In the DS version, monsters are ONLY playable in the VS CPU mode. Ventara and Challenge modes are Rider only. Also, the game has no multiplayer.
hmm,i find it strange that all heat forms get superarmor,judging from the affinities of each half change it should’ve been all METAL forms instead,but hey,CH does the strangest things,like making kuuga pegasus the 2nd toughest rider playable,so that’s no surprise
Well I assume that they went like "we have three sets of forms - Cyclone, Heat and Luna, so while Cyclone will be speed character, and Luna will be strange/trick character, that leaves Heat as powerhouse character of the bunch -> And in CH most powerhouses have superarmor.
On topic of superarmor, AutoVajin is quite beastly, being the only character that has superarmor at all times, having Very High defence rating, being able to Guard Break very fast with Rider Cancelled (11). He can compete with top tiers with little problems, even against DiEnd (whose shots only knock back on 3rd or 5th hit so while it comes out AutoVajin is already punching DiEnd in the face, and Ouja has no effect on him as well)
I read a bit of info somewhere, and I just want to double check: this game DOES allow for mirror matches, right?
Yeah, it still hasn’t come in yet…
At select screen, game doesnt allows two cursors to be on same character slot (both before and after selection). This means no mirror matches.
Moreso, most of character slots have 2 characters in them (normal and hidden, selected while holding +). Thus those characters can fight each other as well.
For example this means no Kabuto vs Dark Kabuto, no Faiz vs Kaixa, no Ryuki vs Ryuga, etc since those character pairs share same select screen slot
Is this true of both versions, or just Wii?
No mirror matches is true to both versions (Wii version is basically an upgrade on PS2 one);
However PS2 has 14 characters / 14 select screen portraits, so every character can be played against every character.
Wii has 28 characters / 15 select screen portraits, hence the additional matchup limitation
;_;
I suppose it’s not a huge deal, since nobody is going to take the game remotely seriously anyway, but it’s something of a disappointment for something as ingrained into fighters as mirror matches be left out by a developer as accomplished and competent as Eighting.
Yet another reason we need a Climax Heroes 2, with mirror matches, Showa riders, and whoever comes after Double next year.
Something tells me that third game on same engine isnt gonna be the last. Just look at Ganbaride, a cash cow that already has 7 iterations with new chars, and still brings money. And Climax Heroes being Ganbaride’s fighting counterpart (where you directly control characters) will bring money as long as Ganbaride. Add there recent Kamen Rider hype that started with Decade, and creators speaking about how they want to bring all KR universes together so both new and old characters will take active part in shows/merchandise as to not to be forgotten.
the closest thing to a mirror match is using one of the decades,but even then its not the same,aside from time limited,the decade forms fight quite differently than their original counterparts…
Yes because they can spam support attacks and heavily incorporate them in combos; original riders lack this ability in first form. Decade’s KamenRide forms’ gameplay is basically defined by type of its support attack.
I find it most fun to use Faiz KamenRide, spamming AutoVajin and Crimson Smash simultaneously since they can connect into each other (AutoVajin rush knocks grounded opponent to air where you can nail him with Crimson Smash, and vice versa opponent who falls after Crimson Smash can be picked up by AutoVajin. Needs some timing and can be evaded with rolls though)
By the way, KickHopper may be the god of all riders in game, his basic form has 90% of lifebar combo, and he can take away 200% (2 lifebars) in Clock Up. So basically match starts, first combo connects, this fills his Rider Gauge, then Clock Up, and after Clock Up opponent is down to 10% health (this is of course speaking about Medium defence characters).
^how does he fares against other clock upper&faiz?,and against clock up killers like kuuga titan&pegasus?,i dont think human players will just stand and let their lifebars get drained like that though,surely the moment they got their gauge filled they’ll escape using support counter…
also,what’s G3-X&kaixa’s form change does?since i didnt recall there are alternate forms for those two,its a bit unfair if all kabuto dudes gets clock up but the other unfinished CH rider like the ryuki,faiz,den O,and agito rival riders doesnt get something in CHW
Kick Hopper
vs other clockup characters:
Since Clock Up against Clock Up results in normal conditions fight, he just uses 90% combo and owns with it;
If its his Clock Up against non-clock upped opponent, he uses 200% combo
If opponent Clocked Up before him, he’ll use Rider Jump-Rider Kick to waste time.
