Kamen Rider Climax Heroes OOO

Yes it seems Cyclone Maximum Drive makes Double’s gauge charging speed Ultra Fast.

How can you follow up LunaMetal’s Whip Shocker? I fail to do so in Wii version at all

My OOO game guide v.0.3

nice,i’ll try to jot down the changes for the riders that i have tried(excluding some that i’ve mentioned before)

W changes&notes

Spoiler

-his stances now focuses on shotaro’s side of memory(stance changes when you use joker,metal or trigger all stances are new except joker stance which are W’s cyclone stance in CHW ),in CHW the stances changes whenever you change phillip’s side meaning all cyclone,heat,&luna forms shares the same stance no matter what shotaro’s side you are using(heat&luna’s stance are missing in CHOOO,and they are cooler than W’s current stances IMO)

-cyclone forms

cyclone maximum drive no longer speeds up W

cyclone metal twister now does multihit attacks instead of smacking enemies backwards(multihit was only possible as corner OTG back in CHW)
cyclone trigger [2] strings has its animation changed a bit IIRC,it now looks goofy&jumpy as if momotaros is the one that shoots(same with diend) IMO

cyclone trigger special no longer creates a tornado beam on full charge,maximum drive does nothing to enhance it

-heat forms

heat maximum drive no longer gives superarmor to W

heat joker now has superarmor special instead of fullscreen dash upper,jumping with maximum drive activated looked like his prelude to joker grenade,too bad the air special is a kick…

heat metal has a new,sucky special,the poke barely does any damage,maximu drive doesnt change it

the air special of heat metal does way more damage than its ground version,moreso with a maximum drive

heat trigger has a maximum drive now,its basically the CHW cyclone trigger full charge with fire effect,its more appropriate since it now resembles W’s trigger explosion maximum drive,you can no longer charge the special attack though

-luna form

luna joker loses its grab punch special

luna metal’s whip shocker can sometimes pin the enemy long enough for a followup,but perhaps its because my dolphin acts a bit weird?,and as i said before the attack lacks the back jump from CHW

also,the normal whip shocker acts differently in ragnarok mode,with a crowd clearer attack without the shock effects which is still WAY better than the MD version,which is the same as fighting mode and can get you killed due to your back ebing open while doing the followup

luna metal’s air special no longer jumps very high,even when paired with maximum drive,hence it loses its great tracking abilities and is the same with cyclone and heat metals air special now

luna trigger’s [2] string no longer has the unique “timing delay” in order to get max # of shots,you can mash [2] and still get the full version of the attack,lame…

trigger full burst also no longer chargeable,instead the maximum drive version gives you the full charge from CHW

you no longer fire more bullets for air special in maximum drive IIRC

-fang joker form

his neutral [1] string is basically cyclone joker’s

shoulder fang can hit a lot of enemies at once if fired correctly in ragnarok

don’t forget to add w’s cyclone joker maximum drive in the gauge speed comparison!

Got Kamen Rider Dragon Knight today.
Not really impressed. It’s pretty broke too.

I’m glad I only payed like 15 bucks for it.

more notes:

[details=Spoiler]

due to the nature of the attacks in CHOOO(no more free chain attacks,all must use rider cancel) there are no longer any significant differences between up+special while on ground and a jumping special(in CH/CHW this is very important to determine whether you can followup your rider kick/air attack with a ground one or not)

decade:

-normal form

had his taunts nerfed,now only fills a sliver of the rider gauge instead of a full 1/4 stock
attack ride:blast does more damage and deals good guard damage compared to previous CH’s,its basically the new kiva arrow

faiz:

-normal form

crimson smash now have a new animation,unlike CH/CHW,faiz will not followup with the kick if the pointer beam does not hit the opponent,but for a trade the move had much less speed compared to the CH version

sparkle cut had been changed totally,its like they switched CH crimson smash and took it into CHOO sparkle cut,in which faiz will run right after the projectile,just like how crimson smash is performed in CH[/details]

