Kamen Rider fighting game for PS2 - Kamen Rider Climax Heroes

I just tested it, everything works, but it has same glitch as PS2 version (after winpose, next menu doesnt triggers and game stops at one place). In PS2 version, this was the problem of sound plugin, and solution was to use certain sound plugin (thankfully there was a selection of several ones). My guess is that in Dolphinsomething should be done with sound plugin too.

Right now, you can use Training Mode, and also Battle Mode (where you can select opponent and stage), but game will stop after you watch the winpose. Theoretically you can just quicksave at Battle Mode select screen, then play it and then use quickload after each fight.

Right now I search for the save with everything unlocked to try how hidden characters play, but cant find any saves yet.


Btw Double himself isnt like other chars. Each his form has
-2 normal combo strings
-1 ground special move
-1 air special move
-1 Maximum Drive (elemental powerup that stays on him for some time, it seems Cyclone adds movement speed, Luna adds number of hits to special moves, and Heat adds guard damage)
-1 Half Change (circle through Joker-Metal-Trigger halfs, no energy required)

Double’s first form is Cyclone (and free half changes through Joker-Metal-Trigger)
and you can select as secondary form either Heat or Luna (each of those too has free half changes through Joker-Metal-Trigger)

Which means Double can equip 6 forms out of 9 in one battle, 3 of which (Cyclone) act as basic form, and other 3 (Hear or Luna) as secondary forms that need full Rider Gauge and have limited duration.

Ground special moves of each form (well aerial are pretty generic)
CycloneJoker: Whirlwind does tick damage while lifting Double high in air. Basically an extra jump.
CycloneMetal: Spins staff that creates spinning wind sphere centered around Double and damages/sends away nearby opponent
CycloneTrigger: Chargeable shot, the longer you charge the more wind shots it makes, max charge is an unblockable multi-hitting wind stream across arena
HeatJoker: Some super fash dash to opponent, then uppercut
HeatMetal: Staff hit that stuns opponent, next hit lifts his body on staff and slams into the ground, and third hit onto grounded opponent
HeatTrigger: Chargeable fire shot that becomes bigger and deals guard break upon charging
LunaJoker: A “Get Over Here” move with elongated fist. Dizzies opponent after pulling him up close
LunaMetal: Quick dodge backwards, and attacks place where he just was with staff-whip. Catched opponent is then electricuted with multi-hitting electricity
LunaTrigger: Multiple homing shots. The longer you charge, the more shots will come.

Support Attacks:
Cyclone: Changes to CycloneMetal and walks forward with spinning staff attacks with wind sphere around him + Activates Cyclone element Maximum Drive
Heat: Changes to HeatTrigger and shoots fire shot that leaves opponent burning and constantly losing health afterwards + Activates Heat element Maximum Drive
Luna: Changes to LunaJoker and makes very long stretching punch that sends opponent away + Activates Luna element Maximum Drive

Double has only 1 super, its Joker Extreme

well draewon, I have good news for you.

-It is possible to convert Wii data.bin save for Dolphin use, so you can play as unlockable characters.
-Although game stops after winpose ends, you can quicksave right before selecting Battle Mode in menu - and quickload after each battle. As you can select opponent AND stage in Battle Mode, you have pretty much working game. Just quickload after each battle. Well you wont be able to play Climax Mode missions further than first ones on each branch, because game will stop afterwards in similar fashion.

It’s been taking forever and a day for my PS2 copy to come in. I’m starting to go a little crazy. Hopefully it’ll be waiting for me when I come home from work today.

hmm,so the game is fully playable but is not fully playable>.<?

anyways,is there any chance that the problem will get fixed anytime soon?battle mode is fun and all but having to quickload after 2 rounds is just tedious…

KRCH / PCSX2 had that problem fixed by usind different sound plugin; as for KRCH:W / Dolphin, it only has 2 audio plugins and problem is present on both, so I have no idea how to fix it at moment. Well game is new so maybe future Dolphin releases will eventually include some fix

so I assume the WIi version of this game is BETTER than the ps2 version?

@ digimonemporer
PS2 version has 14 playable chars (including unlcockables). Wii version has 28 playable chars (including unlockables) + new voices and sound effects (like proper henshin sound effects), and slightly revamped graphic.

