[Video Game] Super Climax Heroes (All New Info in First Post)

V3 is fine. He is my friends favorite Showa era rider so I'm sure he will like that. Gonna let my friend choose the other rider.
My favorite too. Out of all Showa riders in the game I think he's the strongest one, even stronger than Shadowmoon.

And here's a match I uploaded not long ago.

[ame="http://www.youtube.com/watch?v=TYLeKIVTrs4"]OOO combo change vs. Eternal[/ame]

What do you think of the match? BTW this is between human vs. CPU, so Eternal is pretty sucked. If that is human player, Eternal is a hell of a opponent -_-"
 
Character Skill Level Up Shop

After maxing out health, defense, attack, etc.., there are still things we can do to improve the character, but I am having trouble interpreting them. Also, I don't know if it's worth wasting 15000 RP, when I don't know what these changes are.

After pressing the triangle key on the PSP, there are 4 categories. Luckily, the fourth one only requires activating on or off, not spending RP. That said, does anyone understand what the previous 3 categories mean? I know that the 4 categories have different names/powers for each character. What is the general gist of the three categories? Thanks.
 
I give Shadowmoon the nod because he can net big damage with different set-ups while V3 while overall more solid, has trouble dealing out huge damage because he lacks set-ups for his Finale and he doesnt have loops.

Here is the V3 write-up

V3 - Rider No.3, The Worthy Successor

Pros

+ ALOT of safe chains and normals. Overall the safest character in the game for up close combat and footsies.
+ Air dash for added mobility and another approach option
+ Blast from the Past has invincibility frames on activation and powers up all following attacks until it deactivates
+ Riderman (Summon) is unblockable
+ Two specials that are fast, effective and fairly safe on block
+ Has an air combo that loops itself and sets up for Climax Finale

Cons

- Mediocre meter building
- Riderman does low damage
- Can be a bit too linear and straight forward
- Has no weapon. Attacks with his body for all his moves putting himself more at risk


Notable Moves/Chains/Specials

In Air+R - Air dash. Added mobility and another option for approaching

L - Blast from the Past is his Rider Art. Damage and guard damage buff and activation has invincibility frames.

Sp - Rider Chop. Fast and tends to beat alot of moves. Takes a step back when he does it making it safe when spaced well.

F or B+Sp - A flip kick that covers alot of ground. Fast and fairly safe.

W,S - Air combo starter. All hits safe on block.

S,S - Second air combo starter. All hits safe on block. First hit has enough stun that allows you to link after it.

F+W - Chain starter that's safe on block.

D+W,S - Safe hit confirm. All hits safe on block.

D+W,W,W - Safe hit confirm. All hits safe on block.


Hit Confirms/Combos

Summon ~ Sp/F or B+Sp - Easy and decent damage after Riderman pulls the opponent off their feet.

S ~ W,S Jump W,S,Sp - Basic safe hit confirm into air combo

S,S,S,S RC D+W,W,W - Guard pressure string using Rider Cancel. Safe at the end

W,S/S,S ~ Climax Finale - Set-up for Climax Finale. Game ender/comeback combo

W,S ~ W,S ~ Sp - Relaunch loop ending with Rider Chop. Only works near the edge of the stage


General Strategy

If you are coming from a background of Street Fighter 3 Third Strike or any other game that focuses alot on using normals, a strong ground game, and footsies then look no further than V3. He has tons of safe moves and attacks. An air dash means he is never really at a loss on how to get in and his safe offense lets him apply pressure without fear. His normal that consists of 2 high spin kicks is probably the safest normal in the game. It has virtually no recovery and V3 is almost immediately back in his neutral stance after doing it. His basic S chain starts with that normal and his D+W,S as well as his D+W,W,W both end in this normal. His specials are fast and pretty safe as well. Sp has great start-up and can stuff alot of moves out of their start-up. It's great for shutting down approachs or when your opponent whiffs something up close. F or B+Sp is better as a surprise move. V3 leaps in the air to do it and you can get knocked out of it if it's spammed. Still its fairly safe so a V3 player shouldnt fear throwing it out occasionally just to keep an opponent honest. His summon Riderman is a nice option. It's unblockable and leads to free damage. Easy way to punish players that are overly defensive. It's also good to throw out when you are pressuring someones guard. If they parry or guard back step Riderman can still catch them causing them to waste guard guage and you maintain your offense. His only true flaw is that he isn't completely broken. Which isnt really a flaw so much as to say he is a really "honest" character overall. He is a straight forward character that is good at what he does. He also lacks a weapon in a game where there are many weapon users. This means he uses his own body for all his attacks aside from his summon thus putting himself in harms way alot more then several other chars. This is a small issue however because he attacks fast and recovers quickly from his moves. V3's gameplan is to stage a safe offense and punish defensive play with Riderman as well as use his Rider Art to buff his damage and augment his safe rushdown. Using safe and solid rushdown to net a guard break then use W,S/S,S ~ Climax Finale to get the win. His win condition is not hard to achieve due to how safe he is. Being solid and consistent while remaining safe is what V3 is all about.


