Astro Switch Encylcopedia

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Astro Switch Encylcopedia

Post by crunchman61 »

So because counting medals was so much fun during OOO, i've decided to play a new game with Fourze. While counting switches doesn't work since we know how many of them there are, 40 to be precise, I'm going to profile each of the switches. This includes episode debut, number of times used through the series, names, number designation, all that fun stuff.

#1.Rocket
Debuted: Episode 1
Slot: Right Arm
Function: A orange Rocket forms on Foruze's Right arm and grants Flight Capability
Number of Times used: 13

#2.Launcher
Debuted: Episode 1
Slot: Right leg
Function: A missile launcher. Best Used with the Radar switch for maximum accuracy
Number of Times used: 6

#3.Drill
Debuted: Episode 1
Slot: Left Leg
Function: A yellow drill forms on Fourze's Left Leg. Primarily used with the Rocket Switch to perform his Rider Rocket Drill Finishing attack
Number of Times used: 6

#4.Radar
Debuted: Episode 1
Slot: Left Arm
Function: A combo communication and scanning array, Fourze can use this to both communicate with Kengo at the Rabbit Hutch or on his mobile unit. It is also used with the Launcher Switch to achieve maximum accuracy with the missile attack.
Number of Times Used: 7

#5. Magic Hand
Debuted: Episode 4
Slot: Right Arm
Function: Gives Fourze an extendable arm which increase his grabbing range. Unknown what the limits of extension are.
Number of times used: 1

#6.Camera
Debuted: Episode 1 for Foodroid Use, Episode 9 for Fourze use
Slot: Left Arm
Function: Allows Fourze to capture high definition video footage which is sent back to the rabbit hutch or Kengo's mobile unit. It is also primarily used for activating the Burgermeal Foodroid.
Number Of times used: 1

#7.Parachute
Debuted: Episode 2
Slot: Left Arm
Function: Deploys three parachutes from Fourze's Left Arm, allowing him to float himself from great heights.
Number of Times used: 2

#8.Chainsaw
Debuted: Episode 1
Slot: Right Leg
Function: A chainsaw deploys out from the leg unit, attaching to Fourze's foot and enchancing kick attacks.
Number of Times Used: 3

#9.Hopping
Debuted: Episode 3
Slot: Left Leg
Function: Deploys a pogo stick that enchances Fourze's jump height. It is also difficult to control and requires lots of practice
Number of Times used: 4

#10.Electric
Debuted: Episode 5
Slot: Right Arm
Function: Deploys a sword like weapon from Fourze's right arm called Billy the Rod. This switch also triggers a state change, turning Fourze into his Electric State. This state gives him Electric based attacks with the Rod weapon and also new finishing attacks.
Number of Times used: 8

#11.Scissors
Debuted: Episode 8
Slot: Left Arm
Function: A giant pair of scissors forms on Foruze's Left Arm. Presumed to be able to cut through anything. Unknown limit. It is also used to activate the French Fries Foodroid.
Number of Times Used: 1

#12.Beat
Debuted: Episode 5
Slot: Right Leg
Function: Emits a very loud sonic blast. Used to stun enemies
Number of Times Used: 1

#13.Chain Array
Debuted: Episode 5
Slot: Right Arm
Function: A ball and chain. Useful for long range melee attacks
Number of Times Used: 1

#14.Smoke
Debuted: Episode 7
Slot: Right Leg
Function: Releases a smokescreen. Effective for confusion and retreat tactics
Number of Times Used: 2

#15.Spike
Debuted: Episode 7
Slot: Left Leg
Function: Give's Fourze's Left Leg spiked armor plating. The spikes can be extended to increase attack range and effectiveness.
Number of Times Used: 3

#16.Winch
Debuted: Episode 7
Slot: Left Arm
Function: Deploys a crane hook and can be used as a grappling line and whip attack for tying up enemies.
Number of Times Used: 2

#17.Flash
Debuted: Episode 9
Slot: Right Arm
Function: Releases Large Flashes of Light
Number of Times Used: 2

#18.Shield
Debuted: Episode 9
Slot: Left Arm
Function: A shuttle shaped shield attaches to Fourze's Left Arm
Number of Times Used: 2

