PSP Game Projects Vol.02 : Kamen Rider Super Climax Heroes sequel!

Because I love the Kamen Riders and I want to give them the fighting game glory they deserve! Also because this is now a pipe dream, bound to never happen…*sigh*

Starting with the advent of Kamen Rider Decade in 2009, for 3 continuous years, Eighting has been making crossover Kamen Rider fighting games, all falling under the Climax Heroes series, the latest being Super Climax Heroes.

The game was Eighting latest entry for the fighting series before they made Battride War, a Musou-like Rider game. Needless to say, both games were a hit on their own[as it was anticipated, SCH had better sales than previous years’ CH etc] but the biggest draw was a revamped gameplay system and the original actors returning. The revamped gameplay though was more like a softcore version of a previous fighting game series by Eighting…the Bleach Heat The Soul series.

Not bad, if anything, it’s a change for the best. HTS was already on it’s road to become a more legit fighting game…and probably would become if SONY didn’t want HTS7 to be rushed due to their reluctancy to renew their part of the BLEACH license. Despite that, I’d really like to see a new Climax Heroes games since the Riders deserve more as far as fighters go and they have the potential to do so much more. Having the fighting be portable while the monster slaying and bike riding be a grandiose spectacle is complementary to each other. So here’s the changes and improvements I’ve made to the already existing formula of Super Climax Heroes, with the cut-off date for the Rider additions being the 16th Heisei Rider, Drive.

For those who want a more elaborate guide on the game, it can be found here and is made by the Henshin Justice Unlimited forum’s esteemed member and usual Climax Heroes contirbutor, Black Shroud. Massive props to him.

A.)Controls and gameplay!

01.)Full button configuration, first step to anything!

02.)The combo system and the perspective of gameplay should be enhanced yet again to reach new heights :

I.)The Freerun system should change to better reflect on the way the battle is waged between the Riders, by adapting the camera work just a little bit by forgoing the side view when the Riders get close to each other and keep the 3D aesthetic, with a more dynamic camera following the battle without completely being behind the back of the player nor by being on the enemy’s face or back. A very profound example of that is from an earlier work of Eighting, Fate / Unlimited Codes, with the Saber Extra challenge mission and the way the camera and controls work.

To put it simply, change this camera :

to this kind of camera :

The controls are working in the sense that front, is always where the character is facing and everything else follows suit from there on, backwards is the direction her back is facing, the sides are were the arms of the character are etc. Of course the camera will help the player as well in tight spots, due to being dynamic and not just enemy-based.

II.)The system will be revamped from the current “Neutral, Forward , Sideways” combo system it has and will instead feature a more elaborate combo system of “Neutral, Forward / Rising, Downward / Backing away and Sideways / Multihitting / Zig-Zag” combo system. Also, the new system will follow the way the camera works and to avoid any future hindrances, the way the directional combos are going to be executed will need to have the directional input and the button, must be pressed at the same time for it to work. Finally, have the branching combos actually be different attacks for variety and actual expansion of the characters’ movesets, adding or fixing the problems some of them have.

III.)Add proper jump cancels, Jump combos and Forward / Rising combos that can connect to an aerial combo. HTS’s may have scarcely featured that system but CH needs it for MAXIMUM RIDER POWER! Jumping can cancel Light and Heavy attacks and combo strings but not Special attacks or Rider Actions / Rider Arts. In addition to that, the Riderz can attack almost instantly after the jump cancel and proceed with jump combos given the appropriate height. If the characters still haven’t used their Special attacks they continue attack unhinged the moment they step the ground without any delay or start-up animations.

IV.)Several characters must have Combo Extensions in the form of unique Special Attacks at the end of a combo to bring out all of their techniques from their respective original material sources. Those Riders will be highlighted in the Rider section. The way it works is that some combos can end by pressing the Special Attack button, resulting in the character activating the move and using some energy.

V.)Instead of just “Light” and “Heavy” attacks, the characters should be able to be differentiated well enough on their own to match their appearances. For example, characters without weapons should follow the “Light” and “Heavy” attacks formula but this time actually have the heavy attacks be slow, focused and heavy attacks forming very small combos of 3 attacks at best. The “Light” attacks should be quick, flashy and multi-hitting if it’s the Rider’s style, ranging from four button presses to six maximum, resulting in attacks of various lenghts. Accel Trial’s square combo is the perfect example of it, five button presses yet his speed allows him for 20 hit combos in those presses. The “Heavy” attacks should be somewhat slow but precise and very heavy-hitting attacks, optimising for heavy damage done in very few hits with the ability to send the opponents flying instead of dazing him or dropping him on his feet.

