Kamen Rider: Super Climax Heroes/System: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(moved "advanced techniques" section from system page to newly-created strategy page)
mNo edit summary
Line 1: Line 1:
This page explains core mechanics for ''Kamen Rider: Super Climax Heroes''.
== Battle Styles ==
== Battle Styles ==
There are six different Battle Styles that can be used in the game, all of which are chosen at character select after picking your character. The chosen Battle Style determines your character's Style Action, and depending on the character, can also change their move set.
There are six different Battle Styles that can be used in the game, all of which are chosen at character select after picking your character. The chosen Battle Style determines your character's Style Action, and depending on the character, can also change their move set.
Line 4: Line 6:
=== Form Change ===
=== Form Change ===
[[File:KRSCH FMC Icon.png|left|75px|FMC]]
[[File:KRSCH FMC Icon.png|left|75px|FMC]]
Form Change Style (abbreviated to '''FMC''') allows a character to freely switch between multiple forms on the fly, offering different strings, special moves and sometimes Rider Arts. This Battle Style can provide a lot of versatility if you're willing to learn all your character's forms.
'''Form Change Style''' (abbreviated to '''FMC''') allows a character to freely switch between multiple forms on the fly, offering different strings, special moves and sometimes Rider Arts. This Battle Style can provide a lot of versatility if you're willing to learn all your character's forms.


After selecting Form Change, you are usually given a choice of which form to start as. Some characters, such as Fourze, have non-standard options on Form Change that will be detailed on those characters' pages.
After selecting Form Change, you are usually given a choice of which form to start as. Some characters, such as Fourze, have non-standard options on Form Change that will be detailed on those characters' pages.
Line 12: Line 14:
=== Power Up ===
=== Power Up ===
[[File:KRSCH PWR Icon.png|left|75px|PWR]]
[[File:KRSCH PWR Icon.png|left|75px|PWR]]
Power Up Style (abbreviated to '''PWR''') allows a character to transform into their selected Power Up form for 3 stocks of the Rider Gauge. Much like Form Change, Power-Up offers new moves, but unlike Form Change, Power Up's Style Action can be used to cancel strings and blockstun, making it useful in both offensive and defensive situations.
'''Power Up Style''' (abbreviated to '''PWR''') allows a character to transform into their selected Power Up form for 3 stocks of the Rider Gauge. Much like Form Change, Power-Up offers new moves, but unlike Form Change, Power Up's Style Action can be used to cancel strings and blockstun, making it useful in both offensive and defensive situations.


While current health remains the same, guard meters and current damage scaling does not. This means Power Up can be used in two interesting ways:
While current health remains the same, guard meters and current damage scaling does not. This means Power Up can be used in two interesting ways:
Line 21: Line 23:
=== Speed Up ===
=== Speed Up ===
[[File:KRSCH SPD Icon.png|left|120px|SPD]]
[[File:KRSCH SPD Icon.png|left|120px|SPD]]
Speed Up Style (abbreviated to '''SPD''') allows a character to activate Speed Up mode, where everything except that character is slowed down tremendously. This requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.
'''Speed Up Style''' (abbreviated to '''SPD''') allows a character to activate Speed Up mode, where everything except that character is slowed down tremendously. This requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.


During Speed Up, the initiating character will have access to extra moves for the duration. The activation itself can cancel from normals, and is useful for both whiff punishes at any range, and heavily damaging custom combos.
During Speed Up, the initiating character will have access to extra moves for the duration. The activation itself can cancel from normals, and is useful for both whiff punishes at any range, and heavily damaging custom combos.
Line 31: Line 33:
=== Assault ===
=== Assault ===
[[File:KRSCH AST Icon.png|left|75px|AST]]
[[File:KRSCH AST Icon.png|left|75px|AST]]
Assault Style (abbreviated to '''AST''') allows a character to activate Assault mode, where they gain extra or altered moves, increased damage output, and a defense boost. Assault activation requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.
'''Assault Style''' (abbreviated to '''AST''') allows a character to activate Assault mode, where they gain extra or altered moves, increased damage output, and a defense boost. Assault activation requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.


