Fourze

UCHUU KITAAAAA

 — Character Select , Kamen Rider Super Climax Heroes

**Kamen Rider Fourze** (仮面ライダーフォーゼ *Kamen Raidā Fōze)* is a playable character in **Super Climax Heroes.**

Fourze is one of the few characters in SCH that is viable in every Battle Style.

Form Change gives Fourze access to his Astroswitches, including his solid Elek States form.

Power Up gives Fourze Cosmic States, a power-up mode with great range and solid unburstable damage in his Rider Art.

Support Attack gives Fourze some decent zoning options and an incredible assist in the form of the Powerdizer.

**Pros:**

* High defense
* Good damage
* Every Battle Style has good options

**Cons:**

* Really really bad normals in every form that isn't Cosmic States or Elek States
* A lot of his better options in Base States can be somewhat gimmicky

## Battle Styles

All of Fourze's Battle Styles have solid options and can be put to good use.

**Form Change** gives Fourze access to his Astroswitches. He can choose to take a custom Astroswitch loadout on top of the base four Switches (Rocket, Launcher, Drill, Radar), diversifying his moveset. Alternatively, he can take one of his bonus form switches, allowing him to change into either Elek States or Fire States. You want to pick Elek States.

**Power Up** gives Fourze access to Cosmic States, his final form. While Cosmic States lacks the sheer diversity and gimmickry of Form Change, it gets made up for with incredible reach on his attacks (seriously, check out his n.SP), as well as very solid combo potential (including a way to get some unburstable damage).

**Support Attack** trades away the versatility and combo potential of the last two Styles to instead become a one-note character who relies entirely on the best assist in the game, the Powerdizer. Oh yeah, that one note is really broken, by the way.

Fourze also has access to a secret form in **Meteor Fusion States**, which uses the Assault Battle Style. Combining some aspects of both Power Up Fourze as well as Meteor, Meteor Fusion States specialises in big damage with his Rider Art combos.

**Base Fourze Pros and Cons**

++++ Variety of switches that takes up his special movesets and does amazing things from unblockables, combo extenders, zoning tools, anti-zoning tools, and more.

++ Unblockable Rider Art Followup that's easy to setup

+(+) Can OTG after grab, rewards would depend on switch used

---- Absolutely garbage and slow normals that's only good for combos

-- Some switches are just either terrible or redundant

**Elek Fourze Pros and Cons**

+++ Meter Steal on his 5SP and 4/6SP, with the first hit of 5SP being a stun allowing for either a second 5SP or a 4/6SP to steal 2 bars of meter

++ Good and fast normals with some certain links being possible

++ Can OTG after a grab and gets good reward out of it

-- Extremely short range, his only projectile move (4/6SP) is very slow and not very good to throw out in neutral

**Fire Fourze Pros and Cons**

++ j.SP is a very good move and combined with airdash allows for cheesy crossups

+ j.H is a very good jumpin and causes good amount of hitstun to combo into anything

+ Can OTG off a grab, but not much reward off of it

+ Good projectiles

+ Can link certain normals

- SP that isn't j.SP is pretty terrible outside of certain combos

- Only 2 normals that could cause knockdown

**BASE FOURZE** (Form Change)

This is going to be a long one.

First of all, base Fourze has 4 default switches (Rocket Switch on 5SP, Launcher Switch on 2/8SP, Drill Switch on j.SP, and Radar Switch on 4/6SP), 5 other switches for 5SP, 9 other switches for 2/8SP, 6 other switches for j.SP, and 6 other switches for 4/6SP, for a total of 30 usable switches! You can mix and match these switches while being able to switch to the default ones using the DPAD if needed (probably not though).

**NORMALS**

They're mostly bad, so I'll make it quick.

**5LL** - Left Hook > Backhand, sends opponent sideways, both 5L and 5LL has an unbearably long amount of recovery.

**5LHH** - Left Hook > Uppercut > Sledgehammer upward, sends opponent away, 5LH can be jump cancelled to air combo and is used for certain links.

**2/8LL** - Right Hook > Downward Punch, knocks opponent down, 2/8L is very fast and his best normal (not a high bar), can be linked from 5HH, can also OTG after a grab in the corner.

**2/8LHHH** - Right Hook > Gut Punch > Rocket Switch Uppercut > Roundhouse Kick, sends opponent sideways, there's a certain timing needed but it is possible to RC at the start of 2/8LHH to be cancelled into either a grounded special or a j.SP.

**4/6LLL** - Low Kick > Axe Kick > Gut Punch, causes hitstun, should never be thrown out in neutral, 4/6LLL is useless if you want to combo without RC, but 4/6LL can be linked into 5LL, 2/8LL, 2/8LHH or 5LH if you have meter for air combos, can also OTG off a grab in the corner, but they can tech after 4/6L.