My OOO game guide v.0.4
Added Ragnarok section and Wii nunchuk controls

correction about W’s stance,just re played CHW and it seems that all the stance all the same,not new ones,but all i’ve said about all of them changing based on shotaro on CHOOO and phillip on CHW remains true(which is still more unique since you have 3 barehand stances,3 rod stances,and 3 guns stances,while in CHOO you basically only have 3 stances with different colors since stances now changes depending on what weapon you use,not the color)

some more notes:

IXA:

-save mode

all broken fang are now basically the shockwave version,since all of them reaches fullscreen with a new gero-beam effect,it makes the dash broken fang and the standing broken fang pretty much identical in use now since both of them becomes “obvious projectile attacks” instead of a melee attack with a shockwave AFTER hitting and a melee attack with a long,invisible hitbox,again lazy programming i guess…

-burst mode

had lost the burst explosion henshin effect,they should’ve kept it IMO

had lost all of garulu saber moves

the IXAcalibur gun&sword combo now knocks down upon successful hit

My OOO game guide v.0.5
Added Unlockables section, OOO form change / combo form change full table, tested and explained all to superarmor moves that there is to this game; added card effect durations for Ryuki riders, added notes on Hyper Kabuto’s Maximum Hyper Typhoon

I lack precise info as to at which Ragnarok Stage you unlock which extra form for main riders, maybe someone can contribute.

My OOO game guide v.0.6
Added Ragnarok Supers to movelists, and added changes compared to prev. games

i’m just beginning ragnarok mode with OOO in the PSP version,hopefully soon since i’m still working on that custom soundtrack

i just realized that they ditched decade’s den O FFR,why in the world did they do that?

finally unlocked garren and CAX for wii yesterday,garren’s moveset has some interesting moves(like his trademark shootdodge that he used against peacock undead) which is good since i was worried that he will be like CH gatack which is just agito trinity with a different skin and used zolda/diend’s moveset+ a different looking special,burning smash is a great diversion after all those diving kicks/attacks

still can’t unlock OOO fow W’s ragnarok and vice versa,i’ve asked this in HJU but no elaboration about that either,finishing 2 stages with OOO doesnt unlock him for W’ragnarok and my W is already finished all ragnarok stages,yet he doesnt appear in my OOO’s ragnarok mode…

EDIT:readed your V6 guide,and got the answer for OOO&W’s ragnarok,thanks

btw,you should also add the fact that the PSP version has less special effects than the wii graphic wise,for example the clock up effect is just the same with the old one(no rocks)

plus in the sound/music differences,the PSP actually uses the 5 KRDK beat em up tracks for its beat em up stages while the wii one for some strange reason only uses “STAGE5” BGM from the fighting mode

general notes:

there are no more attacks that can hit grounded opponents so far,so OTG’s are pretty much impossible in this game,and no mre ground resets like the one IXA used to have IIRC…

hopper’s notes:

their rider jump~rider kick/punch are changed so that they attack immediately now,gaining much more horizontal range but is WAY vulnerable than the super high jump from their CHW counterpart(which works perfect as anti airs and anti rider kicks,only W’s 2 parter joker extreme can hit them out of it,and that’s because the rising tornado’s duration is longer than their rider jump

why they didnt make kick hopper’s rider kick bouncy this time around?we’ll never know…

kuuga’s notes:

they took out gouram flight for pegasus,even when using summon groove,bummer

kabuto’s notes:

he lost the downward kunai gun shot(the one that you can spam alot when using kabuto’s special/dimension combo in CH,but its also one of his attack strings too IMO)

his CH clock up specials are now given to hyper kabuto and dark kabuto instead,hyper gets the aerial teleport while dark gets the rider kick,he totally lost the kunai gun slash special though

now that riders have green gauge it makes me wish they give kabuto a masked form even more than before,on rider form it can still access clock up just like hyper kabuto by pressing V+4,ditto with gatack and dark kabuto…(but then the blue gauge will only have the hoppers and faiz,which is depressing?)