Like Power Up, Assault activations can be used to cancel normals and blockstun.
Like Power Up, Assault activations can be used to cancel normals and blockstun.
Line 39: Line 41:
=== Support Attack ===
=== Support Attack ===
[[File:KRSCH SPT Icon.png|left|75px|SPT]]
[[File:KRSCH SPT Icon.png|left|75px|SPT]]
Support Attack Style (abbreviated to '''SPT''') allows your character to call in a Striker, a special support attack that has different effects depending on the character. Striker calls cost two stocks of the Rider Gauge, and can be called at almost any point, making them very effective as both offensive and defensive tools.
'''Support Attack Style''' (abbreviated to '''SPT''') allows your character to call in a Striker, a special support attack that has different effects depending on the character. Striker calls cost two stocks of the Rider Gauge, and can be called at almost any point, making them very effective as both offensive and defensive tools.


You can also call your striker during hitstun at an increased cost of 4 stocks of the Rider Gauge. Their function is otherwise unchanged, dealing full damage and potentially starting a combo or KOing your opponent.
You can also call your striker during hitstun at an increased cost of 4 stocks of the Rider Gauge. Their function is otherwise unchanged, dealing full damage and potentially starting a combo or KOing your opponent.
Line 47: Line 49:
:''Note: Tag Style is banned in tournament play.''
:''Note: Tag Style is banned in tournament play.''


The only style usable by all characters, Tag Style allows you to play as a team of two characters that share the same health bar. The Tag gauge has two Style Actions: Tag-Out and Tag Assault. It also replaces the Rider Art command with a special version of Tag Assault.
The only style usable by all characters, '''Tag Style''' allows you to play as a team of two characters that share the same health bar. The Tag gauge has two Style Actions: Tag-Out and Tag Assault. It also replaces the Rider Art command with a special version of Tag Assault.


Tag-Out swaps your point character with your reserve character. These can be used to cancel strings at the cost of two stocks of the Rider Gauge. While tagging out, the point character is vulnerable until the moment they jump out, at which point the reserve character will enter the ring with a flying kick.
Tag-Out swaps your point character with your reserve character. These can be used to cancel strings at the cost of two stocks of the Rider Gauge. While tagging out, the point character is vulnerable until the moment they jump out, at which point the reserve character will enter the ring with a flying kick.
Line 65: Line 67:


== Rider Gauge ==
== Rider Gauge ==
The Rider Gauge is Super Climax Heroes' super meter, used primarily for offensive techniques like '''Rider Cancel''', '''Rider Art''' and '''Rider Finale'''.  
The Rider Gauge is ''Super Climax Heroes''<nowiki>'</nowiki> super meter, used primarily for offensive techniques like '''Rider Cancel''', '''Rider Art''' and '''Rider Finale'''. The Rider Gauge can hold up to four stocks of meter worth 1000 points each, for a total of 4000 points. It can be charged by landing attacks, or by manually charging it with the - button.  
The Rider Gauge can hold up to four stocks of meter worth 1000 points each, for a total of 4000 points. It can be charged by landing attacks, or by manually charging it with the - button.  


An attack's meter gain is equal to 28% of the attack's base damage. Meter gain does not scale alongside combo scaling, but meter gain is locked out after a combo reaches 50 hits.
An attack's meter gain is equal to 28% of the attack's base damage. Meter gain does not scale alongside combo scaling, but it is locked out after a combo reaches 50 hits.


== Climax Time ==
== Climax Time ==
Line 80: Line 81:
== Combo Restrictions ==
== Combo Restrictions ==
=== Combo Damage Scaling ===
=== Combo Damage Scaling ===
Super Climax Heroes uses a very simple damage scaling formula for combos, applying a 10% damage reduction for every move performed up to a maximum reduction of 90% (the move will only deal 10% of its base damage). This is applied on a per-move basis rather than a per-hit basis, so individual attacks that hit multiple times are scaled per use rather than per hit.
''Super Climax Heroes'' uses a very simple damage scaling formula for combos, applying a 10% damage reduction for every move performed up to a maximum reduction of 90% (the move will only deal 10% of its base damage). This is applied on a per-move basis rather than a per-hit basis, so individual attacks that hit multiple times are scaled per use rather than per hit.
 