VI.)Characters with weapons should adhere more to Heat The Soul’s model of “Hand to Hand” attacks and “Weapon” attacks. Depeding on the Rider, it should be on different degrees. For example, Blade should have some really flimsy and bad physical attacks but excellent weapon attacks like his current iteration in CH. Kamen Rider Black RX on the other hand strikes a good balance of hitting hard and just enough with both martial arts and weapons. It should be noted that since these characters do not adhere to the models of “Light” and “Heavy” attacks, their attacks all roughly do the same amounts of damage per hit.

VII.)Characters with guns get movesets that help them emphasize on flexible long-range combat but without forgetting about melee attacks. This can be done with having the same model as those Blade-like characters, where their weapons decide the outcome and these branches encompass all the ways they can target their opponents. If however, the gun is complementary to the Rider, like with Delta or Roborider, who strike balance between heavy hitting and shooting(Roborider) and close-range shots(Delta) then their tricks and damage is appropriately scaled back compare to other gunners who aren’t adept at handling close range combat.

03.)Instead of having the L button as the start-up for the Rider Arts, have it be the Guard button, giving more buttons for different actions and giving the characters the abilty to back out without activating the Guard. Guard should come in the form of stance, not unlike the Ryu Ga Gotoku games, where the character moves slower and circles around the enemy. If the Rider is in stance, he will guard automatically but the Guard Gauge will still drain, just slower than when he would be normally guarding.

04.)The Riders should have far more Guard options :

I.)The normal Guard we already have up until now, hold the trigger down to keep it up, constantly using Guard Guage while the Guard is up, chipping very small bits of health. Health doesn’t decrease at 1 HP left.

II.)Just Guard : guard at the exact same time a normal or heavy attack connects to Perfectly guard an attack without the loss of the Guard Gauge.

III.)Counter Guard : While Guarding and the opponent is hitting, the player must press the R trigger to initiate the Counter Guard and stun the enemy momentarilly. Costs half of the Guard Gauge.

IV.)Counter : While guarding from and enemy attack, the player must the O button to execute a quick counter and sent the opponent slightly away from him while dealing small damage and dazing him. Costs half a quarter of both the Guard and Special Gauge.

V.)The last option is for the Armour-type characters only : the player holds down the L button to keep the Guard up and presses any direction on the D-Pad / Analog to do the awesome Titan Kuuga walk and reflect / tank everything, at the cost of more Guard Gauge being spent with each hit of course. These characters are :

– Shadow Moon
– Kamen Rider Black RX Roborider
– Kamen Rider Kuuga Titan + Kuuga Rising Titan
– Kamen Rider Ultimate Kuuga
– All the Ryuki Riders while having the Guard Vent
– Kamen Rider Den-O Axe Form
– Kamen Rider Kiva Dogga form
– Kamen Rider Accel
– Kamen Rider OOO SaGoZo Combo
– Kamen Rider Gaim Kachidoki Arms

05.)The R Trigger will no longer be useless on its own. Instead, it will be the Personal Action Button of each rider, granting some with some really weird actions, like teleportation for Odin, the crooked Super-speed for Accel Trial etc.

06.)Rider Acrobatics should be present in the game in a better way than now. By using the movement buttons, characters should be able to execute different acrobatics. Most of these are done when the Guard Stance is up. Of course, not all riders would have the same Rider Acrobatics :

I.)Stepping. By pressing the movement button twice in any direction, the characters performs a short “dodging” step that avoids all attacks and move one and a half steps in that direction. Needs to be in Guard stance.

II.)Dashing. By pressing the movement buttons towards the opponent twice, the Rider is able to dash and almost instantly close the gap between opponents. Needs to be in Guard stance.

III.)Rolling. By pressing the movement button twice in any direction, the characters performs a short distance roll to avoid anything that’s coming towards him. Needs to be in Guard stance.

IV.)Backflips. By pressing the movement buttons away for the opponent twice, then the Rider will perform a backlip. Needs to be in Guard stance.

V.)Cartwheel. By pressing the movement buttons sideways of the opponent twice, the rider will execute a cartwheel to avoid everything. Needs to be in Guard stance.

VI.)Blinking. By pressing the movement buttons twice in any direction, the Rider will cover the distance of two to three steps but will be completely impervious during the blinking and re-appearring animations. Needs to be in Guard stance.

