Kamen Rider: Super Climax Heroes/Eternal (2025)

Introduction

Kamen Rider Eternal

Kamen Rider Eternal is gonna cut ya!!!

Eternal has a very easy time dealing damage. He only needs a little Rider Gauge to turn any clean hit into a touch of death.

He also has the unique Zone Memory Rider Art, giving him access to an invincible teleport that costs Rider Gauge. This is useful both because it helps him close the distance, and because it allows him to punish attacks by making them whiff against its invincibility.

The flip side of this is that Eternal often wants to play fast and loose with his own Guard Gauge. He notably struggles to keep this race up against Power Up Style characters, who can reset their own Guard Gauge by transforming.

Playstyle

Kamen Rider Eternal muscles in and chews up the opponent's Guard Gauge.
Pros Cons
  • Consistent Huge Damage: Eternal's strings deal absurd damage even without doing an extended combo. He can also frequently threaten touch of death scenarios.
  • Guard Gauge Pressure: Eternal's strings also do huge damage to the Guard Gauge. This complements his combo damage nicely, since he needs to Guard Crush the opponent before he can really flex it.
  • Linear Gameplan: Eternal is banking on running the opponent out of defensive options, then killing them on the next touch. This leaves him open in a lot of ways, but most notably, he can expect to be Guard Cancelled often; as a result, Power Up Style characters, who can refill their Guard Gauge, can give him a hard time.
  • Meter Management: The bulk of Eternal's strength is loaded into Zone Memory and his ability to utilize RC, both of which cost Rider Gauge. While he doesn't really struggle to build it and doesn't need a lot of it to be threatening, it's rough for him to have a completely empty Rider Gauge.

Form Select

Kamen Rider: Super Climax Heroes/Eternal (3)

Eternal

Normal Moves

5LLL

5LLL

File:KRSCH Eternal 5L.png

File:KRSCH Eternal 5LL.png

File:KRSCH Eternal 5LLL.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
5L-Y-----
5LL-Y-----
5LLL-Y-----
5LHH

5LHH

File:KRSCH Eternal 5L.png

File:KRSCH Eternal 5LH.png

File:KRSCH Eternal 5LHH.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
5L-Y-----
5LH-Y-----
5LHH-Y-----
4/6LLL

4/6LLL

File:KRSCH Eternal 46L.png

File:KRSCH Eternal 46LL.png

File:KRSCH Eternal 46LLL.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
4/6L-Y-----
4/6LL-Y-----
4/6LLL-Y-----
4/6LHH

4/6LHH

File:KRSCH Eternal 46L.png

File:KRSCH Eternal 46LH.png

File:KRSCH Eternal 46LHH.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
4/6L-Y-----
4/6LH-Y-----
4/6LHH-Y-----

This string can be followed up with an Instant Charge by pressing the Special Attack button.

2/8LLL

2/8LLL

File:KRSCH Eternal 28L.png

File:KRSCH Eternal 28LL.png

File:KRSCH Eternal 28LLL.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
2/8L-Y-----
2/8LL-Y-----
2/8LLL-Y-----
2/8LHH

2/8LHH

File:KRSCH Eternal 28L.png

File:KRSCH Eternal 28LH.png

File:KRSCH Eternal 28LHH.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
2/8L-Y-----
2/8LH-Y-----

This string can be followed up with a Combo Jump into its aircombo followup string, jLHHS.

2/8LHH-Y-----
5HH

5HH

File:KRSCH Eternal 5H.png

File:KRSCH Eternal 5HH.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
5H-Y-----
5HH-Y-----

This string can be followed up with an Instant Charge by pressing the Special Attack button.

6HHHH

6HHHH

File:KRSCH Eternal 6H.png

File:KRSCH Eternal 6HH.png

File:KRSCH Eternal 6HHH.png

File:KRSCH Eternal 6HHHH.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
6H-Y-----
6HH-Y-----
6HHH-Y-----
6HHHH-Y-----
2/8HHH

2/8HHH

File:KRSCH Eternal 28H.png

File:KRSCH Eternal 28HH.png

File:KRSCH Eternal 28HHH.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
2/8H-Y-----
2/8HH-Y-----
2/8HHH-Y-----
jL

jL

File:KRSCH Eternal jL.png

DamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
-Y-----

Eternal slashes without changing his momentum. A useful standard jumping attack.

jH

jH

File:KRSCH Eternal jH.png

DamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
-Y-----

Eternal pauses in mid-air, then executes a helm-breaker with his knife. Very useful as a fastfall to control your screen position when jumping, as well as being a very strong direct attack. It's advantageous even when blocked, as well as allowing link combos on hit. It even enables Eternal's true infinite combo, done by repeatedly executing it immediately off the ground.