#19.Gatling
Debuted: Episode 9
Slot: Left Leg
Function: A Gatling gun forms on Fourze's Left Leg.
Number of Times Used: 2

#20.Fire
Debuted: Episode 9
Slot: Right Arm
Function: Gives Fourze access to his Fire state. In this state, he gains a new weapon, the Hee-Hack Gun, which can be used to extinguish flames as well as launch fireballs. Also gives Fourze new finishing attacks.
Number of Times Used: 7
Last edited by crunchman61 on Mon Dec 19, 2011 7:57 pm, edited 3 times in total.
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Re: Count The Switches! Oh wait... Wrong Season

Post by crunchman61 »

#21.Stealth
Debuted: Episode 12
Slot: Right Leg
Function: Allows Fourze to become invisible for a brief amount of time.
Number of Times Used: 1

#22.Hammer
Debuted: Episode 13
Slot: Left Arm
Function: Gives Fourze a hammer arm. Can you say Its Hammer Time?
Number of Times Used: 2

#23.Water
Debuted: Episode 13
Slot: Left Leg
Function: Fourze gets a water spout on his left leg that fires high pressure water streams.
Number of Times Used: 1

#24.Medical
Debuted: Episode 14
Slot: Left Arm
Function: Gives Fourze a medpack used for in the field medic work. Uses the power of cosmic energy to heal injuries and other conditions such as poisoning. Unknown as to what it can’t heal apart from death.
Number of Times Used: 2

#25.Pen
Debuted: Episode 16
Slot: Right Leg
Function: A giant brush which will make whatever is drawn into a flat metal object. Also useful for graffiti and moon writing.
Number Of Times Used:

#26.Wheel
Debuted: Episode 18
Slot: Left Leg
Function: Basically it’s a one legged segway.

#27.Screw
Debuted: Episode 20
Slot: Left Leg
Function: A underwater propeller for underwater exploration and combat. Also probably the worst named switch of them all.
Number Of Times Used:

#28.Hand
Debuted: Episode 19
Slot: Right Leg
Function: You know how you always feel like you need a third arm when your other two are full of stuff? Well this switch fixes that problem. But its on your leg! This switch allows Fourze to concentrate on doing one thing while the hand takes care of something totally different. Hasn't been used much though.
Number Of Times Used:

#29. Scoop
Debuted: Episode 19 (Used for the Hot Dog Foodroid), Episode 25 (First Time Fourze used it, though it might have been a daydream)
Slot: Right Arm
Function: Its basically a big ol' hand shovel. Great for digging yourself out of tough situations involving dirt. And for writing love signs on school property!
Number Of Times Used:

#30-#31. N-S Magnet
Debuted: Episode 19-20
Slot: Right and Left Arm
Function: Originally just a pair of magnets, this two switches were later combined into the Magphone and grant Fourze access to Magnet State. This gives him a pail of shoulder mounted cannons which can combine into a railgun for extra firepower.
Number Of Times Used:

#32.Freeze
Debuted:
Slot: Right Leg
Function: Allows Fourze to fire concentrated blasts of cold air and instantly freeze enemies or other things in place.
Number of Times Used:

#33.Claw
Debuted: Episode 21
Slot: Right Arm
Function: Useful as a close quarters combat weapon, Fourze can slice and dice with bad boys. One wonders if they can stand up to Wolverine or OOO's own Tora Claws.
Number of Times Used:

#34.Board
Debuted: Episode 21
Slot: Left Leg
Function: Its a Board. Great for snowboarding or sliding around on dirt. Not much to say about this one
Number of Times Used:

#35. Giant Foot
Debuted: Episode 23
Slot: Right Leg
Function: Creates a gravometric anomaly which takes shape as a giant foot in the air. Great for stomping bad guys and those bugs that just wont die. Also keeping that Big Foot legend alive.
Number of Times Used:

#36.Aero
Debuted: Episode 24
Slot: Left Leg
Function: This draws in air from the surrounding area and blows it out as a forceful blast. Could also come in handy as a vacuum cleaner. Also insert immature suck joke here.
Number of Times Used:

