Attack Potency:Placeholder, higher with Finishers | Placeholder (Superior to the base forms; could easily defeat an opponent that CycloneJoker had trouble beating), higher with Finishers | Placeholder (Superior in all regards to CycloneJokerXtreme), higher with Golden Extreme
Durability: Placeholder | Placeholder | Placeholder (Superior to CycloneJokerXtreme in all regards)
Striking Strength:Placeholder, higher with Finishers | Placeholder (Superior to the base forms), higher with Finishers | Placeholder (Superior in all regards to CycloneJokerXtreme), higher with Golden Extreme
Range: Standard Melee Range, Extended Melee Range with Metalshaft, Hundreds of Meters with Triggermagnum, possibly Kilometers with Cyclone Memory (Changed the direction the wind was blowing in all of Futo)
Intelligence: Genius (Possesses Phillip's intellect and Shotaro's detective skills, street smarts, and fighting ability
Things the character usually uses, or carries with him.
Notable Techniques
Other
Standard Tactics: The usual behavior exhibited by a character during battles. For example, which actions a character will first perform when fighting an unknown opponent or which abilities they will use frequently, rarely, or never. If the character's behavior is too inconsistent to identify, they fall under "wildcard".
Weaknesses: Shotaro and Phillip act independently of each other even as Double, so causing one to argue with the other causes them to have trouble functioning; When using the Fang memory, Phillip's body is used which isn't as physically fit as Shotaro's, however by the end of the main series he got over this weakness | None notable | None Notable
Note: FangJoker, FangMetal, and FangTrigger all use Phillip as the body. CycloneJokerXtreme and CycloneJokerGoldXtreme have Phillip and Shotaro merge into one body.
Explanations (Optional): The Gaia Library is the records of all memories of everything on Earth, Phillip can enter the Gaia Library
Feats (Optional): List all of the character's amazing feats. strength feats, speed feats, durability feats, etc. You can judge a person's power by their feats.
Attack Potency:Placeholder (Capable of fighting early series Dopants, but weaker than Double), higher with Finishers | Placeholder (T2 Memories are greater than T1 Memories by an unkonwn amount; could fight the T2 Dopants with relative ease on his own with the T2 Joker Memory when as W he was struggling against them), higher with Finishers
Stamina:High, possibly Very High (capable of going for long periods in a fight without resting; In The Gaia Memories of Fate, he fought against most of the remaining T2 Dopants on his own with little time to rest as he went to go confront Kamen Rider Eternal)
Superhuman Physical Characteristics, Transformation (with Lost Driver and Gaia Memories/T2 Joker Memory), Acrobatics (capable of performing various flips through the air with ease), Weapon Usage (can use almost anything as a weapon if he needs to), |H2H Proficiency (Expert in unarmed combat and capable of fending off multiple Masquerade Dopants while untransformed; could fight off a member of NEVER in H2H combat, which are all physically enhanced and highly trained super soldiers), possible resistance to Power Nullification with T2 Joker Memory (T2 Memories are immune to the power nullification of the T2 Eternal Memory)
Lost Driver - Transformation Device
T2 Joker Memory - Used to transform (T2 key only)
Gaia Memories - Used to transform and power up attacks (T1 key only)
Notable Techniques
Rider Punch - Kamen Rider Joker's standard punch finisher; a lunging punch at the opponent
Rider Kick - Kamen Rider Joker's standard kick finisher; jumps into the air and delivers a drop kick to the opponent's chest
Double Rider Kick - Joker's finisher with Kamen Rider Cyclone; both perform simultaneous Rider Kicks
Other
Standard Tactics: Starts with H2H combat. Will pick up things around that could be used as a weapon if they are nearby. Will attempt to finish off his opponents with a Rider Punch or Rider Kick.
Weaknesses: None Notable
Note: He can't swap between forms, so he is locked to either his T1 or T2 key.
Feats (Optional): List all of the character's amazing feats. strength feats, speed feats, durability feats, etc. You can judge a person's power by their feats.
Rider Kick - Kamen Rider Cyclone's standard finish - jumps into the air and delivers a drop kick to the chest
Double Rider Kick - Cyclone's finisher with Kamen Rider Joker.; both perform simultaneous Rider Kicks
Other
Standard Tactics: The usual behavior exhibited by a character during battles. For example, which actions a character will first perform when fighting an unknown opponent or which abilities they will use frequently, rarely, or never. If the character's behavior is too inconsistent to identify, they fall under "wildcard".
Weaknesses: Self-explanatory
Note: Self-explanatory
Explanations (Optional): This section can be used to explain the reasons for the assigned power level of a certain character more in-depth, as well as how the powers and nature of the character fundamentally work. This is particularly useful for more high-tiered characters.
Feats (Optional): List all of the character's amazing feats. strength feats, speed feats, durability feats, etc. You can judge a person's power by their feats.