It has controls explanation for all versions
While this game is a great improvement over the last, I still have a few complaints, primarily in controls. Even on the most simplified layout (PSP), there are just too many buttons for a fighting game. I know this is supposed to be simple for kids, but too many buttons will confuse people as well. Have L be a strafe button (automaticly goes into background, goes into foreground if pressing down), or even just map strafing to Down-Down and Up-Up. Also, using the analog stick as well as the D-Pad seems kind of stupid too. Simplify the strafing, and just have R be the form change button, which you can use in combination with the D-Pad for characters like OOO and W.
I don’t want to sound like I’m just complaining, I do enjoy this game, it might be worth purchase if not for next year’s game. Yes, the character selection is wierd (evil Den-O but no Skull?), and the Wii version could use some graphic updates, but overall it’s playable and fun. However, Next year is the Masked Rider 40th anniversary, and they’re doing a movie with Masked Rider No.1 in it, so I’m thinking next year may finally add Showa Riders, which is why I’m not going to purchase this game.
Also, Black Shroud, thanks for the guide. Nice to see someone put some effort into something.
-the wii version has easy/baby mode that does everything for you(you just mash buttons and wonderful stuffs happens,like the old MvC/capcom vs games,plus,climax heroes is one of the simplest fighting game around so its funny poeple still having problems with the controls
-nega den O is there because this game is the 4th installation using THE SAME ENGINE/CHARACTER MODEL,and nega den O is in the game since the 1st game,the game where W doesnt even air in TV’s in japan yet,you may rant about him being in and not skull IF he was a recent addition(you should direct your anger/rant towards CAX instead,or garren,that makes more sense since they are the actual new additional characters)
also,some more notes:
-ever wonder why decade’s normal “attack ride:slash” only does 2 slashes while complete form does 3?try doing the aerial version of slash and keep pressing the neutral special,when the attack hits it will automatically chain into the ground version(with camera panning effect) yielding the standard 3 hits from the first CH…awesome
-it seems that the clock up super in ragnarok mode is buggy in all versions of CHOOO,it will often miss a grunt or two,BUT it also has the tendency to hit an enemy more than once a few times,yielding heavy damage to ragnarok bosses if they connect…(useless in wii since there’s almost no bosses,might save time in PSP)
-in ragnarok,wii diend can summon a lot of riotroopers while PSP diend only summon one VERY TOUGH riotrooper(by very tough i mean they don’t die by one of your combos/special,it takes 3~4 combos or a super to finish them off)
Well, I guess Nega Den-O was a bad example, but even when that game was released, I can see Nega Den-O being a bad pick. I mean, out of all the Riders, they pick a movie-rider clone of Den-O? I could toatally see Skull instead of Accel Xtreme, seeing as one didn’t even exist, while the other is an overly popular movie Rider that is integral to the plot. Also, it’s not that I’m complaining about the conrols being difficult, it’s just that it uses too many buttons. Most fighters use a max of 6 buttons, this one uses 9, plus both the D-Pad and stick. It’s not that it’s difficult, just a bit over complicated. I’d also like to see some characters like Gatack get finishers (unless I’m missing something). Maybe next year, the game could be for PSP/Wii and Arcades, and they could really make a stand out game. Like I said, I’m not hating on the game, but just pointing out some issues I’ve seen.
They inserted Nega Den-O for four reasons
-He is a “dark rider” and at least part of dark riders needed to be represented in game.