Vs Kabuto: Kabuto Clock Up has fragile defence (takes 182% damage), it doesnt matters against most opponents, but matters very much against other Clock Uppers such as Kick Hopper. If they both Clock Up - Kabuto’s 150% chain wont work, and KickHopper’s 200% chain wont work due to lack of slowdown. KickHopper cam still do 90% combo, it will take away ~160% against Kabuto Clock Up due to his low defence. Kabuto Counter Attack is a teleport that does no damage, so it doesnt helps him either. Plus he cant do it while in air, and Kick Hopper has special juggle that works despite opponent using air recovery, so once that starts, Kabuto is helpless.
**Vs Faiz: **Faiz Axel has lowest defence in game (takes 188% more damage), it doesnt matters against most opponents, but matters very much against other Clock Uppers such as Kick Hopper. If they both Clock Up - Faiz’s 150% chain wont work, and KickHopper’s 200% chain wont work due to lack of slowdown. KickHopper cam still do 90% combo, it will take away ~170% against Faiz Axel due to his low defence. Faiz Counter Attack summons AutoVajin, that isnt slowed down in double Clock Up but can be avoided with roll if you look out for it. Plus he cant do it while in air, and Kick Hopper has special juggle that works despite opponent using air recovery, so once that starts, Faiz is helpless.
**Most important: **KickHopper is able to kill opponent like within seconds, so they may not even have chance to go into Clock Up. Example: KickHopper vs Faiz. Round starts, KickHopper does combo and it takes 118% of life from Faiz, yet gives Faiz only 1 stock of Rider Gauge. Its easy to count that Faiz wont even have 3 Rider Gauge stocks at moment of his death (when 3 lifebars will be drained).
Vs Kuuga: a char who has very low defence in basic form (takes 140% from all attacks in basic form), again he is destroyed even before he has a chance to henshin. Well lets assume he can henshin after all
Vs Kuuga Titan: Kick Hopper has 1-hit knockback attack and can combo it into Rider Jump~Rider Kick, so he can fight superarmor characters. Mind that if Kuuga has full Rider Gauge, it means Kick Hopper has full one as well, and in Clock Up mode he can build some combos 1-hit knockback into rider kick. His normal Clock Up combos (200% one) wont work on superarmor chars though. All thats left is to evade Kuuga’s Gouram summons, but they are somewhat easy to evade, especially in Clock Up. Kuuga Titan was reinforced in Climax Heroes, since Calamity Titan now can be followed, and he can shift
Vs Kuuga Pegasus: Short and simple, he can break Gouram Flight with Rider Jump~Rider Kick, and all other stuff slows down in Clock Up and can be evaded.
From the bonus characters, everyone except Gatack, Dark Kabuto and Hoppers have no secondary form.
Character gimmicks for them are (in first form):
Gatack: Probably best Guard Break-aimed character in game
Dark Kabuto: Has juggle starter with unique properties, which allows mindgames with juggles/bounces, combos continue based on will opponent use recovery or no. Has 1-hit knockback attack.
(Dark Kabuto has F rank (Very Low) defence at all times, while Kabuto has E (Low) defence in normal mode and G rank (Fragile) defence in Clock Up mode, so I suppose they are comparable in defence aspect)
Kick Hopper: Damaging up close combos. Has 1-hit knockback attack.
**Punch Hopper: **Knockback; Has 1-hit knockback attack.
G3-X has very high defence, his GX-05 Cerberus is a multi-purpose move (Zoning, attack of downed opponent, fast Guard Break, combo up close, Knockback, and also can be used to ward off air attacks with some skill). The move consists from 3 parts (startup shots, optional prolonged shots, and sniper shot in the end). G3-X uses Rider Gauge on cancels, for 75% combo up close, and his grab deals whole 25% damage. Has 1-hit knockback attack.
Ryuga has low defence and is all about keepaway game. His gimmick is that he gets Drag Claw from the get-go, and can use Rider Gauge to increase its firing rate and aim for Guard Break from full-screen distance. He also has biggest number of “special moves” out of all bonus characters (air shot, double ground shot, unblockable Dragon Rider kicks).