VII.)Aerial Dash. By pressing the jump button twice, the riders will execute an aerial dash that will cover a decent distance to try and close the gap between them and the opponent.

VIII.)Aerial Tricks. By pressing the jump button twice, the riders will do an aerial trick to move to any direction, if given by the movement buttons, by executing a small flip in the air, a small dive etc, covering some really small distance but avoiding aerial hazzards.

IX.) Double Jump. By pressing the jump button twice, the Riders with who can fly will do a second jump in the air, extending their time in the air and resetting their status of attacks, making it possible to attack again. Only characters that can fly can do this. These characters are :

– Skyrider
– Kamen Rider Odin
– Kamen Rider Blade Jack Form
– Kamen Rider Garren Jack Form
– Kamen Rider Leangle’s Float card
– Kamen Rider OOO Tajador Combo
– Kamen Rider OOO PuToTyra Combo
– Kamen Rider Fourze Cosmic Formes
– Kamen Rider Wizard Wind Style
– Kamen Rider Wizard Wind Dragon

07.)All of the Armour-type characters should have the Reflect Dash / Bulletproof Run (R Trigger while moving) on the Ground and have the Aerial Dash. It should be noted that they also fall faster from the air compared to other characters and rise up slower as well due to their weight.

08.)The special attacks and combo extensions via special attack costs about a fourth of the special gauge. Personal Actions usually cost a fourth of the special gauge, the Riders with more costly actions will be specified. The way characters charge up energy now is by doing their Henshin Poses. If a character is able to finish the entirety of his Henshin pose, then the Energy Gauge will charge faster.

09.)Complete recreation of the game engine. Just porting it from the Wii is actually damaging it in the process due to the Wii version’s limitations. It’s far easier than it sounds due to removing the limitations, making it compatible with just the PSP and having it focused on gameplay speed and flow. Heat The Soul 4, again is an excellent showcase of how Eighting has done a very quick and actually good fighting game using the PSP.

10.)The finishers should now be done by pressing the R Trigger and the O button(Special Attack) and / or the L Trigger and the O button(Special Attack), similar in style to Bleach Heat The Soul, another game by Eighting, so that the Riders with multiple finishers can employ them that way. Finisher #1 is done by pressing the L Trigger and the Special Attack at the same time while Finisher #2 is done by pressing the R Trigger and the Special Attack at the same time. It should be noted that the timing can be a little lenient, as much as it was during Bleach Heat The Soul 4. This eliminates the useless Rider Arts completely.

11.)Instead of just a single Rider Cancel mechanism like in previous Climax Heroes, there should be two ways to cancel. First there will be the old fashioned way of Rider Cancelling which will now be done by guarding(pressing the L trigger) in the middle of any offensive action and the new Rider Cancel will be done by pressing the R trigger in the middle of any offensive action, cancelling them in turn and executing an offensive manoeuvre(like a tackle). The Rider Cancel done via R will be called “Action Cancel”. The Action Cancels cost a fourth of the special gauge.

12.)For players that want a more classic experience of the Riders, there should be a mode where the camera is strictly 2D and the without changing anything else, the player can return to the old Climax Heroes playstyle, updated and revamped for maximum fun for all kinds of fans of the series.

Because this won’t be the main gameplay mode and instead a gimmick mode(albeit a good gimmick for this series) so it will be better be present in single and multiplayer modes but not the “story” or “challenge” mode the series has as a staple now.

B.)Options and Fixing!

01.)Up the difficulty in a smart way. Heat The Soul always used a 5 point system when it came to difficulty and damage, CH should adopt that, even without them being numbered, like now. Make the conceal smart though and let the difficulties have great differences between them. Have the 5th / Hardest difficulty actually be challenging for once.

02.)Fix the attack strings of the riders in a universal way. First thing to do is shorten the Heavy attacks and make the Light attack longer and for some characters faster, the Battride War II moveset strings are perfect examples for this. Make the light attacks deal less damage on their own and light combos as well, compared to the heavy attacks and heavy combos, it’s kinda jarring otherwise. Second thing is making use of the existing Climax Heroes movesets and adapting them to Heavy attacks and Light to Heavy combos since it’s a shame to throw away moves. Also, lessen the graphical effects of the physical hand to hand impact as they are currently far too bulky and explosivey, when only Robo Rider’s and Ultimate Kuuga’s hits should be like that.

