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Controls

Action Wii (Nunchuk) Wii (Pro Controller) PSP
Move Stick D-Pad* D-Pad*
Light Attack A y
Heavy Attack B b X
Special Attack A+B a O
Rider Finale C+Z x ☐+X
Rider Art Z ZL L
Dash Action 1 L R
Rider Cancel A/B + Wave ZR R
Jump C R
Style Action D-Pad Stick* Stick*
Rider Counter Wave L+R L+R
Gauge Charge - Select

*You can switch the D-Pad and Stick in the options.

Playing on an Arcade-style Controller (move to FAQ)

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)

Notation

Standard notation used to refer to in-game actions.

8,2,6,4 - up, down, forward, back (directional inputs)

J - Jump

L, H - Light Attack, Heavy Attack

S - Special Attack

Super - Rider Finale

RA - Rider Art

DA - Dash Action

RC - Rider Cancel

GCS - Guard Cancel Step

PB - Guard Counter (Pushblock)

Burst - Rider Counter

Movement

This game uses a free-running movement system, comparable to the 8-Way Run system used in Soul Calibur. Input a desired direction to move in that direction.

You can jump in any direction you can run in by pushing a direction along with the Jump button. Most (but not all) air actions will turn to face the opponent during a jump.

All characters can sidestep by double-tapping up or down, as well as backstep by double-tapping back. There is no forward dash, simply holding forward makes you run towards your opponent.

Dash Actions

Dash Actions are extra movement options that differ depending on your chosen character. Dash Actions fall into three different types.

Air Dash: Press Dash Action while jumping. Quickly propels you forward through the air. Costs 1/2 a stock of the Rider Gauge.

Guard Dash: Hold Dash Action while moving forward. Slowly drains the guard gauge, but will automatically block any oncoming projectile attacks.

Dash Shot: Press Dash Action while moving to fire a shot towards the opponent. Costs 1/2 a stock of the Rider Gauge per shot.

Defensive Mechanics

Hold back to block an opponent's attacks. This will deplete your Guard Gauge. There is no high/low blocking.

Sidesteps and backsteps have invulnerability frames, so this makes them useful for avoiding attacks. However, they also have a fairly large recovery period during which they are fully punishable.

There are tech roll options after being knocked down. Pressing Light will tech roll forwards, while Heavy will tech roll backwards.

Additionally, during airborne hitstun, you can air tech by pressing Light or Heavy while in the air. You can also press the button along with forward or backward to air tech in their respective directions.

All tech options have invincibility until they have fully recovered. Air tech recovers upon touching the ground, and you cannot execute any air actions while falling from an air tech.

Guard Cancels

This game has two primary guard cancel options.

  • Guard Cancel Step (GCS): press Jump while in blockstun to sidestep or backstep away from your opponent (which one is character-dependent). Costs 1/3 of the Guard Gauge.
  • Guard Counter: press Rider Cancel while in blockstun to stagger your opponent, leaving them vulnerable to counterattack. Costs 2/3 of the Guard Gauge. Referred to primarily as Pushblock (PB).
  • Characters with Power-Up and Assault gauges can also use Style Action during blockstun, cancelling that blockstun.

Rider Counter

Rider Counter is essentially a Burst from games like Guilty Gear or BlazBlue.

Performed by pressing Dash Action + Jump while in hitstun only. An invincible attack that does no damage, but will blow your opponent away on hit.

Bursts have a hefty price, though -- performing one will cost you pretty much all of your Guard Gauge, along with whatever red (recoverable) life you had. If you do not have enough Guard Gauge, but are not in Guard Crush, then you are still able to burst. However, doing so will immediately put you into Guard Crush.

Guard Crush

When your Guard Gauge is depleted, either by blocking too many attacks or emptying it on Guard Cancels and Bursts, you are put into Guard Crush. When in Guard Crush, a large X will appear over the Guard Gauge as it slowly recharges. You leave Guard Crush state when the Guard Gauge completely refills.

While in Guard Crush, you lose all previously available non-movement defensive options and the ability to block, as well as taking extra hitstun.

Offensive Mechanics

The three main attack buttons are Light, Heavy and Special.

Most characters have access to 5X, 4/6X, and 2/8X inputs on each button. Which moves and strings are available depend on the character, so be sure to check your command list.

Throws are performed with 4H. To break out of a throw, press Light or Heavy when your opponent attempts to throw you. Throws universally have full tracking, and serve as a strong counter to sidewalking.

Most normal attacks will leave your opponent a small amount of red recoverable life, which will slowly regenerate. You can remove your opponent's red life by landing a special attack or a throw.

Finally, pressing Rider Finale will activate a cinematic super. Rider Finales require four stocks and cost two stocks to attempt, with the remainder being depleted when the attack is successful. The starting attack of a Rider Finale is a universal quick blockable strike with no invincibility.