Kaixa: No one knows how to unlock him at the moment so I cant tell much about him. I encountered him few times in Climax Mode and he has air Blaygun shot and ground Xeno Clash done with sword. Dunno if he has something else.
AutoVajin: very solid, very high defence, the only character who is in superarmor at all times, 50% combos, can spam combos for Guard Break up close. He can beat DiEnd somewhat easily.
Nega Den-O: High defence, a character oriented on positioning as he has a number of combos that work close to stage border. Then he also specializes in safe on block combos. Finally, he has special juggle combo that is EXTENDED each time opponent decides to use air recovery, and will actually deal bigger damage. He also has 1-hit knockback attack.
Magma Dopant: Godly defence (highest in game), Magma Burst covers entire area against opponent and can be Rider Cancelled into itself, and each time it connects it fills 1 more Rider Gauge segment…so basically it Guard Breaks very fast, and after that starts infinite combo that can be broken from only with Counter Attack, after that Magma Dopant starts new one moments later. He also can catch airborne opponent with Magma Burst spam and hold them there for quite awhile. He is an uber character, even with 1 special move, lol.
T-Rex Dopant: Very high defence, and likes to play soccer using opponent as soccer ball. His Running Tackle knocks opponent away, and after that its up to you do next Running Tackle in right direction; if you did, you crash into opponent again, and he is knocked away again, etc. Also after missing Running Tackle if you happen to be near opponent, you can use several low attacks to attack him while he’s still down.
Gelnewt and Worm both suck (bottom tiers), but Worm is better, as he has Very High defence and easy Rider Cancel combo for 50% damage.
So I downloaded this game and burnt it for Wii. The game took me a little to get used to (it uses ALL the buttons, not just the face ones), and it’s actually better on a gamepad than a stick, IMO. As much as I love Masked Rider, I’d have to say this game could be a lot better. The graphics just plain suck, they look like early PS2 graphics (nothing a filter on Wii couldn’t easily fix), and the gameplay never lives up to it’s true potential. The fighting mechanics need to be smoothed out, the characters need to be balanced out a bit more, and there’s stupid little issues here and there (like the mirror match issue or lack of a real arcade mode). The “Climax” mode feels like a chore most of the time. Now I’m not saying I hate this game, and I know that it’s just a quick merchandising effort by Bandai. But this game has potential. We have recently been graced by a couple of great Gundam games for Wii and PS3, and Masked Rider is even older than that. Id say it’s about time for a better rider game. The thing is, it’s easily fixable. All Bandai has to do is change some damage/defense of the riders to balance them out, throw a filter on the Wii version to “improve” the graphics (not really improving, just making less ugly and more stylized, thing RockBand 2 or HotD:OK), add some more modes and content (like extra stages, an arcade mode, and maybe online), and just do some bug fixes. Honestly, they’re really needing to just tweak the existing game. If they make another, and I see some great improvement, I’ll buy the actual game. I’m still going to play through this game, unlock everyone and maybe throw down a little multiplayer.
DOLPHIN (WII EMULATOR) FULL WORKING CONFIG:
_UPDATE Dec.17, 2009
At the moment, game seems to work better on Dolphin revision 4651 (googlable, I downloaded from here
http://cid-f8f5a9553842d2ac.skydrive.live.com/self.aspx/.Public/Dolphin/Dolphin-4651-32bit.7z)
-No hangs after winpose
-No sound artifacts
-No music glitches
-Savestates (quicksave/quickload) work properly, helped me alot in testing attack damages.
(Before that, I recommended to use Dolphin revision 4525 with HLE plugin from rev. 4626 but it had minor sound artifacts, as well as disabled controls upon quickload. Dolphin rev. 4651 solves those problems)
–> Configuring emulator:
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
___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.
========================================
Ok back to conversation
Should be true since you avoid double button presses (Z+R etc). I use gamepad plugin for it too.
