LMH movelists - Kamen Rider Kickhopper
Deviation Actions
Literature Text
LMH movelist project
*Kamen Rider Kickhopper*
"The Kamen Rider with legs as his weapons!"
Introducing Kamen Rider Kickhopper, he has the same visual design as Punchhopper, but the only difference is that he fights with his lower limbs, meaning his "Legs". Enjoy his abilities being brought to life!
Playstyle
Fights with his legs, rushdown style character.
Controls
↑ - Up
↓ - Down
← - Left
→ - Right
↘ - Down-right Diagonal
↙ - Down-left Diagonal
↗ - Up-Right
↖ - Up-Left
QCF - Quarter-circle forward(↓↘→)
QCB - Quarter-circle backward(↓↙←)
DP - Dragon Punch(→↓↘)
HCF - Half-Circle Forward(←↙↓↘→)
HCB - Half-Circle Backward(Same as above but reversed)
Charge - Charge attack(Hold a direction for a couple of seconds then a direction to execute the attack)
L - Light
M - Medium
H - Heavy
S - Special
M+H - Cancel, instantly return to normal stance and start another combo, unlimited freedom of attacks!
EX Version - Command input + Any Strength button and Special button Simultaneously, depends on the move and inputs. Costs 25% meter to use.
Control layout
Light, Medium, Heavy, and Special attack buttons, similar to BlazBlue, Under Night In-Birth, Marvel Vs. Capcom 3, and Dengeki Bunko: Fighting Climax.
Intros:
Intro 1: Walks into the stage and says "Let's go", or "Enough Formalities"
Intro 2: Does a few kicks with a few yellow-colored electric flashes.
Taunts: Does a small quadriceps excercise with both legs.
Standing Normals:
Light: Left leg shin kick
Medium: Right leg side kick
Heavy: Spins left to deliver a right leg roundhouse kick to face.
Special: Right leg side kick filled with Yellow-colored electricity. Used to gain power to the Rider Meter.
Crouching Normals:
Light: Left leg shin kick
Medium: Rises to do a right leg knee.
Heavy: Does a handstand with both of his leg stuck out above him
Special: Slide kick like Sub-Zero's Slide kick from Mortal Kombat with Yellow-colored electricity
Command Normals:
→ + L: Right leg stomp
→ + M: Backside right leg kick
→ + H: Right leg axe kick with back to screen
Air Normals:
Light: Left leg knee
Medium: Karate kick with both legs.
Heavy: Left leg axe kick
Special: Right leg karate kick "Rider Kick!"
Throws:
L+M: Grabs onto him and does a backflip, knocking his opponent backwards, similar to Lei Wulong's Chest Flip/Double Foot Stomp in the Tekken series.
Special Moves: (*) Indicates follow up move during or after the main special move
Forward Somersault
↓↘→ + LMH: Leaps forward delivering a downward front flip kick. Strength determines distance, the higher the strength, the slower the start-up time.
Forward Somersault
↓↙← + M: Mid-air only, does a left leg divekick, with his right leg closed.
Ricochet
↓↓ + H: He brings his right leg up to a flamingo knee stance and delivers a straight backside donkey kick, knocking the enemy backwards. Can be Charged.
Swinging Fan
→↓↘ + LMH: Does spin kicks upwards diagonally, similar to Dong Hwan's Kuusa-jin from Garou Mark of the Wolves.
Mighty Foot
↓↙← + L: Does a left leg stomp to unleash yellow-colored electricity in front of the opponent.
Chain Strike
↓↙← + M: Kickhopper does a hopping, spinning kick with the right leg from the right with a yellow wave SFX. Can be done after Mighty Foot.
Yaguruma Special
↓↙← + H: Does a spinning left leg kick to face, knocking the opponent backwards. Can be done after Chain Strike.
Supermoves: (*) Indicates follow up move during or after the main special move
Yaguruma Fury
↓↙←↓↙← + S: Flurry of kicks ending with a Yaguruma Special.
Dragon Inspiration
↓↘→↓↘→ + s: Does lightning fast left leg kicks, similar to Chun-li in Street Fighter, then does a spinning right leg kick from the right, knocking the opponent backwards, ends in 20-hits.
Hopper Zecter Amplify
↓↘→↘↓↙←: Interacts with his Zecter on his waist to gain access to amplified special moves for a short time, with his lower legs filled with yellow-colored electricity.
Kickhopper Rider Kick
→↘↓↙←→ + S: Does a right leg forward kick, stunning the opponent, then interacts with his zecter on his waist to activate Rider Jump, jumps up, interacts with his zecter to access the Rider Kick, he then charges forward from the air to his opponent with his left leg forward, the kick connects, then the Anchor Jack, the gold-joints installed onto the left leg of Kick Hopper, click in, then the enemy explodes backward as Kickhopper flips backwards back on to his feet, ending the supermove.
Winposes:
Winpose 1: Gets out of his fighting stance and looks at his opponent over his shoulder saying "I tried to warn you..." and "I'm done here"
Time over pose:
Drops to his right leg and left foot.