Kick Hopper

— Character Select , Kamen Rider Super Climax Heroes

**Kamen Rider Kickhopper**  (仮面ライダーキックホッパー, Kamen Raidā Kikkuhoppā) is a playable character in **Super Climax Heroes**.

Kickhopper is a close ranged fighter that primarily uses his kicks to attack, with normals that does relatively good damage, fast startups and relatively low recovery, covers far distances, and some being able to combo into all of his SP buttons without the use of RC, allows for some very damaging combos. On top of that, he is one of the few that has access to an unblockable Rider Art that does amazing damage, fast, has a pretty generous hitbox, extremely accessible as it's acquired from the base form, and a few weaknesses (which could lead to further mindgames) makes Kickhopper a trully hellish opponent to fight.

**Pros**

- Amazing normals

- Good combo routes that doesn't need RC

- Fast special moves with high active frames

- Unblockable Rider Art Follow Up with very practical use and can be done during blockstrings with RC

**Cons**

- Low defense

- No projectiles

- Rider Art Follow Up needs timing to use because of sidesteps that can cause it to whiff when it's done at a certain distance, and certain Riders with defensive mechanics like Parries and Assists

Normals and Strings

**5LLL** - Fast Advancing Low Kick > Roundhouse Kick > Side Kick (leaves on knockdown near you)

**5LHH** - Fast Advancing Low Kick > High Side Kick > Hopping Axe Kick (causes opponent to ground bounce for SP followups)

**2/8LLL** - Fast Advancing Side Kick > Reverse Roundhouse Kick > Jumping Roundhouse Kick (sends them sideways)

**2/8LH** - Fast Advancing Side Kick > Front Kick (sends them far)

**4/6LLL** - Fast Advancing Side Kick > Reverse Roundhouse Kick > Front Kick (sends them far)

**4/6LHH** - Fast Advancing Side Kick > Jumping Knee Kick (can be jump cancelled with meter to air comb) > Low Sweep

**5HHHH** - Advancing Side Kick > Fast Advancing Low Kick > Fast High Kick > Hopping Axe Kick (causes opponent to ground bounce for SP followups)

**2/8HH** - High Side Kick > Jumping Knee Kick (sends them to crumple stun)

**6HHH** - Roundhouse Kick > Sweep Kick > Front Kick (sends them far)

**4H** - Grab

**j.L/H** - Jump in kick

**j.LHSP** - Air combo

**5SP** - Fast Side Kick with extremely deceptive range and active frames, causes crumple stun on first hit

**4/6/2/8SP** - Ground dive kick with long active frames

**j.SP** - Jumping Rider Kick

**DA** - Guard Dash

**Rider Art** - High Jump and a Special Follow Up

Kickhopper (and Punchhopper) gets a Rider Art follow up that you would normally see on characters with Power Up forms like Den-O (Liner) or (Hyper) Kabuto, an unblockable half bar Rider Kick, but Kickhopper's (and Punchhopper's as well) is unique in a sense that they don't need to reach full height to perform the follow up, thus making the jump more unreactable! This also means that from round start you're facing a character that could already threaten you with 2 unblockable and very damaging + accurate Rider Kicks in a single bar! Much like other unblockable Rider Kicks this works extremely well as an oki tool especially at close distances to extremely lessen the window for sidestepping. However, if the opponent is willing to spend guard meter they can use pushblock to try and punish, certain characters with parries like Kabuto and Ichigo can counter the Kick with proper timing, or some characters with very fast assists like Agito.

BASIC COMBOS

5LHH 5SP / 8/4/2/6SP / j.SP

5HHHH 5SP / 8/4/2/6SP / j.SP

2/8HH RAF (Rider Art Follow Up) - Needs half bar

STRATEGY

A lot of his gameplan would mostly devolve into looking for opportunities to use the RAF and spend his meter for it, from then on the use of RAF becomes mindgames between you and your opponent.

With 1.5 bars, it is also possible to use it in a blockstring with RC and quickly pressing RA>RAF for an almost unreactable unblockable.

The usage of his Speed Up (Clock Up) is mostly unneeded aside from being an expensive guard break opportunity giver.