Some attacks, such as certain projectiles, cutscene-initiating Rider Arts and Rider Finales, are not subject to combo damage scaling.
Some attacks, such as certain projectiles, cutscene-initiating Rider Arts and Rider Finales, are not subject to combo damage scaling.



Revision as of 20:35, 8 June 2024

This page explains core mechanics for Kamen Rider: Super Climax Heroes.

Battle Styles

There are six different Battle Styles that can be used in the game, all of which are chosen at character select after picking your character. The chosen Battle Style determines your character's Style Action, and depending on the character, can also change their move set.

Form Change

FMC

Form Change Style (abbreviated to FMC) allows a character to freely switch between multiple forms on the fly, offering different strings, special moves and sometimes Rider Arts. This Battle Style can provide a lot of versatility if you're willing to learn all your character's forms.

After selecting Form Change, you are usually given a choice of which form to start as. Some characters, such as Fourze, have non-standard options on Form Change that will be detailed on those characters' pages.

Form Change transformations often provide invincibility frames, making them useful in defensive situations.

Power Up

PWR

Power Up Style (abbreviated to PWR) allows a character to transform into their selected Power Up form for 3 stocks of the Rider Gauge. Much like Form Change, Power-Up offers new moves, but unlike Form Change, Power Up's Style Action can be used to cancel strings and blockstun, making it useful in both offensive and defensive situations.

While current health remains the same, guard meters and current damage scaling does not. This means Power Up can be used in two interesting ways:

  • Using (or cancelling) a Power Up mid-combo will effectively reset damage scaling, boosting the damage of a follow-up combo.
  • Using (or cancelling) Power Up will refresh the Guard Gauge.

Speed Up

SPD

Speed Up Style (abbreviated to SPD) allows a character to activate Speed Up mode, where everything except that character is slowed down tremendously. This requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.

During Speed Up, the initiating character will have access to extra moves for the duration. The activation itself can cancel from normals, and is useful for both whiff punishes at any range, and heavily damaging custom combos.

Speed Up mode can end prematurely under some circumstances, such as the initiating character entering an opponent's cinematic (ie throw) or being knocked down. When this happens, the gauge drain stops without using up the remainder of the Rider Gauge.

There is also a grace period at the end of Speed Up's timer to stabilize Speed Up combos, during which Speed Up won't end until the character returns to neutral.

Assault

AST

Assault Style (abbreviated to AST) allows a character to activate Assault mode, where they gain extra or altered moves, increased damage output, and a defense boost. Assault activation requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.

Like Power Up, Assault activations can be used to cancel normals and blockstun.

Assault characters also have access to Instant Charge — by pressing Special at the end of certain strings that knock the opponent backwards, the camera will focus on them while they pose, instantly granting one full stock of the Rider Gauge.

Support Attack

SPT

Support Attack Style (abbreviated to SPT) allows your character to call in a Striker, a special support attack that has different effects depending on the character. Striker calls cost two stocks of the Rider Gauge, and can be called at almost any point, making them very effective as both offensive and defensive tools.

You can also call your striker during hitstun at an increased cost of 4 stocks of the Rider Gauge. Their function is otherwise unchanged, dealing full damage and potentially starting a combo or KOing your opponent.

Tag

TAG
Note: Tag Style is banned in tournament play.

The only style usable by all characters, Tag Style allows you to play as a team of two characters that share the same health bar. The Tag gauge has two Style Actions: Tag-Out and Tag Assault. It also replaces the Rider Art command with a special version of Tag Assault.

Tag-Out swaps your point character with your reserve character. These can be used to cancel strings at the cost of two stocks of the Rider Gauge. While tagging out, the point character is vulnerable until the moment they jump out, at which point the reserve character will enter the ring with a flying kick.

Similar to Power-Up forms, Tag-Out refreshes damage scaling and the Guard Gauge.

