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

Beast's Mantles powers are too specific to deserve a Green Gauge, Meteor's Meteor Galaxy could be also made into a Green Gauge but it is pointless since, in both cases, they are not forms

that's kinda pushing it though, Beast's mantles are more like W's half changes and Wizard's styles actually, it's just that they are lazy in developing him and he gets kicked in the arse all the time that the potential became blurry in the end, Wizard was pretty unique in his moves on TV(most obviously Water style), especially on each form's debut, but then they got too lazy to do it again and just made some random stunts for the combat after that, it's the same with Beast, but in a more extreme case

Dolphi mantle has a somewhat unique fighting style in ONE episode where he exclusively uses reverse grip dice saber attacks, ninja-style, chameleo is known for it's fencing style in its debut episode, Falco...i dunno, perhaps a very lenghty air combo like hurricane dragon for his perk, along with a flight rider art, i dunno about buffa though

also, it's not like having a gimped meteor galaxy is great in CH, the meat of his game is spent on normal mode because Storm is just boring and Galaxy hogging all the special attack buttons takes away his other signature attacks(the starlight shower variations, ground meteor strike, etc.), so yeah, Meteor SHOULD have a green gauge, or at least a way to incorporate his other limit breaks into the game[/QUOTE]
 
^Yes! The reason I like to main Meteor on Rider Generation II is because he got all his base form's finishers, including Starlight Shower and Meteor Strike tornado kick.

Also, Accel is kinda incomplete, with no Steam and his other finishers (A-shaped slash and A-shape sword beam, don't quite remember their specific names :P).
Steam can work like Leangle's Blizzard Gale but with no freezing effect, just blowing opponent away.
Accel Trial's Rider Art should had been Accel Machinegun Slasher, where he use Engine Blade to slash multiple times. Or make this as one of his specials.
And Accel Booster. This form can work like Wizard Flame Dragon, where he gain advanced moves of Accel default form, and different specials and Rider Art (Flight of course xD) . Booster's inclusion in Battride War somehow helps the fans to get the grip of his fighting styles. Cut-scene finisher can be AccelTurbuler Phoenix :buttrock:

Beast Buffa likes to melee a lot. Anyway, I think green gauge is possible, it will affect Beast's Special attacks and Rider Arts, while his weak and normal combos stay the same.

But it seems only main Riders get multiple gauges, except for some.....hmm i don't quite remember lol.
edit: Knight, although if he was not imported from another game, his fate would be the same as other secondary Riders
 
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^Yes! The reason I like to main Meteor on Rider Generation II is because he got all his base form's finishers, including Starlight Shower and Meteor Strike tornado kick.

indeed, it's even better in Battride War since you can do fancy stuffs with all of the attacks whereas in RG2 there's not many chaining you can do with his attacks(my main is Punch Hopper)
Also, Accel is kinda incomplete, with no Steam and his other finishers (A-shaped slash and A-shape sword beam, don't quite remember their specific names :P).
well, they kinda combined the A slasher with electric memory in CH(yes, the superarmor slash is in the shape of A, but it's so slow that you probably didn't figure that out, plus there's no trail that creates the "A" mark

Accel is pretty complete in BW, it has Steam as his rider glide IIRC

booster would be appropriate for his base form Rider Art, no need for it to be an alternate form if he's just base form with one different attack and an air dash, we already have that fiasco with Blade jack, which made his base form moot, whereas i agree about machine gun slash being Trial's rider art

Beast Buffa likes to melee a lot. Anyway, I think green gauge is possible, it will affect Beast's Special attacks and Rider Arts, while his weak and normal combos stay the same.

this sounds like his BW version, which is bad, i rather take Thunder's version of him if he doesn't have different normals with each cape, i would like it better if the cape forms have unique normals and 2 specials like W's half changes(with base/loin form having 3 specials, his Saber strike or hisDecade-style kick-strike being his rider art(the other becoming a normal special)