Rider Arts

Rider Arts are activated by pressing Rider Art at the cost of half a stock of the Rider Gauge.

After performing their Rider Arts, many characters can access a special follow-up attack by pressing Rider Art again, or alternatively by pressing Special.

Some characters also have Rider Arts that are exclusive only to them, such as Meteor's Shooting Star Attack and Eternal's Zone Memory teleport.

Common Rider Arts

  • High-Speed Dash: dashes towards your opponent at high speed, making you appear in front of them almost instantly.
  • Zig-Zag Dash: similar to the High-Speed Dash, with the exception of moving in a zig-zagging pattern towards your opponent, making it slower to approach, but more useful for evading attacks or even crossing up your opponent.
  • High Jump: causes you to jump higher than a normal jump.

Other Rider Arts

  • Flight: causes your character to fly as long as Rider Art is held down. Gives access to special flight-only aerial attacks. Slowly drains your Rider Gauge for as long as you are flying.
  • Dodge Shot: Causes your character to fire projectile(s) while dodging backwards with full invulnerability.
  • Earthquake: creates an unblockable shockwave around your character that stuns the opponent for a long duration. Can be evaded by jumping or using a move with invulnerable frames.
  • Finisher Mode: exclusive to the Showa Era Riders (Rider 1/2, V3, Amazon, Black and Black RX), Finisher Mode will cause the camera to focus on the character while they pose, and a sepia-tone filter gets applied to the screen, signifying that Finisher Mode is active. While active, the character's next special move will get buffed on hit, dealing extra damage. Most (but not all) special moves will also pause the game on hit while a narrator interjects, explaining the attack.

Rider Cancels

During any normal attack string, pressing Rider Cancel will activate a Rider Cancel. Rider Cancels cost one stock of the Rider Gauge to perform, and allow you to free cancel your string into either:

  • another normal string,
  • a throw,
  • a special move,
  • a sidestep, or
  • blocking.

Unlike many RC mechanics, Rider Cancel is used during the startup or active time of an attack in order to allow it to cancel freely to one of the above actions for the rest of its duration. This even applies to strings which become airborne, although those must be Rider Cancelled before they leave the ground.

Aerial Combos

A number of characters have special launcher strings. When you successfully land one of these strings, pressing Jump will allow you to perform a Combo Jump for one bar of meter. During a Combo Jump, you gain access to an Aerial Combo string.

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, 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 gain access to a Final Reflect. At any point when you have a full Rider Gauge and are not in hitstun, if your opponent attempts a Rider Finale, pressing the X button at the prompt will initiate a Final Reflect. This is essentially a quick-time event played by both players to determine who gets to perform their Rider Finale.

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 what your character's Style Action will be in the match.

Form Change

Form Change Style allows a character to freely switch between multiple forms on the fly, offering different strings, special moves and sometimes Rider Arts. This gauge 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 have a lengthy animation, but have invincible recovery frames.

Power Up

Power Up Style allows a character to transform into their selected Power-Up form for three 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 followup combo. Using (or cancelling) Power Up will refresh the guard meter.

Speed Up

Speed Up Style 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 the gauge fully drains.

During a Speed Up, the initiating character will have access to extra moves for the duration. This is useful for long-range whiff punishes 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, only the gauge drain stops, leaving 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.

Assault

Assault Style 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 the gauge 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

Support Attack Style 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.

Support Attack also has a faster manual meter charge rate than the other Battle Styles, charging at roughly double the normal rate.

Tag

Note: Tag Style is banned in structured 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 & Defense Values

Every character in Super Climax Heroes has a hit point value of 10,000 points. Damage taken by each character is dependent on their defense value, of which there are high, medium and low categories.

High Defense Characters

High defense characters take 85% of full damage (ie 15% damage reduction).

Wizard, Fourze, OOO, Accel, Den-O, New Den-O, Ibuki, Todoroki, Chalice, Agito, G3-X, Gills, BLACK RX, 2gou

Medium Defense Characters

Medium defense characters take 100% of full damage.

Birth, W, Skull, Eternal, Decade, Kiva, Zeronos, Nega Den-O, Gatack, TheBee, Dark Kabuto, Hibiki, Zanki, Blade, Faiz, Kaixa, Delta, Ryuki, Raia, Gai, Ouja, Verde, Imperer, Ryuga, Kuuga, BLACK, Shadow Moon, Amazon, V3, 1gou

Low Defense Characters

Low defense characters take 105% of full damage (ie 5% bonus damage).

Meteor, Diend, Ixa, Saga, Kabuto, Drake, Sasword, Kickhopper, Punchhopper, Garren, Leangle, Knight, Scissors, Zolda, Tiger, Odin, Femme

Combo and Meter Gain Limitations

Further exploration of these concepts is required, but we do know a couple of things for sure.