Overview

He is a solid footsie character with alot of good moves. One of the few chars that doesn't really have any bad or useless moves. His lack of a completely broken trait is what keeps him from god tier but he is one of the best and most well rounded top tiers. He has no truly exploitable flaws or weaknesses for an opponent to take advantage off. He just feels really solid overall and has a very focused fighting style with no wasted movement or extra frames of animation. The third rider is definately worthy to be called one of the best if not THE best showa era riders. VERSION THREE!!!! GO!!!!

This was a fast and easy write-up since I had been experimenting with V3 for quite sometime already and he isnt a complicated character.

Shadowmoon next?
 
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After maxing out health, defense, attack, etc.., there are still things we can do to improve the character, but I am having trouble interpreting them. Also, I don't know if it's worth wasting 15000 RP, when I don't know what these changes are.

After pressing the triangle key on the PSP, there are 4 categories. Luckily, the fourth one only requires activating on or off, not spending RP. That said, does anyone understand what the previous 3 categories mean? I know that the 4 categories have different names/powers for each character. What is the general gist of the three categories? Thanks.

You mean the skills power up? Yes for most characters you start with 3 skills available, each can be bought by RP. The 4th one is only unlocked when you get LV MAX for that character, so basically yes you do kinda spend RP for the 4th one.

Each skill is different and varies from character to character. Normally the ones on the top give less bonuses while the ones on the bottom give more boost but decreases another stat. You can have increase ATK, DEF, guard gauge, boost Rider gauge, etc.

For W and Drake IIRC, one of them is large amount of auto gauge charge, but greatly decreases your guard gauge or defense or attack or something like that.
 
I give Shadowmoon the nod because he can net big damage with different set-ups while V3 while overall more solid, has trouble dealing out huge damage because he lacks set-ups for his Finale and he doesnt have loops.



Shadowmoon next?

When using Shadowmoon, I am very irritated by my friend who play super defensive, and Shadowmoon is kinda slow. Do he have anything that can close to opponent?

How about Faiz? I remember you say something interesting about Faiz Accel. Kinda wanna know what do you mean
 
Yeah Faiz does have some reset potential, but thats not the main reason he is crazy.

Faiz was the first character in this game I truly considered to be broken. At this point I feel Kaixa and Eternal are better but I stilll feel he is god tier along with them and three others. He has the best Super Speed activation because his is considered a transformation which is near instant like any transformation, unlike the Zect Riders who Clock Up by hitting a button on their belt which takes longer. This lets him create tighter block/pressure strings and net his CC (Custom Combo) with far greater consistency.

He is fairly safe on several of his chains on the first one or two hits making him good at hit confirms. He can also hit confirm into his Climax Finale, a trait ALL of the God Tier have. They all have some kind of loop or hit confirm into huge damage and all of them can consistently net over 70% in damage in diff ways. For me a god tier is a char that can operate outside of the rules of the game or has traits that are so extremely abusive that the rules just don't matter. For Faiz, its that he has the best super speed mode, his unblockable Crimson Smash, the speed and large hitbox of Faiz Shot not to mention its pretty safe on block and his CC is the best in the game. A full bar CC from Faiz can take around 75% life and activate climax time.

Might as well talk about Faiz since you guys are inquiring. I consider him to be my main character and he is one of my favorite riders.

Faiz - The Blazing Firefly

Pros

+ Faiz Shot (Sp) has great speed, range and is fairly safe. It's a great punish and pressure tool.
+ Sparkle Cut (F or B+Sp) Is unblockable and has limited tracking for the first part of the move
+ Crimson Smash (In Air+Sp) is unblockable
+ Has an air combo
+ Can hit confirm into Climax Finale
+ Strongest Custom Combo in the game
+ Strong Oki and mid range game thanks to his specials

Cons

- Average damage on his chains
- Sparkle Cut leaves him wide open when dodged
- Crimson Smash has some recovery to it that can be punished if it's properly avoided or it whiffs

Notable Moves/Chains/Specials

Sp - Faiz Shot. Great move. Good speed and good range. Safe though after it's blocked trying to stage an offense will probably just get you hit vs a faster attacking character so just backdash or sidestep. Does solid guard damage too, at about 30% of the guard guage. Great at shutting down strafing and a great punisher as well because Faiz takes a huge lunge forward for this move. This attack is the main component of Faiz's Super Speed Custom Combos.

F or B+Sp - Sparkle Cut. Tracks for the energy wave Faiz sends out. If Faiz misses the opponent when trying to chase them down he will run to the edge of the screen making this risky since he is wide open. Still its tracking ability does it give it some limited use. This move is unblockable.

In Air+Sp - Crimson Smash. A pillar of Faiz's offense. Unblockable and will beat out most other projectiles in the game when they collide head on. When spaced well this move is extremely hard to punish and allows Faiz to gain momentum instantly as it interrupts any move and ignores super armor. This move is unblockable

(Axel Form) In Air+Sp and hold it - Axel form Sparkle Cut. Just pressing Sp will cause Faiz to launch an anti gravity field that is unblockable. If you hold it he will rush in for the two hit slash. This move is amazing. It garauntees that when Faiz henshins into Axel Form he will always get a least a little damage and never waste his meter.