G3X notes:

antares cannot pull enemies in ragnarok,it simply hit them for damage…

the cerberus shots sweeps 90 degrees towards the LEFT side instead of an equal cone shaped spread,so if you wanted to hit a group enemies in your front at ragnarok then make G3X turn right for a bit,for fighting mode using the left sidestep>right when facing a cerberus spammer

the notes also applies to zeronos zero form’s denebick buster i guess,since they are pretty much the same stuff

My OOO game guide v.0.7
Gameplay System filled; Random Notes heavily updated; Unlockables few fixes; a number of notes on different characters

oh yeah,for CAX you don’t need to do what you said in arcade mode(beat arcade with a random character to make CAX re appear),if you get a wrong character just press B during groove select and select random again(unless its garren or other no groove rider,in which case you must quit fighting and go to arcade mode again since the fight will automatically start when they are selected),i used that method and saved me a LOT of time in unlocking CAX

about rider gauge charging,you can ATTACK while charging(just press attack while charging,it’ll cancel out the charge process,do NOT release the down/charge button),which means as long as the enemy does not use a projectlie you still can fight back,alway charge when you’re idle,its better than standing!

for the orange gauge you should put a special note for diend,in that he needs 4/max gauge to use his summon and that it last much,much longer than other riders…

also,i wonder whether we can still hit/kill diend’s summons this time around,never get to fight diend much in arcade mode…

EDIT:more notes

[details=Spoiler]

G3-X note:

the cerberus attack duration is significantly reduced compared to CHW(it used to have 3 phases which needs you to press special button 3 times),and the finisher/sniper hit part in CHOOO does not knock back/down anymore…

zeronos zero form:
not a note but methinks denebick buster sounds closer to the TV counterpart than gatling attack for his specials names…

kiva notes:

bloddy punch or batty punch? i’m confused >.<

hibiki notes:

the ongekida attacks now have really short duration,the longest being armed’s 26 hit drum combo,you no longer need to mash the button wildly to get all hits,in fact,mashing does not make a difference in max hits now…and can lead to what happens in the note below

the ongekida attacks can now whiff and still continue drumming at the air,this could be good for wakeup attacks or for threatening enemies at close range,but whiffing and keep drumming in long range will most likely make you eat projectiles that most riders possesses…

in trade of all that “bad” changes along with omitting hibiki kurenai’s healing factor,all forms of hibiki now gets a unique ability of DRAINING ENEMY’S RIDER GAUGE by successfully connecting an ongekida attack

super move vs climax time music notes:

the music in super moves and climax time differs in that the theme in super move ends after the move is finished,while the music in climax time lasts until the round is over…

rider cancel notes:

aside from changing a blocked combo into a safe move,it can also be used to break opponent guard if you have enough rider gauge to cancel up to 3~4 times(repeat a lenghty combo a few times),that is if your target doesnt use the step rider cancel…something which the CPU rarely utilized anyways(so be aggressive when playing against the CPU)

PSP vs Wii CPU AI notes(mostly regarding final reflect):
even in normal mode the difference between both version’s AI is visible,PSP AI will almost never final reflect you for the first half of the arcade mode,while in the Wii version they will do it 99% of the time even if you attempt it in the first round of the first match

it seems that raising difficulty level in the PSP version makes the enemies final reflect more often,while in Wii they will “fight back” more in a final reflect as the dificutly level goes up

arcade mode notes:

after playing a complete roster arcade several times and then a non complete roster arcade for several times in both wii and PSP it seems that when you unlocked all(at least up to odin),the final enemy in arcade will almost always be odin,while if you played arcade mode before you unlocked much of the riders then the final enemy is much random(there’s still a possiblity odin will show up though)

power up style notes:

powerup forms being “stronger” statement is a bit questionable on ryuuki’s survive mode(and to some extent,knight survive),what’s with only having a not so spectacular moveset and no special moves at all,it even lacks superarmor vents which he actually HAS ONE in KRDK game and the TV series…they should’ve bend the rules like hyper kabuto,being able to use advent even in survive mode…by now their advent summon normal forms are way more versatile and can dish out damage faster than their survive powerup forms thanks to superarmor and powerful summon options

ragnarok notes(mostly wii):