Assault Mode

Assault 5L

5LLLLL (Assault Mode)

File:KRSCH Eternal Assault 5L.png

File:KRSCH Eternal Assault 5LL.png

File:KRSCH Eternal Assault 5LLL.png

File:KRSCH Eternal Assault 5LLLL.png

File:KRSCH Eternal Assault 5LLLLL.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
5L-Y-----
5LL-Y-----
5LLL-Y-----
5LLLL-Y-----
5LLLLL-Y-----
Assault 5LHHH

5LHHH (Assault Mode)

File:KRSCH Eternal Assault 5L.png

File:KRSCH Eternal Assault 5LH.png

File:KRSCH Eternal Assault 5LHH.png

File:KRSCH Eternal Assault 5LHHH.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
5L-Y-----
5LH-Y-----
5LHH-Y-----
5LHHH-Y-----

Special Moves

5S
Unicorn Maximum Drive

5S

File:KRSCH Eternal 5S.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
Normal-Y-----

Eternal winds up for a long time, then throws a corkscrew punch. Gains armor during the wind-up. Unsafe on block and very easy to avoid, but removes a massive chunk of the Guard Gauge when blocked.

Assault-Y-----

Almost identical to the normal version, but deals slightly more damage.

DS
Double Flash / Bloody Hell Blade

any direction + S

File:KRSCH Eternal dS.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
Normal
Double Flash
-Y-----

Eternal cuts in front of him, sending a sequence of two light blades forward. An alright projectile option and Eternal's most useful special ender, but has a ton of recovery and no tracking. Be careful using it in neutral.

It's also worth noting that this move does not juggle cleanly. For example, if combo'd from Assault Mode 5LHHH's crumple, the opponent can ground tech between the first and second hits and get a full punish.

Assault
Bloody Hell Blade
-Y-----

Eternal cuts just once, firing a much taller single light blade. An overall improved version that is harder to avoid, travels much faster, and has reduced total duration.

JS
Revolving Jump Punch

jS

File:KRSCH Eternal jS.png

VersionDamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
Normal-Y-----

Eternal spins in the air, then does a diving punch. An unusually strong diving attack by comparison to others in this game. Usually safe on block, and if spaced properly, this can even become advantageous. It can also be used very low from a forward jump to cross up an overly defensive opponent in the corner.

Assault-Y-----

Almost identical to the normal version, but deals slightly more damage.

Universal Mechanics

Throw
Throw

4H

File:KRSCH Eternal Throw.png

DamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
-Y-----

Eternal's throw. Can be ground-teched, reducing its advantage on hit.

Dash Action

Dash Action

File:KRSCH Eternal DA.png

Air Dash

Air Dash

DamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
-Y-----

Eternal airdashes. A generic mobility tool. Costs .5 stocks of the Rider Gauge. Pairs really nicely with his jH as an option to alter his momentum.

Rider Art

Rider Art

File:KRSCH Eternal RA.png

Zone Memory

Zone Memory

DamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
-Y-----

Eternal's unique Rider Art, Zone Memory. Costs 1 stock of the Rider Gauge, even during Assault Mode. After a short vulnerable startup, Eternal becomes invincible, then teleports. A critical approach tool for Eternal, both for movement and for punishing an attack that whiffs through its invincibility.

By inputting different directions while teleporting, Eternal can control where he exits the teleport.

  • Holding 6 or no direction while teleporting will teleport behind the opponent.
  • Holding 4 while Eternal teleports will teleport in front of the opponent.
  • Holding 8 while Eternal teleports will teleport into the air behind the opponent.
  • Holding 2 while Eternal teleports will teleport into the air in front of the opponent.

The ground versions of the teleport have access to a unique followup by pressing Special Attack while leaving the teleport. When executing the followup, Eternal throws a quick punch similar to his 5S which starts a cinematic. The teleport is too slow to combo into this followup, but it can be useful for catching an opponent who tries to pressure you after predicting your teleport.

If you're really nasty with it, you can RC a string then use Zone Memory. On block this can throw off your opponent's counterattack, while on hit you can bait and punish their burst.

Style Action

Style Action

File:KRSCH Eternal SA.png

Assault Mode

Assault Mode

DamageGuardStartupActiveRecoveryBlock Adv.Hit Adv.
-N/A-----

Eternal uses the Assault Style. Pressing Style Action with at least two stocks of Rider Gauge at any time besides during hitstun activates Assault Mode.

During Assault Mode, Eternal gains the following extended strings:

  • 5LLLLL
  • 5LHHH
  • dS (replaces Double Flash with Bloody Hell Blade)

Combos

  • [6HHH > RC] repeat xN > 6S
  • [6HHH > RC] repeat xN > 5HHS
Basic RC loop. Well worth the damage for any amount of Rider Gauge. Can choose either a special ender to remove red health, or a Quick Charge ender to build an extra stock of Rider Gauge.
Starting from 2 stocks of Rider Gauge, this loop builds enough meter back over the course of the combo to be a touch of death on most characters, but takes a very long time to actually kill.
  • 6HHH > Style Action > 6HHH > RC > 5LHHH > Assault Mode Ends > Climax Time > Rider Finale
A much faster touch of death combo using Assault Mode's exclusive string to crumple, then trigger Climax Time.
Requires a bit of funky meter management to keep it quick. Try to be as close as possible to 2 stocks of the Rider Gauge, while not setting off Climax Time when activating Assault Mode.
The main utility of this combo is to kill before the opponent's Guard Gauge is able to recover from Guard Crush, and thus before they can burst out.
  • jH repeat xN
Eternal's true infinite combo. Much more difficult to land and to execute than an RC loop, but being a true infinite as well as a useful pressure sequence, it has its advantages.

Navigation

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Kamen Rider: Super Climax Heroes/Eternal (2025)

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