Put the far superior Special Attacks from Battride War to those who need it, like Kuuga for example. And some part of the moveset wouldn’t be bad, especially if added in a smart way, like as the heavy attack follow-ups for the light attack combo starters the game has currently. Change the Riders to the better moveset.

03.)The Life Gauge should recover much faster for the function to even have significance, like in Tatsunoko Vs Capcom : Ultimate All-Stars. A second bar on top of the current one would be a very wise addition as well, instead of lessening the damage, if only for better fight psychology.

04.)Fix the SFX. Proper mixing, volume and placement so that the attacks can have a weight behind them as well as feeling. Also the voice acting needs to take a different course and change the voice director for that of Battride War since the one in charge of Climax Heroes mostly had them sleepwalk through thei performances…with the exception of Garren’s replacement VA.

05.)Make the arenas far bigger than they are, use the new camera system to allow for maximum usage of the arena and use the alternate times for them smartly. Have them be selectable like in Heat The Soul 3 and onwards, by selecting the stage and then pressing either up or down to select the other times of day or situations the stage has.

06.)Make the Finisher moves snappy, quick and dynamic, with exciting angles. The best example for this would be how Accel’s attack are in Super Hero Generations :

Snappy, dynamic, exciting and long enough to make one enjoy it and savour it. All four of these attacks could easily be pasted on Climax Heroes as the two Accel finishers and the two Accel Trial finishers…without the transformation to Accel Trial of course.

07.)For a Tag match to end, one team must lose both members. This “Lose 1 member = GAME OVER” crap that Eighting picked up and used in Bleach Heat The Soul is moronic and assinine. Get rid of that rule and make it like Tatsunoko Vs Capcom.

08.)The Rider gauges right now are overcumbered in the menus among other problems. The only gauges really needed for the game are the Tag gauge and the new Rider Gauge, the rest should be thrown away since they are useless. That won’t change a lot as they will still function exactly like they do now, the “Greens” will not change the characters stats and will not cost anything, the “Reds” will upgrade the characters but will cost an entire gauge. The indications will be very different though :

The Rider’s belt will be on display at the bottom of the screen, instead of the emblem next to the special gauge and it will change to reflect the situation of the character. For example Kuuga’s belt will become blue when you select Dragon and when you transform the belt will do the sound for the transformation or when Decade has his Green gauge selected he can select on the spot the cards for transformation and the belt will be indicating them.

The way this is done is that the character’s is able to access his various forms by selecting them with the Right or Left directions of the Transformation button while the Up and Down buttons confirm the selection or cancel it if the character is already in that form, returning him to his normal one. If a character has just one form, all the buttons make him transform and untransform. It should be noted that Super forms only appear when the character has a full Special Gauge, so if a character has multiple forms and some of them are “Reds”, they will only appear then.

The only character who doesn’t have this system is OOO, using his traditional system, except he can use all the medals at once but the Super, PuToTyra and BuraKaWani combos cannot be mixed.

09.)For the love of all that is sacred and holy, add mirror matches. I understand that Bamco doesn’t have any alternate coloured Riders nor TOEI allows that kind of crap, but each and every Rider has at least one, two or hell, three S.I.C. variations by now, allowing for mirror matches. It’s not like it’s that difficult to program, Eighting programmed so many non-manga costumes for the Heat The Soul series and the characters were around the same number as the ones found here in SCH.

10.)Add better intro and ending animations, take cues from Battride War and add those to the mix as well.

C.)Kamen Rider Changes, Fixes and Additions!

01.)Kamen Rider 1 : His currents combos are quite good for a base, more eloquent, Fujioka-like attacks are needed, his jump combo should resemble his Air Walking from Movie War Mega Max and he should switch to more specials :

– Neutral : Rider Chop [Double Pressure Chop during Power Up]
– Forward : Rider Punch [Rider Hanten Double Punch during Power Up]
– Backwards : Rider Reversal to Rider Tailspin Shoot [Counter-move]
– Sidways : Rider Point Kick
– Jump : Rider Kick
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Neck chop

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Rolling
– Jump : Aerial Tricks

His Combo Extensions should be :

– Rider Throw
– Rider Scissors
– Rider Flying Chop
– Rider Knee Block
– Rider Screw Block
– Rider Hammer
– Rider Crash

His Rider Gauge should be : Red [Rider Power]

– All of the directions make Kamen Rider 1 enter Rider Power Mode, where some of his specials change. The gauge drains over time but the specials cost nothing to perform.