@ draewon and everyone else
Game doesnt hangs anymore if you use HLE sound plugin from newest Dolphin revision 4626; however since game experiences slowdown if played at that revision, you just take that sound plugin (/Plugins/Plugin_DSP_HLE.dll) alone and put it into revision’s 4525 Plugins folder and play on rev. 4525.

The whole recipe is as follows:

Dolphin r.4525

OPTIONS:
___Configure =>
=>"General"
ON: Enable Dual Core, Enable Idle Skipping, HLE the IPL, JIT Recompiler, Optimize Quantizers, DSP on thread, Use Panic Handlers
OFF: Everything else
=>"Gamecube"
everything default
=>"Wii"
everything default
=>"Paths"
select folder with Climax Heroes W
=>"Plugins"
Graphics: Dolphin OpenGL
DSP: Dolphin DSP-HLE Plugin <-------throw away default one, and use HLE sound plugin taken from Dolphin r.4626
Pad: Dolphin KB/X360 Pad
Wiimote: Dolphin Wiimote Plugin
___Graphic Settings
=>"General"
ON: Auto Scale
OFF: Everything else. Turn Native resoltion off or character models will have pixelated edges
Custom Resolution: Depends on your monitor; I use 1280x960
Enhancements: experiment with those for better graphic at cost of slowdown. I have everything there off.
=>"Advanced"
ON: Copy EFB to system RAM
OFF: Everything rlse
___DSP Settings
ON: Enable HLE Audio, Enable DTK Music, Enable Other Audio
OFF: Enable RE0 Audio Hack, Enable Loop Audio Hack (if you turn this one on, game will have freeze after winpose glitch)
Audio Backend: DSound
(remember to use DSP-HLE plugin (/Plugins/Plugin_DSP_HLE.dll) taken from Dolphin r.4626. You can identify it by “Enable Loop Audio Hack”, since older sound plugins wont have this box at all)
___Pad Settings
(you dont use this)
___Wiimote Settings
ON: Connect/Use Real Wiimote
Emulated Extensions: Classic Controller
then press “Button Mapping” to open button mapping window. (Note: you will use Classic Controller so basically you may not care how Wiimote buttons are configured)
=>“Classic Controller”
(set everything there to "Keyboard)
Left Trigger: Left Roll (I map this to H)
Right Trigger: Right Roll (I map this to L)
Left Z: Form Change (I map this to Y)
Right Z: Finishing Move (I map this to O)
Digital Left/Right/Up/Down - your movement directions (I map this to ADWS)
A: Special Move Button (I map this to K). This is also button used to enter and confirm stuff in game’s menus
B: Support Attack Button (I map this to J). This is also button used to exit and cancel stuff in game’s menus
X: Strong Attack Button (I map this to I)
Y: Weak Attack Button (I map this to U)
+: Start Button (I map this to E)

Home: This button pauses game and switches to Wii menu

After this double click at game in game list, and start it.
Emulation is perfect, although rarely you will get some sound artifacts that will vanish again after few moments. They occur if “Enable Loop Audio Hack” box is checked; and if its not checked then game will hang after character’s winpose, so its not like you have the choice.

can u use your gamecube controller?

So it sounds like there’s no point to the original Climax Heroes now that W is out. Or is there something missing in W (stage, music, extras)?

And how does Dragon Knight compare to Climax Heroes or W? And does the DS version have a real fighter mode? Any reason to get the DS version?

Any further info would be appreciated.

KRCH:W has everything from original KRCH except for Decade Mode missions. Instead KRCH:W has Climax Mode which features separate mission routes for each character in game. Also KRCH:W gallery mode features stuff from Kamen Rider Double show instead of Kamen Rider Decade; and its Ganbaride card gallery has whole 29 pages of cards instead of like 13 ones in original KRCH

Climax Heroes/W
-Form Change (almost everyone has at least one alternative form)
-Special Moves button and several free special moves
-Support Attack button provides support and counter attack while background turns into dimensional rift
-Original KRCH has 14 playable characters and 6 unplayable ones you encounter in Decade Mode
-KRCH:W makes those playable and adds even more new characters, for 28 playable characters total.

