to be able to combo from it at mid distances.

 **2/8SP:** Mars Breaker. A short range one-inch punch that puts the opponent in crumple stun. Mainly combo filler and not to be used in neutral. Unique in that the first hit can re-stand an opponent, meaning he's able to use this move after [6LHH] to extend combos.

 **j.SP:** Limit Break. Your average Rider Kick.

 **Rider Art:** Shooting Star Attack. Costs 1 bar to activate. Meteor assumes his blue fireball "shooting star" form and zips around the screen before moving towards his opponent. On hit, does a small amount of damage and drains one bar of the opponent's meter. Reward on hit leaves more to be desired, but can be useful to get in on opponents from full screen. Attack is unblockable, but a well-timed sidestep can cause the attack to whiff, leaving Meteor in a very long but invincible recovery animation.

This move is a mixed bag overall. Being able to ignore neutral to steal meter,interrupt their attacks due to invulnerable frames, and reset the neutral back to the original position is very good celestially against matchups where a rider is more defensive/keep-away. That said the meter cost is very poor for its reward and whiffing the move leads to a super damaging punish,its also not sure fast like some rider arts so its very react-able. Proceed with cautious for this move and mainly use it for more meter hungry characters.

**Dash Action:** Purple Air Dash

## Meteor Storm

Meteor's Power Up form, Meteor Storm, trades away Meteor's raw combo potential for better range on his pokes, as well as the Meteor Storm Punisher special, a tracking grounded projectile attack that does an exceptional job of locking people down.

### *NORMALS AND STRINGS*

Meteor Storm's normals tend to cover a great amount of space, however, they suffer from having subpar startup and recovery periods heavily dampening the effectiveness of his moves.

 **5LL:** [5L] is, much like base form, a two-hit poke. The final hit of Meteor Storm's [5LL] string results in a stagger rather than a knockdown, which can make it useful for some combo conversions.

 **5LHH:** A two-hit staff poke followed by an upward staff swing into an overhead crush that knocks the opponent away. [5LH] is Jump Cancellable and [5LHH] serves the same purpose as [5LHH] in his base form.

 **6/4LL:** Meteor crashes his bo staff into the opponent before knocking them to his right. [6/4L] Is Meteor's farthest reaching light but other than that its nothing special.

 **6/4LHHH:** Meteor crashes his bo staff into the opponent before performing a far ranged kick and ending the string with two more bo hits, knocking the opponent to his right once more. The range of the Heavy followups are the only reason you'd go for this.

 **2/8LLL:** A quick advancing jab followed by a low kick and then a high one that knocks the opponent away. [2/8L] is decently fast and has good range thanks to its step forward.

 **2/8LHHH:** A quick advancing jab followed by a series of staff strikes. The rest of this string does good damage and leads to a far knockdown, perfect for setting up MSP and for situational kill combos. [2/8LHHH] has one hit of grounded hitstun before knocking the opponent away.

 **(JC) j.LHHS:** An aerial combo that isn't quite as good as base form's due to the lack of ground bounce and ways to combo into it.

 **5HHHH:** Meteor takes a big step forward with a staff swing before transitioning into a combo that leaves the opponent knocked down directly in front of him. Is useful largely because of its range, and with RCs it's very easy to convert into a good knockdown to set up MSP. The string itself does an insane amount of guard damge however each attack is so slow that the opponent will probably be able to get away somewhere in the middle.

 **2/8HH:** A far ranged ankle swipe with his staff followed by an overhead crush. [2/8H] knocks down and [2/8HH] will spike the opponent onto the floor whether airborne or not.

 **6HHH:** A series of short staff strikes. Not really that useful of a string.

 **j.L:** An airborne overhead strike.

 **j.H:** Bro sticks his staff out and its active until he hits the floor.

**4H (Grab) :** Meteor pokes the opponent then smashes them onto the floor. Causes HKD.

### *SPECIAL MOVES*

 **5SP:** Fire Storm Limit Break. Borrowing Fourze's Fire Astroswitch, Meteor summons a pillar of fire around him as he performs a spin kick, balancing on his staff. This move sucks, it does barely any damage, even less guard damage and it's so slow that you can't combo into it from anything. Feel free to ignore this move unless you're making an extremely hard read.

 **6/4SP:** Meteor Storm Punisher (MSP). Meteor sends the beyblade out towards the opponent before it spends a short amount of time circling around the opponent in a zig-zag formation. This special is awesome -- it's pretty safe to throw out from further distances and does a great job keeping the opponent locked down. Basically the whole reason Meteor Storm is even relevant.

 **2/8SP:** Meteor Storm Punisher again, but this time Meteor sends the beyblade out directly in front of him, travelling in a zig-zag pattern. Doesn't stay on screen for nearly as long as the other version of this special, and is just overall less useful. Don't worry about this one.

 **j.SP:** Very similar to his base form's Rider Kick however it does slightly more damage.

**Rider Art:** Same as base form.

**Dash Action:** Guard Dash

## Strategy

From mid-to-long distances, Meteor can use 4/6SP to cover his approaches. If the opponent gets hit by the projectile, he's able to convert into a combo. Up close, you can close the distance by using [2/8HHH] and then begin frame trap/throw mixups. Convert your hits into big damage.

Because of Meteor's high meterless damage potential, he's able to spend his meter in whatever way suits the player best. It's certainly worthwhile using RCs to convert into full combos from random grounded pokes, as well as baiting bursts or pushblocks. It can also be worthwhile spending on meter on Rider Art or Dash Action as extra ways to get in from larger distances. Finally, you can also spend your meter on a guaranteed kill combo. This, however, is somewhat situational, and essentially requires your opponent to be in guard break (otherwise they can burst).

### Combos (May be Outdated)

Meteor has one primary grounded combo:

2/8HHH, 4/6LHH, 2SP, 5SP \_ \_ 4/6SP

You can swap the 2/8HHH for HH if you want an easier time with the link, but it's generally more worth it to get down the link timing from 2/8HHH. Note that this combo can also be started from a 4/6SP hit at medium distances.

Alternatively, you can utilise his Aerial Combo if you have the meter:

5LH j.LHH, (land) 5SP\_ \_ 4/6SP

J.L (Air to Air) 5LH j.LHH, (land) 5SP

The j.LHH causes a ground bounce, so you can land and follow up with something. You want to slightly delay the Aerial Combo so you can land at roughly the same time as your opponent, otherwise they will be able to tech roll and avoid the follow-up.

More Examples:

6HH 6/4LHH 2SP (4) 5L (Whiff) H JC j. LHHS

4/6SP IAD j.H 5HH 2/8HHH 6/4HH 2SP (4) 5L (Whiff) H JC j. LHH 5SP

Meteor also has many other situational Climax combos.

5HH, 4/6LL PU 4/6LHH RC 2/8LHH PU 2/8HHH, 4/6LHH, 2SP, RF

(In Meteor Storm) 2/8LHH H(1 Hit) PU 2/8HHH RC 2/8HHH 4/6LHH 2SP (4) 5L (Whiff) H JC j. LHH RF - This baby is meterless

You can use Power Up as a combo extension tool and if Meteor has even 2 bars of meter, your dead!

Meteor Storm doesn't really have any hard hitting combos, so he will mainly be comboing into strings with good knockback so that he has space to send out Meteor Storm Punisher and begin his lockdown game.