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

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== Menu Translations ==
== Tier List ==
== Playing on an Arcade-style Controller ==
== Playing on an Arcade-style Controller ==



Revision as of 17:12, 13 September 2023

Menu Translations

Tier List

Playing on an Arcade-style Controller

Super Climax Heroes was definitely not designed with the arcade stick in mind; some characters use up to 14 buttons. But if you just plain don’t want to play on pad, or want less buttons even when playing on pad, there’s some things you can do to shave the number of buttons down.

Dash Action and Rider Cancel (L and zR) can never overlap their use cases. This may present a problem for characters who have a Dash Shot-type Dash Action when trying to Guard Counter early against an attack. Otherwise these two buttons can safely be mapped to the same button.

Gauge Charge and Rider Finale (- and X) can never overlap their use cases. If they are mapped to the same button, you will either Gauge Charge if the gauge is not currently full, or activate your Rider Finale if it is. There’s also a clear visual cue for the meter being full, so you can safely map these to the same button.

You’ll still need to map at least one button to an analog stick directional in order to activate your chosen Battle Style. This also presents the biggest obstacle, because some characters require all four directions of the analog stick. Without the use of a Hitbox Crossup or similar controller with extra buttons, you’re gonna be missing some important functions.

An example 8-button layout for the Wii classic controller buttons that maps easily in the Dolphin emulator might look like this:

Top row: Y, B, A, (X and -)

Bottom row: (L + zR), R, zL, (Analog direction)

Version Differences

This wiki is based on the Wii version of Super Climax Heroes. Known differences between the Wii version and PSP version include:

  • The camera is pulled lower to the ground and closer to the characters, which does affect some characters.
  • The game runs at 30fps, and some frame data is rounded up (ie +7 up to +8). As a result, the PSP version allows some combos that the Wii version does not.
  • Kickhopper's glitched Rider Kick is not present.
  • Fourze Meteor Fusion States cannot combo HHH into Rider Art.
  • Fourze Meteor Fusion States cannot combo after Rider Art due to more recovery.