Tag Assault brings your reserve character into the ring, allowing you to control both characters at once. This can be used at any level of the Rider Gauge, but will drain whatever is left, with the reserve character leaving when the gauge is emptied. In this state, all inputs will be executed by both characters, making it difficult to control, but incredibly powerful if used correctly.

Alternatively, the Rider Art button will activate Tag Assault, but the reserve character will be controlled by the computer.

HP and Defensive Stats

Every character in Super Climax Heroes has a hit point value of 10,000 points alongside a unique defense modifier that determines how much damage they take from attacks, ranging from 0.85 (15% damage reduction) to 1.40 (40% bonus damage).

Additionally, all characters have a guard meter value ranging from 2700 to 4100 points. An attack's guard damage is roughly equal to 75% of the damage it would deal on hit, taking into account the opponent's defense modifier.

A spreadsheet noting every character's defense modifier and guard meter values can be found here.

Rider Gauge

The Rider Gauge is Super Climax Heroes' super meter, used primarily for offensive techniques like Rider Cancel, Rider Art and Rider Finale. The Rider Gauge can hold up to four stocks of meter worth 1000 points each, for a total of 4000 points. It can be charged by landing attacks, or by manually charging it with the - button.

An attack's meter gain is equal to 28% of the attack's base damage. Meter gain does not scale alongside combo scaling, but it is locked out after a combo reaches 50 hits.

Climax Time

As both players deal and take damage, the Climax Gauge under the match timer will fill up. When this gauge is completely filled, the next time any player goes back to neutral, Climax Time will be initiated, and will last until the end of the round.

Once Climax Time is initiated, both players have their Rider Gauges completely refilled, and all attacks get a meter gain bonus (from 28% of base damage to 35%). Both players also gain access to a Final Reflect when their meter is full.

Final Reflect

During Climax Time, when you have a full Rider Gauge and are not in hitstun, if your opponent attempts a Rider Finale, pressing Rider Finale at the prompt will initiate a Final Reflect. This is a competitive quick-time event played by both players to determine who gets to perform their Rider Finale.

Combo Restrictions

Combo Damage Scaling

Super Climax Heroes uses a very simple damage scaling formula for combos, applying a 10% damage reduction for every move performed up to a maximum reduction of 90% (the move will only deal 10% of its base damage). This is applied on a per-move basis rather than a per-hit basis, so individual attacks that hit multiple times are scaled per use rather than per hit.

Some attacks, such as certain projectiles, cutscene-initiating Rider Arts and Rider Finales, are not subject to combo damage scaling.

Progressive Juggle Gravity

Juggled opponents are progressively launched smaller distances by attacks the longer a juggle combo goes on. Juggle gravity progression increments even prior to a character being launched, and it increments more harshly when hitting a knocked down opponent.

Navigation

General
FAQ
Controls
HUD
Strategy
System
Links
Showa
Kamen Rider
Rider 1
Rider 2
Kamen Rider V3
V3
Kamen Rider Amazon
Amazon
Kamen Rider BLACK (RX)
BLACK
BLACK RX
Shadow Moon
Heisei Phase 1
Kamen Rider Kuuga
Kuuga
Kamen Rider Agito
Agito
G3-X
Gills
Kamen Rider Ryuki
Ryuki
Knight
Scissors
Zolda
Raia
Gai
Ouja
Verde
Tiger
Imperer
Odin
Femme
Ryuga
Kamen Rider 555
Faiz
Kaixa
Delta
Kamen Rider Blade
Blade
Garren
Chalice
Leangle
Kamen Rider Hibiki
Hibiki
Ibuki
Zanki
Todoroki
Kamen Rider Kabuto
Kabuto
Gatack
TheBee
Drake
Sasword
KickHopper
PunchHopper
Dark Kabuto
Kamen Rider Den-O
Den-O
Zeronos
Nega Den-O
New Den-O
Kamen Rider Kiva
Kiva
Ixa
Saga
Kamen Rider Decade
Decade
Diend
Heisei Phase 2
Kamen Rider W
W
Accel
Skull
Eternal
Kamen Rider OOO
OOO
Birth
Kamen Rider Fourze
Fourze
Meteor
Kamen Rider Wizard
Wizard