Kamen Rider: Super Climax Heroes/Controls

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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.

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, and can chain into itself up to 3 shots.

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). Has invulnerable frames, with vulnerable recovery. 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.

Navigation

General
FAQ
Controls
HUD
Strategy
System
Links
Showa
Kamen Rider
1gou
2gou
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