-He is part of Den-O franchise and serie is called CLIMAX heroes
-We had no standalone game for Den-O series (as well as for subsequent titles) so it makes sense they wanted to include at least 3 different Den-O characters
-Requires no separate model (a palette swap)
As for Skull, well when I look at him I see no rider; instead I see a dude with Venom-like (from MARVEL comics) black body with those ribcage decorations, grey skull instead of head, and white fedora. His powers: can shoot from a gun. I guess his design would fit rather nice for Halloween costume, but to me it doesnt looks like he has look/qualities of magical rider / biological rider / technological rider etc. Gameplay-wise he probably would be a clone of the shooting characters (kinda like Zolda was clone of DiEnd in KRDK)
Im not too fond of CAX either seeing how its basically CJX repaint with same moveset albeit one move being switched from Accel, and his most intricate feature being his eyes lighting up but in intro only (while Accel has his eyes lighting up during special moves, gauge charge, etc)
If I were to add some rider with original gameplay, I would like to see Alternative (Accele Vent and transforming summon), Psyga (flying mode), Hibiki Riders (well just look at their movesets in Hibiki PSX game, they have tons of stuff), Dark Kiva (remotely controlling that kiva symbol to trap opponent in); and from Double series, Eternal would be more interesting to use that Skull IMO
nega den O being one of the rider roster in CH
- main reason:simple palette swap,can’t get any simple than that,for skull they still need to add the fedora
- 2nd reason :hikaru midorikawa,i dunno if he’s still the bomb but heero yuy fanbases sure still get fangasms whenever he’s voicing someone
note that nega den O,despite being den O climax form trapped in sword form’s armor,doesnt have any flashy move that he had in the climax deka movie,if the same “effort” was done to skull i think rather than satisfaction,the fans of skull will only rage…so thank god its nega den O,right?nobody cares much for him and more evil riders to beat up is always good
as for skull,you must note that W is like a secret tribute to past riders(unlike decade,which has blatant cameos),the bike,shotaro’s old skool helmet,terui’s henshin phrase,THE SCARF,plus the fact that accel is the 2nd rider in the show,is RED and has a a nemesis named ISAKA(watch the first half of blade to understand)
now skull…not everyone knows why he’s there,when you say he looks like a costume more than a rider then you’re not far off,since skull is the prototype of all kamen riders(now a separate anime/manga series called SKULLMAN,by ishimori,and a very awesome alternate cameo by taki kazuya as KR skull in SPIRITS manga donning a skull motif bike helmet and a black biker costume+customized weapons,one of them is a GUN),in W he performs the same role:a prototype of W,the main rider in the series…
with that said,the classification of skull is always constant:badass rider with minimalist powers that has short appearance time
i agree with the CAX thing,but they COULD do much more with him seeing that engine blade is compatible with at least phillip’s 3 memories,instead of “electric” CAX should’ve used cyclone,luna,or heat memories along with engine blade to differentiate him from CJX,but having CAX in isnt quite a lost cause as adding…diend complete,for example,since CAX is scheduled to actually appear in action for the latest W spoof…
for your riders with original gameplay…some of them looks viable but
-alternatives:i got shot down when asking about this with people saying that they are NOT riders(but hey,autovajin is in)
-psyga and the flying gimmick:they didnt even utilize them well enough yet on blade jack and faiz blaster,plus they took away pegasus gouram combo…by now even if psyga was in he will probably only don some fancy kung fu moves(note that the actor who played psyga mostly played kung fu movie/TV shows) and his tonfas without the flying gimmick,which is still unique enough…
-dark kiva:could go well with the game,especially if they add saga as the default form which gets us a 2 in 1 rider,but like psyga and flying,they should fix verde’s hold vent and raia’s swing vent before attempting this
-eternal:very promising with the massive gaia memory arsenal,but since blade/garren/90% of the ryuuki riders doesnt have access to all of their cards i don’t think eternal would be much of an interesting/complex character either…
so methinks they should redone most of the characters first before adding new ones since there are a lot of unfinished moveset for the current riders
…
I know that Skull is a homage to Skullman, yet when you google Skullman you see that his design is Ghost Rider levels of badass, while Skull’s design looks like some weird mishmash with his body, his head and his fedora looking as if taken from 3 different characters.
I mean:
Skullman in manga
badass
Skullman in anime
http://cinegeek.com/wp-content/uploads/2010/03/skullmancompletecollection.jpg
badass
Kamen Rider Skull
Wtf is that supposed to be, an alien?
Compare:
http://www.ufowatcherpinebush.com/shop/images/GrayAienMens.jpg
I know “boss” actually pays homage to some other henshin-tokusatsu in japan as well. he didn’t stay in that long, as he was only in that boring W movie
My OOO Game Guide v.1.0
Added combos into super for characters who have them; Further categorized Storyline section (added names of wearers / weapons etc)
-Edited the link, now it works
99% of your super setups are for power characters and utilizes detransformations a LOT,however,if you have quick fingers you can do a stagger combo/attack>transform to ultimate>super by quickly transforming to cancel your attack RIGHT after your combo passes through the climax time limit
for an example:accel glanzer(hit crumples,enemy goes from yellow to red)>cancel to trial transform(climax time triggers AFTER transforming)>trial super,you can also substitute the super with any accel trial combo attacks if you don’t reach climax time yet when you attempt this,this is the prime use for accel glanzer,at least for me…
hibiki can also do the same with his jumping flame breath IIRC
Alt link for guide 1.0 while ftp is down
KRCH_OOO_Guide_v.1.0.rar
As for supers, you talk about Climax Combos, which
1)arent consistent (you pretty much are given 1 try per round to use them)
2)are hard to pull off unless your character has really long strings so you can easy plan when to start taking off that big chunk of health that will overlap with Climax Time. Hibiki Kurenai has 76 hits combo so I listed climax combo for him.
Hibiki Oni form can connect super off air flame breath even without climax time or form change
Looks great, can’t wait to order it. Loved the Bleach games, so 8ing will probly do me justice here also.