W,W,W - First hit is safe. Fast chain. First hit Faiz takes a large step forward. Good for the mid range game he plays. Puts opponent into spin stun so they can't air recover. Great to get breathing room.

F+W,W,W - First hit is safe. Good for close range pressure.

D+W,W,W - Second hit is safe. Another chain good for close range pressure.

F+W,S - Climax Finale set-up.

W,S Jump W,S,Sp - Air combo

Hit Confirms/Chains

F+S,S,S RC F+S,S,S - Good guard pressure string when going for the guard break

F+W,S ~ Climax Finale/Super Speed Activate then CC/W,S Jump W,S,Sp/W,W,W - Hit confirm into the best combo for your situation. Climax Finale or Activate to end the round or go for huge damage, air combo for solid damage if you are low on meter or just want to conserve meter or basic combo if you have little to no meter or want to conserve meter.

Super Speed Mode Activate ~ Sp,Sp,Sp,Sp,Sp, F or B+Sp, Sp - This is the full bar CC when in Super Speed mode a.k.a Axel form. For every less bar of meter you have do one less Faiz shot. So at 2 bars you go for 3 faiz shots then Axel Crimson Smash then Faiz shot and up it by one for 3 bars etc. Vs some chars you can fit in an extra Faiz shot at full bars though timing is tight. Vs those chars Faiz can net around 80% damage if not more depending on their defense.

F+S,S,S RC Faiz Shot/Activate ~ CC - Good set-up for a rider cancel into a Faiz Shot or activate then CC to end the round.


General Strategy

Faiz plays a different game then alot of the other chars. He isnt about rushdown with normals and lots of pressure and rider cancels though he does have that option. Instead Faiz possesses strong synergy between all his specials namely Crimson Smash and Faiz shot. Both of these moves have attributes that make them very hard to deal with and give Faiz a potent control game at mid range. Faiz shot is fast and safe on block while covering a fairly large distance. The hitbox is big, taller then Faiz's actual character model and hits on the ground (OTG) as well. Faiz Shot gives him a safe response to defensive play and can shut down strafing as well. Crimson Smash is the other backbone of his control style. This move is unblockable and if it whiffs Faiz drops to the ground with minimal recovery. Though he can be punished, its hard to do so when used intelligently and correctly. Jump back Crimson Smash is a strong defensive tool that allows Faiz to be on both offense and defense while maintaining his spacing. Even if he whiffs he will more then likely stay safe. If you really want to be even safer Faiz can Rider Art backwards for 1/2 a bar. The key to using it wisely is to memorize the angle that the Crimson Smash comes out of Faiz's boot. It's always the same angle, so with that in your mind you can more effectively stage an offense and put your attack where it needs to be. Fake jumps are important too so you don't stay predictable. Simply mix in jump backs without actually attacking to keep your opponent on their toes. You can also try landing with a normal so if they try to punish thinking you would do Crimson Smash, they eat a boot to the face or a fist. Sparkle Cut has its uses but is riskier then his other specials so it should see limited use compared to his other moves. He has some safe/fast chain starters for when people penetrate mid range but usually its best to backdash or sidestep and regain that mid range spacing that Faiz thrives in.

Off a knockdown Faiz has a strong Oki game as well. It's really no different then his mid range game and can be seen as an extension of that. Faiz shot is very good on wake-up because the hitbox lingers for a bit so time it so that they get up into it. This way they must block or sidestep/backdash. Depending on how far they went and your positioning, you can usually continue pressure and sometimes even get an easy punish, which will reset the knockdown and now you are in the same advantageous position. Also make sure to mix in grabs on wake-up as well as Crimson Smashes. Sometimes do nothing to bait a sidestep/backdash then get a free punish or Climax Finale. It's a guessing game that favors Faiz heavily. Also remember meter is important. So sometimes why not just charge after you get a knockdown from a special move? This is one of the reasons why Faiz is so strong. He has alot of options after specials and his specials are great.

Faiz has two main win conditions. Hit confirm into Climax Finale or activate then CC. Both are consistently attainable though you may find yourself using CC more since a full bar CC does more damage and is generally easier to set-up. Still its nice that Faiz has both options.


Overview

Faiz is amazingly effective and an absolute blast to play. He has a unique style that works and is rewarding. Ok, lets face it. He's actually pretty broken but so what. He's not the only broken character and he is loads of fun. He requires intelligence to break open completely and is just alot of fun. If you want a beastly character thats fun, rewarding and interesting then you need to OPEN YOUR EYES FOR THE NEXT FAIZ!!!
 
No, I don't think so. btw i stumbled upon this vid on youtube. highest level of gameplay i have witnessed.

[ame="http://www.youtube.com/watch?v=iSIhe2SOZZU&list=UUAoim0HOcXGXFhhUtcJnv7w"]Karatelincoln vs Kenny Killer (KRSCH) - YouTube[/ame]
 

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