Well, at the moment this is probably the best KR fighting game, since other good ones are Kabuto one (which has far smaller amount of riders and specials) and Agito one (outdated but still), and other KR games blow. Climax Heroes W good point is that it has alot of variery, some in-depth mechanics, and each character has
Climax Heroes on PS2 had arcade mode, which consisted from fights with riders on same arena route repeated over until you beated all riders, and in the end you got nothing (well you could look staff roll). This is exactly the same as selecting different arenas/opponents in Battle Mode in Climax Heroes W (where you can also select hidden characters, which wouldnt be available in Arcade Mode of game, seeing how you never meet them in Survival Mode.
As a rule, each character in game is more than meets the eye, basically everyone has some special gameplay gimmick that you cant figure right off the bat, but only by testing the character and what he can do. Different chars specialize in different types of gameplay, so I would like to hear what things exactly are unbalanced. Well thats not to say that theres no high/mid/low tiers in this game, but theres no entirely useless chars (aside of Worm and Gelnewt) either.
For example you cant say that Kick Hopper (lacks support/counter attacks), Magma Dopant (lacks support/counter attacks and form change, has only 1 special move) and AutoVajin (has only 2 attack strings, lacks everything else inclusing air attacks and throw) are unbalanced just based on their uncomplete movesets. Kick Hopper is Clock Up damage champion of game, AutoVajin has very high defence and is in superarmor at all times so he doesnt cares about actions of opponent, and Magma Dopant has highest defence in game, very damaging normals, and dominates most characters with non-stop magma rain spam.
You can play on PC using Dolhpin with antialiasing and other stuff turned on; like big resolution, etc.
Well, Climax Heroes W is already a better game than original Climax Heroes (although this is done by doubling number of characters, and they made little changes to 6 extras that were unplayable on PS2.
About multiplayer, I need someone to test kaillera netplay, because right now I dont even know if it has some issues or not. Basically I need someone who plays this on PC too, preferably from Europe.
nice,great description of the “new” characters,“gatac” sounds great now,since he’s basically agito trinity without the halberd long reach(which is why he has awesome guard break ability)
although i have to disagree about the “best” thing though since den O sword also had mean guard break attacks with his extreme slash(but its mostly aimed on long distance wake up calls or used along with the denliner support),decade also had the kiva arrow(which works great on AI’s only,sadly),blade king has the RSF,and of course agito himself…but yeah,gattack has unlimited time and no need for gauge to do his thing so i kinda get your point
i’m just beginning to DL the game,still on part 2 now,i hope my PC can run this>.<(anyone had a suggestion of a small wii game to test the dolphin before i finish getting CHW?)
also,is there new stages/music in CHW?because all i see in the vids are old ones,even the themesong is still the same…
“Gatac” is finally Gatack in Climax Heroes W; they fixed his name.
well I meant that he is a character entirely centered around guard break, “d+(12), Twin Caliber” is his main combo and it has 3 outcomes
-it Guard Breaks most of time
-if by chance it made no Guard Break, its SAFE on block
-if it connected, it knocks back and Gatack charges Rider Gauge, then Clock Up, then 180% Clock Up combo, then you are soon treated to his awesome winpose where he makes “Oh yeah” gestures and screams “Have you witnessed my power?”
Agito Trinity has similar move but for him (as a secondary form with time limit) its very bad move:
-It a time waster
-makes low damage when hits
-knocks back which is another time waster and grants no advantage whatsoever
-moreso Agito Trinity is strong in melee combat and not ranged one, so he needs opponent to be close all the time.
And Gatack’s (111) combo specifically has pause after 1st hit so opponent can block next 2 hits, but at the same time deals big guard damage.