Combo damage scaling does exist, and at present it can be assumed that damage scaling is applied on a per-hit basis, although some moves seem to ignore damage scaling. Damage scaling seems to be harsher on moves that are repeated within a combo, so it's reasonable to assume that [LHH RC f+LHH RC HHH] would do more damage than [HHH RC HHH RC HHH].

There is also a restriction applied to juggle combos in that the more you juggle the opponent, the faster they fall to the ground. This also applies to launchers. This so-called "gravity scaling" seems to be harsher when you re-launch an opponent from an OTG state. Some moves seem to be unaffected by gravity scaling.

The majority of knockdowns in the game can be teched, either by air tech or ground tech. Very few knockdowns are untechable, but for those that are, a guaranteed OTG follow-up is possible. This knockdown is achieved through "harpoon"-style projectiles such as Fourze Magic Hand or G3-X dir+SP, most throws, and a small number of "cutscene" attacks, though only a small handful of characters are able to pick up a combo after these knockdowns. OTG pickups after knockdowns are not guaranteed outside of these attacks.

Meter gain does not get progressively scaled as a combo goes on, but meter gain does get stopped outright once a combo has dealt over 50 hits.

Advanced Techniques

Throw Break Option Select

While guarding, inputting 4H alongside Rider Cancel or Jump in time with the opponent's attacks will result in a Guard Cancel if the opponent used a strike, and a throw break if the opponent used a throw.

Jump Cancel Throw

By inputting a throw during the startup frames of a jump, you will cancel your jump startup and instead perform the throw. This can be used with forward jumps to extend the range of your throw, but it also has the added benefit of essentially creating a throw-invulnerable (albeit slower) throw attempt, as jumping is immune to throws from frame one.

Instant Rider Art

When transforming while in Power Up Style (either to or from the Power Up form), a Rider Art can be performed on the first possible frame by holding Rider Art while the transformation takes place. This is useful for a number of characters, as the transformation itself carries generous invincibility, and given that transformations can be used during blockstun, these attacks become very viable reversal options.

Rider Finale Cancel

Normally, because a character must have a full four stocks of meter to perform a Rider Finale, you cannot Rider Cancel in order to combo into a Rider Finale. However, by inputting Rider Cancel on the same frame as Rider Finale, it's possible to cancel a normal directly into a Finale. This will cost three bars of meter to attempt instead of two, due to the Rider Cancel and the Finale happening at the same time, but otherwise does not change the Rider Finale in any way.

Rider Art Throw Cancel

The throw action takes priority over other actions, even when another action is already being performed. This results in Jump Cancel Throw as mentioned above, but this is also possible with certain Rider Arts by inputting 4H on the same frame as Rider Art.

Most notably, when the Showa Riders (Rider 1/2, V3, Black, Black RX) use a Rider Art Throw Cancel, the game gets seriously affected in some very strange ways. When successfully performed, the character will perform their throw while the camera focuses on them, and Finisher Mode's sepia-tone screen filter will not be applied. From here, most visual effects do not get drawn, including hitsparks and the effects for projectiles and other attacks, including Black RX's RevolCane. This can also affect hitboxes of some attacks, e.g. V3's Support Attack will lose both the hook visual element and its associated hitbox, rendering the move useless. The buff from Finisher Mode still applies, however, and the attack will deal extra damage and trigger the narration, but both characters will disappear from the screen until the narration is over. Activating Style Actions between activating a Finisher Mode Throw Cancel and that throw recovering affects the game even more. Activating Assault mode under these circumstances will momentarily freeze the other character in whatever animation they were performing, leading to a bizarre time stop-esque effect. If they were not blocking beforehand, they will not be able to block an attack that connects while they are frozen. In the case of Black RX, transforming under these circumstances will trigger the Vanish bug, where he completely disappears from the playing field, unable to move, attack or be attacked, effectively stalling the match indefinitely. The game can be returned to a normal state by normally resolving most superfreezes. This includes activating Finisher Mode again or activating Assault mode normally, activating Climax Time, landing a cutscene attack, or attempting a Rider Finale. It crucially does not include the narration after a Finisher Mode special move.

Throw Break Rider Cancel

While performing a throw break, it is possible to input a Rider Cancel, which will cancel the throw break animation. This is only possible for the defending player, although the attacking player is completely invincible during the throw break animation, so they cannot be punished during it.

Unburstable Combos

A number of Rider Art attacks allow for combo follow-ups. For a small number of these characters, landing this Rider Art attack disables the opponent's ability to burst for the rest of the combo. This does not apply universally to Rider Art combos, however. For example, Kabuto and Fourze Meteor Fusion States's Rider Arts disable bursting, while Ultimate Kuuga's Rider Art does not.