His Finishing Moves should be :

– Finishing Move #1 : Rider Inazuma Kick
– Finishing Move #2 : Denkou Rider Kick

02.)Kamen Rider 2 : Completely redo his attacks to make his moveset resemble fast karate and kung-fu punches while his “Heavy” attacks should be the mixed MMA Hayato practiced before becoming a Kamen Rider, with all of them being extremely heavy and sending people all over the place. All of his Special attacks can be charged to break guards :

– Neutral : Rider Ground Punch [can be charged]
– Forward : Rider Punch [can be charged]
– Backwards : Rider Ni-Dan Gaeshi
– Sideways : Rider Gaeshi
– Jump : Rider Stomp Kick
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Closeline

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backstep
– Sideways : Rolling
– Jump : Aerial Tricks

His Combo Extensions should be :

– Rider Chop
– Rider Scissors
– Rider Kick
– Rider Kaiten Kick

His Rider Gauge should be : Red [Rider Power]

– All of the directions make Kamen Rider 2 enter Rider Power Mode, where some of his specials change and his combos become longer. The gauge drains over time but the specials cost nothing to perform.

His Finishing Moves should be :

– Finishing Move #1 : Rider Manji Kick
– Finishing Move #2 : Rider Super High Kick

03.)Kamen Rider V3 : Pretty much perfect basics, he should mix his attacks more in the moveset and include some KR#1 “Light” attacks and some KR#2 “Heavy” attacks to make him the V3 of Technique and Power. The specials should be altered a bit :

– Neutral : V3 Dengeki Chop
– Forward : Kaiten Kick
– Backwards : V3 Screw Triple Punch
– Sideways : V3 Double Kai Chop
– Jump : V3 Screw Kick
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Roundhouse kick

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Cartwheel
– Jump : Aerial Tricks

His Combo Extensions should be :

– Rider Centrifugal Kick
– V3 Barrier
– V3 Thunder
– Freezer Shot
– Flame Pillar Kick
– Propeller Chop
– Gliding Muffler Crush

His Rider Gauge should be : Red [Rider Power]

– All of the directions make V3 enter Rider Power Mode. The gauge drains over time but the specials cost nothing to perform.

His Finishing Moves should be :

– Finishing Move #1 : V3 Kirimomi Kick
– Finishing Move #2 : V3 Kirimomi Hanten Kick

04.)Riderman : A difficult character, relying on his special attacks and tools, like G3-X and Goto’s Birth. His entire “Heavy” moveset be based on his mechanical arm and heavy punches with it. He should be strictly a ground specialist with no aerial comboes like G3-X.

His Rider Specials should be :

– Neutral : Power Arm
– Forward : Drill Arm
– Backwards : Hook Arm
– Sideways : Sickle Arm
– Jump : Machinegun Arm
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Spray Arm

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backstep
– Sideways : Rolling
– Jump : Aerial Tricks

His Rider Gauge should be : Red [Rider Power]

– All of the directions make Riderman enter Rider Power Mode, where some of his combos become longer. The gauge drains over time but the specials cost nothing to perform.

His Finishing Move should be :

– Finishing Move : Net Arm to Rider Kick combo

05.)Kamen Rider X : His “Hand to Hand” attacks should consist of the basic karate skills he was shown to have in the series while his “Weapon” attacks should be the Ridol Stick fighting techniques he shows, both being fast and precise.

His Rider Specials should be :

– Neutral : X Chop
– Forward : X Punch
– Backwards : Ridol Whip
– Sideways : X Kaiten Kick
– Jump : X Nidan Kick
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Ridol Barrier

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Rolling
– Jump : Aerial Tricks

His Combo Extensions should be :

– Ridol Windmill
– Ridol Crown Split
– Rider Shock
– Electroshock
– Vacuum Hell Wheel

His Rider Gauge should be : Red [Rider Power]

– All of the directions make Kamen Rider X. The gauge drains over time but the specials cost nothing to perform.

His Finishing Moves should be :

– Finishing Move #1 : X-Slash
– Finishing Move #2 : X Kick

06.)Kamen Rider Amazon : A little more varation to his slashing attack and his specials could use a lot of work :

– Neutral : Dai Setsudan
– Forward : Monkey Attack
– Backwards : Spin Kick
– Sideways : Jaguar Shock
– Jump : Amazon Kick
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Spinning Rider Jump

His Rider Acrobatics should be :

– Forward : Forward step
– Backwards : Backflip
– Sideways : Cartwheel
– Jump : Aerial Tricks

His Rider Gauge should be : Red [Rider Power]

– All of the directions make Amazon enter Rider Power Mode. The gauge drains over time but the specials cost nothing to perform.