#37.Gyro
Debuted:
Slot: Left Arm
Function: Allows Fourze to fly and hover in the air like a helicopter. Great for strafing runs with Launcher and Gatling. Also for prank bombing your friends.
Number of Times Used:

#38.Net
Debuted:
Slot: Right Leg
Function: Creates an energy net useful for capturing bad guys and butterflies if you're into that kind of thing.
Number of Times Used:

#39.Stamper
Debuted:
Slot: Left Leg
Function: This switch stamps an opponent with the Kamen Rider Club logo which then explodes after a certain amount of time.
Number of Times Used:

(I left Cosmic Out since its entry is still blank. Doing catch up Work still)

Special Switches:

#S-1.Super Rocket
Debuted: Movie Wars MegaMax, Episode 41
Slot: Right Arm
Function: This switch allows Fourze to access Rocket States. This form gives him a orange color scheme and grants him two rockets instead of just one. The finishing attack is the Rider Tailspin Crusher.
Number Of Times Used: 3

Meteor Switches:

Meteor Switch:
Debuted: Episode 16, Movie Wars MegaMax
Function: The Main switch for Meteor, it allows him to access the cosmic power of Kamen Rider Meteor. Also works as a communication device with the M-Bus satellite orbiting over earth. Its also inserted into Meteor's gauntlet to activate Limit Break. It is a Circle type switch so it potentially can work inside of the Fourze Driver but this has yet to be tested.

Meteor Storm:
Debuted:
Function: This Switch gives Meteor a major upgrade, including a new color scheme. It also gives him a new staff type weapon and the switch itself is used for the Limit Break, Meteor Storm Punisher. On a more silly note, its basically a larger sized Beyblade. Let It Rip!
Last edited by crunchman61 on Tue Aug 28, 2012 9:15 am, edited 3 times in total.
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Re: Count The Switches! Oh wait... Wrong Season

Post by crunchman61 »

So that extra stuff i had planned to do was this:

Episode by Episode Breakdown of switch usage!

Episode 1
Fourze Henshin: 1
Rocket 2
Launcher 1
Radar 1
Drill 1
Chainsaw 1

Episode 2
Fourze Henshin: 1
Rocket 1
Drill 1
Radar 1
Parachute 1

Episode 3
Fourze Henshin: 3
rocket 1
drill 1
Chainsaw 1
Hopping 3

Episode 4
Fourze Henshin: 3
Rocket: 1
Launcher: 1
Drill: 1
Radar: 1
magic hand: 1
Hopping: 1

Episode 5
Fourze Henshin: 2
Rocket: 1
Radar: 1
Chainsaw 1
Elec: 1
Beat: 1
Chain Array: 1

Episode 6
Fourze Henshin: 2
Rocket: 1
Launcher: 1
Elec: 1

Episode 7
Fourze Henshin: 2
Rocket: 1
Elec: 1
Smoke: 2
Spike: 2
Winch: 1

Episode 8
Fourze Henshin: 2
Rocket: 1
Launcher: 1
Drill: 1
Radar: 1
Elec: 1
Scissors: 1
Spike: 1

Episode 9
Fourze Henshin: 3
Camera: 1
Flash: 1
Shield: 1
Gatling: 1
Fire: 1

episode 10
Fourze Henshin: 2
Rocket: 1
Radar: 1
Electric: 1
Shield: 1
Fire: 1

Episode 11
Fourze Henshin: 3
Rocket: 1
Launcher: 1
Radar: 2
Flash: 1
Fire: 1

Episode 12
Fourze Henshin: 2
Rocket: 1
Radar: 2
Parachute: 1
Elec: 1
Winch: 1
Fire: 2
Stealth: 1

Episode 13
Fourze Henshin: 2
Launcher: 1
Elec: 1
Gatling: 1
Fire: 1
Hammer: 2
Water: 1

Episode 14
Fourze Henshin: 1
Rocket: 1
Drill: 1
Parachute: 1
Electric: 1
Fire: 1
Medical: 2

Episode 15
Fourze Henshin: 2
Elec: 1
Spike: 1
Shield: 1
Fire: 1

Episode 16
Fourze Henshin: 3
Rocket: 1
Drill: 1
Radar: 1
Gatling: 1
Pen: 2

Episode 17
Fourze Henshin: 3
Meteor Henshin: 2
Rocket: 1
Drill: 1
Chain Array: 1
Spike: 1
Shield: 1
Gatling: 1
Hammer: 1