KRCH, KRDK and KRCH:W all use same 7 stages/music
Since we are still clueless about how to unlock Kaixa, I though this:
http://www.bandaigames.channel.or.jp/list/climax_heroes/wii/password.html
Passwords released on site so far:
1)Arakuzu Kan - Decade Complete Form
2)Toki no Unkou - Unlocks Zeronos
3)Kami no Shisha - Unlocks Ixa
4)Kaitou Daiki - Unlocks DiEnd
5)Keroi Hakaisha - Unlocks Dark Decade
6)Fumetsu no Soshiki - Unlocks Stage EX 2-2 (Nega Den-O)
7)Nekketsu Kan - Unlocks Stage EX 1-2 (Gatack)
8)Prototype - Unlocks Stage EX 2-3 (Dark Kabuto)
9)Bukiyou na Otoko - Unlocks Stage EX 1-3 (G3-X)
Passwords that werent released on site yet
(unknown) - Unlocks Stage EX 1-1 (AutoVajin)
(unknown) - Unlocks Stage EX 1-4 (Kaixa)
Omae wo Koi - Unlocks Stage EX 1-5 (Hoppers)
Kagami no Sekai - Unlocks Stage EX 2-1 (Ryuga)
Shibuya Inseki - Unlocks Stage EX 2-4 (Worm)
Mirror Monster - Unlocks Stage EX 2-5 (Gelnewt)
Kazetanishiten - Unlocks Stage EX 2-6 (Magma Dopant)
Wind Scale - Unlocks Stage EX 2-7 (T-Rex Dopant)
My idea that if you track order of last passwords released, its EX2 stage for dark rider, then EX1 stage for normal rider, then EX2 stage for dark rider, and EX1 stage for normal rider, so if this continues, next update should have
Kagami no Sekai - Unlocks Stage EX 2-1 (Ryuga)
(unknown) - Unlocks Stage EX 1-4 (Kaixa)
And then we either
a)Beat Kaixa’s EX stage and unlock him
b)Beat Kaixa’s EX stage and find out that we need to beat all EX1 stages to unlock him, then wait for Autovajin EX stage password.
Meanwhile I wanted to find out which type of character Kaixa is so I observed CPU Kaixa and heres what I found about his moveset:
Kaixa
Defence = C (medium)
WEAK STRING 1: overhead punch, gut punch, hook, low punch = 30%, Knockback
WEAK STRING 2: 2 punches, hook = 19%, Small Stagger
WEAK STRING 3: gut punch, hook, side kick = 24%, Knockback
STRONG STRING 1
right overhead slash = 18%, Big Stagger
STRONG STRING 2
left horisontal slash = 7%, Low / Small Stagger
STRONG STRING 3
side uppercut slash = 5%, Low / Juggle Stagger
DASHING NORMAL
slide kick = ?%, Low / Big Stagger
AIR NORMAL
air flipkick = 4%
THROW
(unknown)
SPECIAL MOVE
right overhead slash = 8%, Big Stagger
_left overhead slash = 5%, Low / Small Stagger
__side uppercut slash = 3%, Low / Juggle Stagger
___Xeno Clash = 12%, Knockdown; (Collapse on Guard Break)
= 28% total
AIR SPECIAL MOVE
Aerial Blaygun Shot = 6%
-If opponent blocks Xeno Clash chain, Kaixa will still slide behind him with Xeno Clash, and will position himself behind opponent’s back
-Blocked Xeno Clash chain does big amount of Guard Gauge damage. Its effective for Guard Break and causes Collapse on Guard Break hit (can be followed afterwards).
-Xeno Clash Chain can be successfully used against laying down opponent. Second hit hits grounded opponent and causes Low Bounce, third hit catches off that bounce and lifts opponent off ground, and fourth hit (Xeno Clash) connects to opponent afterwards.
Kaixa gameplay summary:
-Beats nearby non-blocking opponent with long combos into Xeno Clash chain; all his slashes are very fast
-Beats nearby blocking opponent with Guard Break
-Beats opponent who is still on ground after prev. hit with Xeno Clash chain
-Beats distant opponent with air Blaygun Shot
It seems theres no situation in which Kaixa’s opponent will be safe, unless Clock Up will be used.
well,i usually use firestorm attack after a blocked rider shoot,for GB purposes this deals a sweet 80~90% guard damage,if the kick hits i’ll just continue attacking with other attacks instead and i believe gatack lacks a riderkick ish jump attack
as for the stages,aw crud…that’s actually one of the most disappointing aspect of CH,now we have 3 games that looks like an edited version of each other and not a new game at all
First version of guide for Kamen Rider Dragon Knight game (I post here since I see no KRDK thread)
http://spirits.kaillera.ru/viewtopic.php?f=179&t=10819