Dragon Knight
-No Form Change, everyone has only 1 form
-Card-based special moves, each uses up its card and can be used once per round only. Wrath (Odin in original japanese version of show) has free teleports though.
-Advent button summons your advent monster to provide support and counter attack while background turns into mirror dimension
-13 playable characters, unplayable boss (Xaviax) who has no moveset of his own and randomly copies movesets of other chars. I think DS version also has some monsters playable, but I havent played it much

^well for people who doesnt have a wii AND a good PC,BUT have a PS2 have a reason to get the PS2 version,and that’s important because playing on the PS2 is more convenient than playing on a keyboard,plus its really “old” now but back then its all the rage since you can play as decade SOONER than the Wii version

but if you only have a PC and doesnt have any of the consoles of course PS2 CH is pointless now…

as for infos about DK you can visit gamefaqs on the CH message board,i have posted the same questions there and got the answers there
http://www.gamefaqs.com/boards/genmessage.php?board=959446&topic=52495678

AND you can visit GF’s KRDK section and ask for “tekkaman gamma” there,i think he has both the wii and the DS version(in console,not emu’s)

You can stick PS2 and like every other pad into PC via converter…and even if emulator wont support it you can map buttons to pad via xpadder, so no problem here

well,its still more comfortable in the actual consoles IMO>.<(even if the game is from a ripped ISO) since you will have practically no problem at all,but yeah,i get your point

btw are you going to update the old FAQ with the CHW rosters?i’m curious about the new roster’s movelist…

also,is W’s “free” half change grants invulnerability frames like all other rider form changes does?and can it be chained from a combo into the next form’s combo like the older characters?it’ll be quite scary if its that way since he can basically adapt to any situation with 6 forms avaliable for a match

For now I know that it pauses the game until he completes the half change

i see,so is he definitely in high tier or does W has some huge weakness like crap defense/attack power?

W feels pretty uncomplete at any moment of game, since at any time you play him, you have access to 2 combos and 1 special move only, and its impossible to get creative with his combos and stuff. I understand they made it to make him more balanced, basically:

Without gauge-using Form Change, normal character has
-6 combo strings
-3 special moves
W has
-3 half change forms each with 2 combo strings and 1 special move
-Yes he has air special moves too, but I do not count air specials since those are most generic ones in game - air rider kick for Joker forms, vertical falling staff slam for Metal forms and triple air shot for Trigger forms
-also W forms are even more watered down without use of Maximum Drive powerups, which leave you open and can be easily interrupted by opponent, so you need to ward off opponent first.

About defence/attack power, Cyclone forms are all weak but fast, Heat forms are all powerful but pretty slow, and Luna forms are not fast nor slow but each has some sort of trick.

so can you use a gamecube controller?

oh and when I played the ps2 version of the game, characters felt mad stiff and gameplay was hella choppy. did any of this get fixed in the wii version?

I use keyboard and emulator so cant tell about gamecube controller. Game doesnt uses gamecube controller plugin, it uses Wiimote plugin which has several options such as Nunchuck and Classic Controller, etc.

Gameplay is same as in PS2 version, just more characters

the gameplay is not choppy IMO,its just in order to create a fluid string you are forced to use rider cancels,but yeah,the stiff part still counts since several riders have a quite weird strings of attacks

@kuro:hmm,that actually sounds interesting,so its a bit of a challenge to play as W,it seems that they force you to constantly change forms&use powerup in order to fight properly since if you stay in one form too long the opponent(especially human ones) will figure out your moves easily and pin you down,i guess its like playing as zappa in GG?>.<

too bad the most of the characters doesnt have a solid single hit standard moves(like agito ground does),because if that’s the case then the 2 string limit on W would be much of a problem

Each form of Double has own specialty in its normals too. Havent tested him fully, but off the top of my head:

Cyclone forms:
CycloneJoker: Turnarounds
CycloneMetal: Knockback
CycloneTrigger: Fast weak shots that come in series and DO NOT knock down. Charged shot becomes unblockable stream of wind.

Heat forms: (all have superarmor capability)
HeatMetal: Low attacks hit grounded opponent.
HeatTrigger: Slow powerful single shots that knock down; charged shot causes Guard Break. +spam of Support Attack - unblockable shot that sets opponent on fire for continious loss of health.
HeatJoker: Juggle combos

Luna Forms:
LunaTrigger: All kinds of homing shots that mostly do not knock down. He has secret normal attack chain where you pause between button pressed to get 9 shot string instead of default 4 shot one.
LunaJoker: Half-screen range Dhalsim-style melee brawling. +spam of Support Attack - unblockable stretch first that reaches 3/4 screen range and knocks down.
LunaMetal: Knockback normals; overall a counterattack-based character