Eisode 18
Fourze Henshin: 2
Meteor Henshin: 1
Drill: 1
Elec: 1
Fire: 1
Wheel: 1

Episode 19
Fourze Henshin: 3
Meteor Henshin: 1
Rocket: 1
Elec: 1
Chain Array: 1
Fire: 1
Shield: 1
Hand: 1
N-S Magnet: 1

Episode 20
Fourze Henshin: 2
Meteor Henshin: 2
Radar: 1
Elec: 2 (F: 1 M: 1)
Flash: 1
Screw: 1
N-S Magnet: 1

Episode 21
Fourze Henshin: 2
Meteor Henshin: 2
Radar: 2
Winch: 1
N-S Magnet: 1
Claw: 2
Board: 1

Episode 22
Fourze Henshin: 2
Meteor Henshin: 1
Beat: 1
Spike: 1
Shield: 1
Stealth: 1
Hammer: 1
Water: 1
Wheel: 1
Claw: 1
N-S Magnet: 1

Episode 23
Fourze Henshin: 2
Meteor Henshin: 1
Drill: 1
Chainsaw: 1
Hammer: 1
N-S Magnet: 1
Giant Foot: 1

Episode 24
Fourze Henshin: 2
Meteor Henshin: 1
Radar: 1
Magic Hand: 1
Elec: 1
winch: 1
Shield: 1
Fire: 2
Aero: 1

Episode 25
Fourze Henshin: 3 (1 Dream?)
Meteor Henshin: 1
Rocket: 1 (Dream?)
Elec: 1
Pen: 1
Scoop: 1 (Dream?)
N-S Magnet: 1

Currently Doing catch up so the rest of the episode breakdown is still coming
Last edited by crunchman61 on Tue Aug 28, 2012 9:17 am, edited 1 time in total.
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Re: Count The Switches! Oh wait... Wrong Season

Post by takenoko »

Well this post is mine, MINE! >:<
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Re: Count The Switches! Oh wait... Wrong Season

Post by OOOKaiser »

Have fun counting them :)
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Re: Count The Switches! Oh wait... Wrong Season

Post by DevGryphon »

takenoko wrote:Well this post is mine, MINE! >:<
You would...:P
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Re: Astro Switch Encylcopedia

Post by Kuchiri »

Why don't you just update your second post with the switches already known? Then keep on updating as the series goes on.
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Re: Astro Switch Encylcopedia

Post by Gunzy »

The crunchman has a life. Give the man of crunching time to update the thread. Chill~
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Re: Astro Switch Encylcopedia

Post by crunchman61 »

Apologies for the delay. Updated 2nd post with the known switches. Still working on the extra stuff for post 3.
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Re: Astro Switch Encylcopedia

Post by KRManeki »

Favorite switches so far: Rocket, Camera, Chainsaw, Electric, Shield, Gataling, Fire. Thats all for me.
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Re: Astro Switch Encylcopedia

Post by icecreamhendrix »

What about Fourze's appearance in OOO Wonderful? That came before the series and had Magic hand and Rocket. Does that count even though it isn't part of Fourze's series?
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Re: Astro Switch Encylcopedia

Post by JSoup »

I almost wish there was a "count the medals" type of opening in Fourze. :D
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Re: Astro Switch Encylcopedia

Post by crunchman61 »

Leave it to some one on wikipedia:

https://en.wikipedia.org/wiki/Kamen_Rid ... roswitches

there's a complete and better written switch encyclo. oh well.

and yeah i got long delayed again due to a mix of computer issues and laziness
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Re: Astro Switch Encylcopedia

Post by Xander Blaze »

Considered simply copy-and-pasting it here? That link's doesn't go straight to the webpage

Maybe this one should

https://en.wikipedia.org/wiki/Kamen_Rid ... roswitches
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Re: Astro Switch Encylcopedia

Post by crunchman61 »

Well after a long hiatus i'm back and i've updated the encyclo a bit, using my own type out instead of copying. Still not finished but getting there
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