Damages of supers:
156%
OOO Bash (by Sagohzo)
145%
OOO Bash (by Latorartar)
133%
Ultimate Kick (by Ultimate form)
Shining Clash
120%
Agito Rider Kick
Burning Bomber
Double Xtreme
OOO Bash (by Tatoba, Gatakiriba)
110%
Drive Divider
Jack Lightning Slash
Super Boisterous Kick
Emperor Moon Break
Decade Unlimited
Machine Gun Spike
108%
Joker Extreme (by 3 main forms)
100%
Amazing Mighty Kick
Dragon Firestorm
Shippudan
End of World
Heavy Pressure
Doomsday
Crystal Break
Ryuga Dragon Rider Kick
Eternal Chaos
Blaster Crimson Smash
Royal Straight Flush
Pure Sound Slash: Oni God Awakening
Kabuto Rider Kick
Hyper Kick
Train Slash
Dimension Kick
Fang Streiser
90%
Ryuki Dragon Rider Kick
Hishouzan
Scissors Attack
Hydro Basin
Misty Slash
Death Vanish
Pure Sound Beat: Exploding Deep Crimson Form
Extreme Slash ver.2
Buster Nova
Darkness Moon Break
Ixa Judgement
Joker Extreme (by 6 half-changes)
84%
Axel Crimson Smash
Dimension Shoot
66%
Ultimate Kick (by 4 basic forms)
well most of decade’s kamen ride cancel finisher combos can be used in the same way(meaning:consistent) by the original rider with the help of climax time,the difference being the riders turn into their ultimate forms instead of turning into decade and performs their finisher,some of which yield more damage than their normal mode
plus,it would be a waste if you enter climax time while having a full gauge even before it now that we know several ultimate forms deals more damage on supers
also,any note about lightning slash and kiva’s powerup? does it still gives the same buffs to kiva?i see that you didnt add zanvat sword’s guard damage increase anymore on the moves section,so it only adds raw damage now?
the chain release/wake up now has faster animation(the fastest buff in the game IIRC,with W’s maximum drive as the slowest one to start) but ends faster than in previous CH’s if its worth noting…
That way you can as well say that everyone can combo into super during Climax Time, but thats too situational since the opponent should be open to combo at the specific moment in regard to his lifebar, and the shorter such combo is to every character, the harder it is to pull. Plus you only get one try; plus in most cases this super can be Final Reflected; plus Climax Time can be turned off in options. Those are the reasons I probably wont add the Climax Combos with low chances to connect in first place.
As for Blade/Kiva, I havent tested those characters’ extensively yet
Ouja has an infinite. forward weak weak, repeat.
How lame.
It’s also kind of lame that Ryuki characters can charge while their summon thing is out.
How is that an infinite for Ouja if it knocks back on another “weak” by completing “forward+weak weak weak” string? And if you wait opponent is already able to block
Most of Ryuki chars either have
-slow gauge charging
-weak summons
-big delay after summon hits and before you can use it again; Destwilder takes awhile to run to other side of screen and disappear after his claw slashes
And theres a heap of summoners aside of Ryuki chars as well.
And how is that lame, summon is called SUPPORT ATTACK because its a completely separate attack and your character can do whatever he wants during that, no? In fact gauge charging is the main use for Scissors’ summon (to distract opponent allowing to charge gauge); since Volcancer deals tiny damage BUT many hits so damage reduction makes no sense to continue attacking opponent anyways.
My OOO Game Guide v.1.1
Added damages for everyone’s supers, filled Ultimate Kuuga/Autovajin/OOO sections, filled storyline parts for Kuuga and Agito series.
yep,they separated the summons/support attack as a whole new fighting style now,several summons also works as a gauge charger,especially in ragnarok,since now the damage they dealt is also converted into rider gauge
most of the summon monsters do took a while to reappear,hence most of them are non spammable(including zolda’s which is a very stupid move to spam it),
the only ones that you can actually “spam”,per se,is verde’s summon IMO,since its fast,unblockable,and has a long reach,basically G3X’s antares for the cost of 2 gauges…verde itself however,lacks finesse in his own moveset so it kinda balanced things out…
and note that 8ing still tries to balance things out with the support styles,although in a weird way by eliminating support counter special moves which costs 3 segments from CH(which hurts riders like den O and kiva a lot since their supports are useless for quick counters),they also removed the ability to cancel enemy throws and enhance own throws using support attacks
the only “right” thing they do with support attack rebalancing so far is by making 90% of the summons blockable,which makes the moves less spammable and makes people who don’t use the groove say that the summons are unfair
diend also having the short end of stick by only having the 4 gauge/full time version of summons,they can be MUCH more creative with him and let us assign 3~4 riders which costs 2,3,4 gauges to summon and performs different tasks just like his ouja summon from CH(attack from front,counter from behind,full time summon),but they didn’t…
if only those features were not left out i’m pretty sure the orange gauge characters will be more insteresting to play as although some rider will be pretty overpowering than the others due to the massive upgrade to their playstyle