But it seems only main Riders get multiple gauges, except for some.....hmm i don't quite remember lol.

don't forget Birth, he has the special Proto birth Tag gauge so it counts as a unique gauge IMO

there's also the two TheBees(orange and blue)
 
^Yeah forgot about the multiple Rider belt users :P

Now that you mention it, Accel's Electric slashes is in A form. What BanNam can do is change Electric into A-Slasher (complete with the A effect), speed it up, but remove the superarmor. Accel's Rider Art (Electric) just need the sound effect to complete it. Steam can be buttoned into Down+Special, while Air Special should be changed from Jet to Dynamic Ace (Engine sword beam) while Jet only appear when you're doing his Air Combo.
So, all of his skills can be included in CH:
Special> Rider Kick: Accel Glanzer
Forward+Special> A-Slasher
Down/Up Special> Steam
Rider Art> Electric
Air Special> Dynamic Ace
Air Combo Special> Jet
and also his slashing attacks while spinning, it's so badass to be left out. This can be his combination button attack.

And Meteor can also follow this pattern with:
Special> Jupiter
Forward+Special> Saturn
Down/Up Special> Mars
Rider Art> Starlight Shower
Air Special> Meteor Strike
while his tornado kick Meteor Strike can be his combination button attack (recommended Down+Weak>Strong)

Since Booster is playable in BW, there's a possibility of it been included in next CH. Even as Zeronos-type red gauge, i don't mind :)

Also, Birth need some upgrade too. Birth Gotou has a unique combi attack where he use Cutter Wing to cut the ropes that trap OOO while controlling it with Drill Arm. While his Rider Art should had been cut-scened, recreating the attack from where Gotou debut his usage of Birth Belt in tv show (he flies with Cutter Wing and then dive toward the Greeds and tackle them with Catepillar Leg and Shovel Arm)

Regarding Beast, I do want to see different playstyles with each Mantle equipped though that seems impossible...Beast is a butt-monkey even in the tv series. Even people who initially thought he's so overpowered in BW laugh at him as he DOESN'T have a bike and can't jump over a wall :D

Man, now I wish for a PS3 so that I can play BW and play as Accel and Meteor a lot >.<"" (had to finish my study 1st...)
 
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Rider Art> Starlight Shower

what i like about the attack is that it was very versatile in combos, making it a cutscene rider art would be disappointing IMO, the meteor-ball rider art is already okay for now, plus it's also one of his trademark, although Meteor Storm needs a different rider art, the ball just doesn't suit him(he never used it in this form in the show IIRC)

Regarding Beast, I do want to see different playstyles with each Mantle equipped though that seems impossible...Beast is a butt-monkey even in the tv series. Even people who initially thought he's so overpowered in BW laugh at him as he DOESN'T have a bike and can't jump over a wall :D

Man, now I wish for a PS3 so that I can play BW and play as Accel and Meteor a lot >.<"" (had to finish my study 1st...)

that probably had something to do with Eitoku not manning him, but Watanabe had done some pretty good works, so i guess they really want to make beast as un-attractive as possible, even wizard using beast's ring with better results (awesome illusion magic, the ability to swim through concrete, etc.)

so you haven't played BW yet? man, you're missing out a lot of the fun, i find it hard to get back to CH if its not for many of the character not playable in BW, the game is just so fanservice-tastic more than RG2 can be(except for Wizard and Ryuki)
 
I don't think Meteor should be changed at all. I like the way they "summed" him up in the game. I really don't miss Starlight Shower or Accel's "A" Attack. What I do miss is Accel Trial's "teleport" attack that was removed in SCH >:(

Now, Riders like W and OOO need an overhaul to be more "show accurate". II think they should include their individual forms finishers (just like in BW) to make them "whole". Certainly SCH was a step in the right direction (specially with OOO's Rider Arts) but it need to be like BW IMHO.
 
