Kamen Rider Fourze Character: Difference between revisions

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The titular character from [[Kamen Rider Fourze]].
#redirect [[Kisaragi Gentarou]]
 
Real name: [[Kisaragi Gentarou]].
 
= Different Forms =
For Fourze, his different forms are called states. He acquires a new form with every tenth Switch.
 
==Base States==
Fourze's base form. When he transforms, Gentarou usually says, "Space kitaaa!!! Kamen Rider Fourze! Let's do this man-to-man!" The latter part being "one-on-one" or "mano-a-mano" are acceptable translations, although it should be noted that originally "mano-a-mano" meant "barehanded". He tends to not say this as much after Meteor joins.
 
Finishers: Rider Rocket Space Kick!
 
==Elec States==
From Switch 10, Elec.
 
Gives Fourze access to Billy the Rod. Billy being a pun on Biri, the Japanese sound for "shock".
 
Finisher: Rider 10 Billion Volt Break/Shoot!
 
==Fire States==
From Switch 20, Fire.
 
Gives Fourze access to Hee-Hackgun. This being a romanization of Hi haku 火吐く gun, which in Japanese would mean "Fire-breathing gun". The gun has a second mode which makes it a fire extinguisher gun.
 
Finisher: Rider Explosive Shoot
 
==Magnet States==
From Switches 30 and 31 combined into the NS Magphone. When the Magphone is split apart and inserted, they become like controllers for the NS Magnet Cannon.
 
Finisher: Rider Super Electromagnetic Bomber!
 
==Cosmic States==
From Switch 40, Cosmic. When he transforms into this states, Fourze says, "Using our bond, we will grab on to space!".
 
Gives access to the Barizun Sword. It allows Fourze to access all 40 Astro Switches which allows him to combine Switches powers such as adding the Freeze Switch to the Launcher Switch to allow him to fire freezing missiles. Even the Barizun Sword can benefit from it from this combination power. It also Fourze to create warp drives which he finishes off enemies in space.
 
Finisher: Rider Great Galaxy Finish
 
= Astro Switches =
The Astro Switches allow Fourze to access various abilities to his arms and legs including new states. There are 40 Astro Switches which each one is numbered.
 
1. Rocket - It attaches a rocket on the right arm. Fourze uses it to take enemies to other locations and used injunction with Drill for Base States Finisher.
 
2. Launcher - On the right leg, it can fire 4 rockets at the same time but needs Radar to properly guide the rockets.
 
3. Drill - A drill is attached to the left leg. It's really used injunction with Rocket for Base States Finisher.
 
4. Radar - On the left arm, it's mostly used as a communicator to the other members of the Kamen Rider Club. It is also used to guide the rockets from Launcher.
 
5. Magic Hand - Attaches a long, bendy arm to Fourze's right arm. Mostly used to rescue people or in one case, used to swing OOO around.
 
6. Camera - It creates a movie camera on Fourze's left arm. It's mostly used to power Burgermeal Foodroid but it can be used to analyze the enemy's ability much better than Burgermeal could.
 
7. Parachute - Deploys three parachutes from Fourze's left arm. Mostly used when he's descending from space.
 
8. Chainsaw - Attaches a chainsaw to Fourze's right leg.
 
9. Hopping - Creates a spring on the left leg to allow Fourze to jump around quicker and higher. It was initally hard to use until Gentarou master it.
 
10. Elec - Sets in the right arm switch slot. Allows Fourze to access Elec States. When initially used, it created the Billy the Rod and made his hand and part of his arm gold. It even create a backlash of electric current that shock Fourze.
 
11. Scissors - Attaches a pair of scissors on Fourze's left arm. It powers the Potechokin Foodroid.
 
12. Beat - Creates a speaker on Fourze's right leg. It creates sound waves to disorient the opponent.
 
13. Chain Array - Produces a ball and chain from Fourze's right arm.
 
14. Smoke - From Fourze's right leg, it produces a smoke cloud to disorient the enemy.
 
15. Spike - Creates a set of spikes on Fourze's left leg. When kicking from the left leg, they extend out to deal more damage on the enemy.
 
16. Winch - Adds a hook to Fourze's left arm. It's used either bind an enemy or swinging from place to place. It can even transmit the electric current from Billy the Rod to the enemy.
 
17. Flash - Makes Fourze's right hand into a giant light bulb to blind enemies. Mostly used to power the Hulashake Foodroid.
 
18. Shield - Produces a triangle shield in shape of a space shuttle on Fourze's left arm.
 
19. Gatling - Creates a gatling gun on Fourze's left leg.
 
20. Fire - Sets in the right arm switch slot. Allows Fourze to access Fire States. It is the only States that he had no problem transforming into the first time around.
 
21. Stealth - Creates a purple triangle on Fourze's right leg that allows Fourze to be invisible.
 
22. Hammer - Creates a hammer on Fourze's left hand.
 
23. Water - Produces a faucet on Fourze's left leg. It streams out water.
 
24. Medical - Produces a first aid kit on Fourze's left arm. It allows Cosmic Energy to be used to heal injuries. It also allows life energy to be used to heal injuries with a special glove when not being used by Fourze.
 
25. Pen - Makes Fourze's right leg a giant paintbrush. Initially thought it could only be used to write things but its true ability allows the writing to harden and become strong as metal.
 
26. Wheel - Creates a segway on Fourze's left leg. It allows Fourze to maneuver in tight spaces unlike the Massinger.
 
27. Screw - Forms a propeller on Fourze's left leg. It is only used to allow Fourze to maneuver underwater.
 
28. Hand - Produces a hand similar to Magic Hand but on the right leg and not as long. It can do tasks while Fourze is busy with something else.
 
29. Scoop - Produces a giant scoop on Fourze's right hand. It's mostly used to power the Horuwankov Foodroid.
 
30. N Magnet - Goes on the right arm switch slot. When used with S Magnet initially, it created a powerful magnetic field that Fourze wasn't not able to control. Only with the creation of the NS Magphone that its power can be used properly with S Magnet and allows Fourze to access Magnet States.
 
31. S Magnet - Goes on the left arm switch slot. When used with N Magnet initially, it created a powerful magnetic field that Fourze wasn't not able to control. Only with the creation of the NS Magphone that its power can be used properly with N Magnet and allows Fourze to access Magnet States.
 
32. Freeze - Creates a mini-freezer on Fourze's right leg. When opened, it produces a mist that freezes water rather quickly. It mainly powers the Softonya Foodroid.
 
33. Claw - Produces a set of three claws on Fourze's right arm.
 
34. Board - Creates a snowboard from Fourze's left leg.
 
35. Giant Foot - Produces a giant boot on Fourze's right leg. When Fourze stomps the ground with it, a giant boot appears in the air that crushes opponents.
 
36. Aero - Attaches a vacuum like device to Fourze's left leg. It can suck up the surrounding air and things. Once it's done sucking, it can be immediately used to create a giant whirlwind.
 
37. Gyro - Creates a giant helicopter propeller on Fourze's left arm. It is used to move Fourze in the air. It also powers the Nuggegyroika Foodroid.
 
38. Net - Produces a bug catching net on Fourze's right leg. When moving the right leg, it manipulates a giant energy net that captures the enemy.
 
39. Stamper - Creates a giant piston on Fourze's left leg. When used, it creates a mark on the target that explodes within 15 seconds.
 
40. Cosmic - Goes on the right arm switch slot. It allows Fourze to access Cosmic States. Initial attempts almost resulted the destruction of the switch.

Latest revision as of 15:10, 14 August 2012

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