-there are 3 kinds of beat em up missions that you will often encounter in the wii version

1.beat a number of enemies(usually quite a lot,max is 78)
2.beat a number of enemies in the alotted time(from 99 seconds to 350 seconds,this is usually less enemies than mission type #1)
3.random:note that even if it says random,90% of the time missions that have this explanation in ragnarok stage 14 contains the 78 enemy takedown mission,so be ready…

note that the stage used for each ragnarok beat em up mission is random,even if you replay the same level and it has the exact same mission,the arena/stage/map you fight in may differ(at least in the wii version)

-about the independently moving random enemies,if you wan to clear a stage FAST you need to avoid them at all costs because:

1.they spawn infinitely,bad move on your turn can end in you fighting these guys in EVERY single turn since they have a nasty habit of respawning in FRONT of you after you defeat one…
2.in later stages these enemies contains the lengthier type of missions,which you will probably want to avoid anyways

-how to avoid screwing up when seeing them:

1.move to the same direction they are going and pick the shortest route to finish line that doesnt clash with their moving path
2.if you see a path to finish with a small number of stages(and most of them are item paths) but there’s an enemy unit in that path then avoid it at all cost,if you’re unlucky you might end up wasting more turns than you’ll be if you picked a slightly longer,random enemy-less path[/details]

Is it just me, or is Hibiki’s jumping breath attack even better than it was in the original CH? Shortjump -> Breath can combo right into Ongekida and is really good against wakeup. It seems like transforming is kind of pointless in his case outside of the extremely long Ongekida in Armed form.

well,kurenai has longer ongekida than normal(though shorter than armed) and you don’t get armed from the get go,plus his air attack is the burning fireball that can be used as a ground trap

but yeah,hibiki got balanced in this game,back then he’s only for people who can mash buttons(or had a turbo con),now he’s more of an anti ultimate/clock up/finisher spam thanks to his better ranged flame breath and rider gauge hitting ongekida attacks,perhaps this is an “we’re sorry we can’t add more riders for hibiki in this game” gesture

Even with that flame breath, Hibiki Oni Form is nothing more than a battery character. Both his upgraded forms are very-very good, you cant possibly say that Oni Form is better. Kurenai can waste timer like crazy and can death touch you when you have ~1.5 lifebars left; Soukou is super safe, has easy guardbreaks, and eats 2 segments of opponent’s rider gauge in one drumming session.

death touch?you mean a super?btw how’s the guide going?

also:anyone here knows how to edit the BGM in the wii version?getting bored with the default BGM

I got info to update but it waits until I complete Storyline section, and for that I check all the KR info on a few sites so it takes time.

by death touch I mean that Kurenai has crazy 70+ hits combo that can take around half of lifebar, and (once lifebar border is crossed) comboes into Climax Time right away while still leaving opponent stunned (and his Rider Gauge drained because of drumming hence no final reflect), which the comboes into a super and opponent is dead. Even Support Attack characters who can counter with their summons, are still vulnerable to this once their Rider Gauge gets drained past its half.

My OOO game guide v.0.8
Updates to Gameplay System, Unlockables, updated portraits to Ryuki riders, new notes/combos for a number of riders.
No storyline updates yet

i see,by storyline do you mean the rider’s individual storylines or the ragnarok one? i was hoping the ragnarok one gets included too>.<

oh,and one more thing,against CPU its better if they have a full gauge at climax time,because if they do you can start a super ANYWHERE on the screen and will have no need to connect it,you just need to win final reflect after that which is a given unless you’re not that good of a masher(still the very hard diff CHOOO CPU is nowhere as crazy as PS2 faiz’s very hard CPU or the ones in naruto games when it comes to the tug of war gauge)

obviously against another human player you might not want to initiate a mash fest,plus them having a full gauge could lead to your death too since they can do a lot more with the gauge than the CPU does…

also:so the max charge speed is at 5 ticks? does it means that cyclone maximum drive doesn’t get any faster at climax time?i wonder if the maximum drive also increase gauge amount that is gained by hitting opponents…

the guide-- does it only apply to the Wii version? I want to know before I DL