**5HH** - Elbow > Gut Punch, causes hitstun, bad for neutral, 5HH can be used to link to 2/8LL or 2/8LHH, and even to a Rider Finish without making use of the glitch.

**6HH** - Advancing Gut Punch > Shoulder Check, sends opponent away, his only moving normal.

**2/8HH** - Sledgehammer downward > upward, sends opponent away, I question your sanity if you decide to use this in neutral, the second hit will also whiff if the first one is blocked.

**4H** - Kick to a Headbutt, can combo into 4/6L or 2/8LL on corner.

**OTHER MECHANICS**

**Dash Action** - Air Dash, doesn't get much use out of it.

**Rider Art** - Flight, j.L gets turned into a low kick, good for pressure and anti air, j.H gets turned into a stomp, does decent amount of hitstun and shieldstun, Rider Art Followup or j.SP uses the Gatling Switch and fires off 10 rounds, the first hit is an unblockable, if it whiffs the other 9 round will still continue firing, causing opponent to float if hit.

**SPECIALS**

Base Fourze's more defining mechanic, and where his gameplan is entirely reliant on. (For convenience sake, all switches from now on shall be referred to as XrYs, X is for the row it belongs to and Y is the column it belongs to, for example the Magichand Switch is 1r1s, and the Scissor Switch is 4r2s).

Note: You can switch to the defaults using the DPAD, Left/Right to choose which do you want to change, and Up/Down to switch to the Default/Chosen switch.

5SP (1st row)

**Default** - Rocket Switch, travels fullscreen and does decent damage if hit, can be used as an escape tool if it whiffs, but very punishable on block.

**1r1s** - Magichand Switch, EXTENDURRRRR, arguably the best switch in this row, big range, very fast, unblockable, untechable knockdown, does no damage but is a very good combo starter, 5LH to air combo is good if you have meter, or 2/8LL for better oki.

**1r2s** - Chain Array Switch, GUNDAM HAMMER, Only good as a combo ender for its damage or as a clutch guard break move if you're sure the damage's enough, otherwise it's terrible for everything else, especially neutral.

**1r3s** - Flash Switch, Fourze grabs a lightbulb and gets an idea, steals 1 bar of meter and that's it, the startup is super slow and is not even unblockable to warrant a use in neutral or oki, there is a better meter steal switch on a different row.

**1r4s** - Scoop Switch, throws dirt at opponents, using it again on already immobilized opponents will cause a knockdown, unblockable, good range, immobilizes opponents for at least 5 seconds if hit giving enough time for you to charge meter or other setups, good for oki, but has terrible startup otherwise, can be combo'd from 5HH or 2/8LHH with RC, but the timing is super tight, but if done correctly could lead to an infinite.

**1r5s** - Claw Switch, Fourze gets claws and slashes three times, combo ender, nothing special, though it can be linked from 4/6LL or 5HH.

2/8SP (2nd row)

**Default** - Launcher Switch, shoots 5 missiles, not useful without switching to Default 4/6SP (Radar Switch) as it will fan out randomly, will home to opponent once switched to Default 4/6SP and deal decent amount of damage.

**2r1s** - Chainsaw Switch, chainsaw feet that hits 2 times, okay combo ender, can link from 4/6LL, but 2nd row switches is better used for other niches so this one's not very good in particular.

**2r2s** - Beat Switch, Fourze decides to party up, terrible, slow startup, no combo potential, extremely tight RC window after 4/6LL or 5HH with no reward whatsoever, it's just bad.

**2r3s** - Smoke Switch, unblockable smoke that follows up with a punch if hit, though cannot be combo'd into regardless of RC, the active frames also starts out late, and can be countered with a jump, only good as oki if opponent doesn't know about it.

**2r4s** - Stealth Switch, turns you invisible, can be reapplied anytime, can probably do crossups easy if it's on, or maybe even invisible unblockable setups.

**2r5s** - Pen Switch, foot writing, terrible, fast startup aside it does terrible damage and horrible on block & whiff, there are better switches to combo into on the 2nd row so don't bother.

**2r6s** - Hand Switch, a handy leg that slams opponents down on hit, a shorter but faster version of 1r1s, deals damage but doesn't net the same combo potential, very useful after Rider Art Followup or RC.

**2r7s** - Freeze Switch, faster version of 1r4s, though blockable, is much easier to combo into with RC, though do note that the immobilization is shorter and gives less charge time, can do the same infinite as 1r4s but more difficult, instead gets an "easier" infinite that is similar to Leangle's infinite (2/8SP > run up neutral jump > delay j.H > repeat).