^Accel Trial's teleport skill was removed due to it being Odin and Eternal's Rider Art function now. Kabuto's Clock Up teleport is also gone :/ (at least Kabuto got a Rider Kick :3)

OOO is fine atm in SCH although any addition would be nice, but W clearly need fixing. His base 9 forms are too simple, their normals and specials. W CJX is strong but his playstyle is limited. I'm fine with W FJ and Joker, as the former is pretty accurate to the show while the latter need certain amount of skill to use but pretty much complete

Although I think they should change Joker w/Cyclone into orange gauge, turning Cyclone into Joker's Support.
His support attacks can be:
-Appear mid air and Rider Kick opponent
-Appear above the enemy and descend while using wind power to hurt enemy (similar to JK PowerDizer)
-Appear behind enemy and punches them using wind power (similar to Destwilder)

And the Rider Art stays the same (still one of the coolest Rider Art in the game :3)
 
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Accel is one of the better cast with or without the missing elements you guys have mentioned. Regular form has armor, stuns, and with cancels puts in the work on folks and his trial form is probably right up there with Ultimate forms in terms of viability given its insane rushdown and guard break capabilities.

I know no one said he wasn't good, but I just felt like bringing up that in spite of what they missed they got a helluva lot done right. Here's hoping they put the next Climax Heroes on PSP again though...I'd hate to have to buy a vita for these.

Also in everyone's opinions who do you feel has the best jump combo loops? I know Skull can get 2 to 3 loops off of jump cancel combos, but also The Bee can get around that many as well. I keep hoping to get a good jump loop with Kamen Rider Imperer given he's a gazelle and all :\
 
^Accel is one of my SCH favorite Riders, he's totally can control the match with the powers he had atm :D

And here's also hoping nothing change in terms of platform for CH. They can get more money by adding more ;3

Care to explain in details of what you mean with jump cancel combo?
 
^Accel is one of my SCH favorite Riders, he's totally can control the match with the powers he had atm :D

And here's also hoping nothing change in terms of platform for CH. They can get more money by adding more ;3

Care to explain in details of what you mean with jump cancel combo?

O_O

Yo damn...um you are in for some serious excitement if you haven't done a jump cancel combo yet. You know how in games like Guilty Gear or Ultimate Marvel vs Capcom folks do an attack that launches folks into the air and then they do a stylish air combo on them? Well that exists in THIS game too.

Jump Cancel = Jump Button. During certain designated strings for 1 bar of meter you're free to jump after your opponent in the air to do additional attacks.

If you notice ANY string for your Rider launch someone into the air you can immediately hit jump and follow them into the sky and start doing an air combo...thing is this game has DIVEKICKS. This means you can often beat your opponent back down to the ground by finishing your air combo with a diving attack or even more often than that an attack that simply has a lot of lift on it to put them so high you land first. This puts you under them and back on the ground able to throw more attacks. Folks like Kamen Rider Skull and Kamen Rider Bee (Summon style mainly) can actually do RELAUNCH combos where they do a string into a launcher, jump cancel, air combo, land repeat the launcher string to catch the opponent and relaunch them, jump cancel into another air combo.

These combos do big damage, are sexy looking and are generally the most impressive looking strings in the game IMO. They use up meter, but the reward is generally around as much as some Rider Finales!

Here's a video of my boy reXXXsoprano from Neogaf aka Triple Da G.O.D. doing a kamen Rider Bee (summon style Yagaruma) guide showing some of this. We both tourney play fighting games and love Kamen Rider so we attacked this game hard together to write the OT for Neogaf.

http://www.youtube.com/watch?v=rZ3xud_4qWg#t=14m29s

Prepare yourself...this game just got way deeper and more exciting if you've never done these. Please tell me you've at least been using cancel combos to cancel one string into another one to extend combos or make blocked stuff safe to go for high, low mixup attempts.


Here's a touch of death combo for Ultimate Kuuga thats fun using regular Rider Cancels to link his combo strings together. Makes playing him in tag mode suuuuuuuuuuper dirty. Takes meter but kills off a touch.

yH9Jl8L.jpg
 

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