**2r8s** - Giantfoot Switch, stomps his foot followed by a giant boot hovering on top of the opponent, zoning/anti-zoning tool, homes EXTREMELY well and can even catch jumping enemies, does amazing guard damage on block, and does crumple on hit, do note the startup is long so it's only recommended to be used at long range.

**2r9s** - Net Switch, Fourze does a sick flip and "nets" the opponent, the other zoning/anti-zoning tool, homes just as good as 2r8s, steals meter, deals damage, restands(even on jumping opponents), and immobilizes on hit, can combo from 4/6LL RC or 5HH RC, can also notably combo from 5LH and 2/8LHH RC with very tight timing, also has a pseudo infinite until 50 hits through 5HH > 2/8LHH > RC > 2/8SP > Repeat, can even be combined with some other switch to steal more meter. Overall a very good switch and is arguably the best in the row.

j.SP (3rd row)

**Default** - Drill Switch, pretty regular Rider Kick j.SP, nothing special.

**3r1s** - Spike Switch, no, just no, never use this thing. It's terrible, unironically the worst switch in his arsenal, extremely innacurate because of an annoyingly specific hitbox, extremely tiny damage, minus on both block AND hit, tiny guard damage, just don't use it at all.

**3r2s** - Water Switch, it's not as terrible as 3r1s but not that good either, deceptively small range and can't be used for aircombos, decent guard damage ASSUMING all hits land, there are better choices.

**3r3s** - Screw Switch, arguably one of the best j.SP in the game, travels horizontally, can be done as close to the ground right after a jump, massive active frames, deceptively GOOD hitbox, safe even when blocked, very good health and guard damage, travels fullscreen, making it a good escape or chase option, on top of it being very fast which makes it a good partner to 2r8s or 2r9s to zone/stop zoning, and recovery isn't bad either, very hard to counter without certain projectiles. This is the goto 3rd row switch.

**3r4s** - Board Switch, essentially a diagonal version of 3r3s, is weaker in all aspects, but still as safe to throw out as long as you mind your distance, 3r3s is still better though.

**3r5s** - Aero Switch, hovers in the air for a moment and shoots a ball projectile, deals pretty good guard damage, can combo from 2/8LHH RC and deal decent damage, not much reason to take it more than 3r3s aside from a semi-unreliable projectile.

**3r6s** - Stamper Switch, has an actual niche when it comes to combo potential on the corner due to its low recovery on hit, can link into 2/8LL or setting up oki, notable to be able to link to 5L(whiff)H > Aircombo on the corner, allowing for potential metered loops, it's also an unblockable (though the specifics on how it becomes unblockable is unknown).

4/6SP (4th row)

**Default** - Radar Switch, parry that causes you to sidestep after, good defensive option, lasts very long and could get you out of pressure if mashed during a blockstring.

**4r1s** - Camera Switch, Fourze vibe checks and takes a photo of your poor soul, command grab that steals meter, extremely strange in a sense that the enemy can burst during the crumple and recover faster than Fourze (do note that the entire recovery animation, Fourze is invincible), they could take the risk of a lack of guard meter to set up an unblockable once the recovery is over, otherwise a good switch depending on the opponent.

**4r2s** - Scissors Switch, Fourze grabs you with scissors to follow up with SHORYUKEN, hit grab with a followup that recovers pretty fast to allow Rider Art oki on the corner, does decent damage and can be linked from 4/6LL or 5HH, decent switch for the row.

**4r3s** - Winch Switch, Tarzan, it's minus on hit and block, don't even bother.

**4r4s** - Shield Switch, brings up a shield, regular parry that lasts long and does damage, good defensive option.

**4r5s** - Hammer Switch, hammering time that hits 3 times, can be linked from 4/6LL, does okay amount of damage, 4r2s is better as a combo ender.

**4r6s** - Medical Switch, command grab that heals around 10% HP, can be linked from 4/6LL or 5HH, resets both Fourze and the opponent to neutral state after, can do 2/8LL to beat mashing, sidestepping or backstepping works to escape.

RECOMMENDATIONS

For 5SP, 1r1s is the best choice, unblockable command grab that could lead to further combos is no joke, 1r4s is also good for an oki option (on top of infinites).

For 2/8SP, 2r9s is the best option, meter steal, zoning/anti-zoning, and combo potential+infinites in one package, followed by 2r8s for more agressive zoning and 2r7s for easy infinites. 2r6s, 2r4s, and 2r3s are also niche options that's good to have.

For j.SP, 3r3s is the unbeatable option, while 3r6s is good for combos.

For 4/6SP, 4r1s for a meter steal, 4r2s for extra damage, and 4r6s for heals, switching to the default works for opponent's unblockable options like Kickhopper's Rider Art Followup.