His Finishing Move should be :

– Finishing Move : Super Dai Setsudan

07.)Kamen Rider Stronger : Stronger should try and copy his tv’s appearances martial arts with a few added rugby tackles in his heavy moveset to showcase Jo Shigeru’s rugby training.

His Rider Specials should be :

– Neutral : Den Chop (Chou Denshi Drill Kick)
– Forward : Den Punch (Chou Den Screw Kick)
– Backwards : Stronger Electro Fire (Chou Den Daisharin Kick)
– Sideways : Ultra Punch (Chou Den Jet Throw)
– Jump : Stronger Den Kick (Chou Den Kyokoka Punch)
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Electro Thunder

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backstep
– Sideways : Sidestep
– Jump : Aerial Tricks

His Rider Gauge should be : Red [Charge Up]

– All of the directions make Stronger enter CHarge Up mode. The differences are a visual make over, his attacks now constantly emit electricity and his specials change a bit.

His Finishing Moves should be :

– Finishing Move #1 : Chou Den Inazuma Kick
– Finishing Move #2 : Chou Denshi Ultra Cyclone (cameo from Denpa Ningen Tackle)

08.)New Kamen Rider / Skyrider : Stronger should try and copy his tv’s appearances martial arts with a few added rugby tackles in his heavy moveset to showcase Jo Shigeru’s rugby training.

His Rider Specials should be :

– Neutral : Den Chop (Chou Denshi Drill Kick)
– Forward : Den Punch (Chou Den Screw Kick)
– Backwards : Stronger Electro Fire (Chou Den Daisharin Kick)
– Sideways : Ultra Punch (Chou Den Jet Throw)
– Jump : Stronger Den Kick (Chou Den Kyokoka Punch)
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Electro Thunder

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backstep
– Sideways : Sidestep
– Jump : Aerial Tricks

His Rider Gauge should be : Red [Charge Up]

– All of the directions make Stronger enter CHarge Up mode. The differences are a visual make over, his attacks now constantly emit electricity and his specials change a bit.

His Finishing Moves should be :

– Finishing Move #1 : Chou Den Inazuma Kick
– Finishing Move #2 : Chou Denshi Ultra Cyclone (cameo from Denpa Ningen Tackle)

09.)Kamen Rider Super-1 : The most difficult Kamen Rider to make due to having to use actual martial arts and difficult ones at that. Super-1 uses Shaolin Karate and Shaolin Kung-fu techniques in battles, adapting these in flowing combos will be difficult but it should be done, especially in a way where the player feels rewarded for pulling off the correct timing on his attacks.

His Rider Specials should be :

– Neutral : Sekishin Shorin Ken Morote Giri
– Forward : Sekishin Shorin Ken Gassho
– Backwards : Super Rider Getsumen Chugaeri Kick
– Sidways : Sekishin Shorin Ken Morote Uchi
– Jump : Super Senpu Kick
– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Super Rider Zenpo Kaiten Geri

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Rolling
– Jump : Aerial Tricks

His Combo Extensions should be :

– Rider Throw
– Rider Scissors
– Rider Flying Chop
– Rider Knee Block
– Rider Screw Block
– Rider Hammer
– Rider Crash

His Rider Gauge should be : Red [Rider Power]

– All of the directions make Kamen Rider Super-1 enter Rider Power Mode, where some of his specials change. The gauge drains over time but the specials cost nothing to perform.

His Finishing Moves should be :

– Finishing Move #1 : Super Rider Getsumen Kick
– Finishing Move #2 : Super Rider Spark Kick

10.)Kamen Rider ZX :

11.)Kamen Rider Black : Make his moves flow together in a very cohesive maner with wide range in his attacks to showcase his large appearance. He can also be an aerial specialist to reflect the show, have more moves that can launch the enemies on air and attack them from there. Same would go for his specials, different variations of the Rider Punch and Rider Kick.

– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Rider Punch

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Cartwheel
– Jump : Aerial Tricks

His Rider Gauge should be : Red [Rider Power]

– All of the directions make Black enter Rider Power Mode. The gauge drains over time but the specials cost nothing to perform.

His Finishing Move should be :

– Finishing Move : Rider Punch & Rider Kick combo

12.)Kamen Rider Black RX : As a whole, he should be updated but the most important thing is that his forms are no longer “Reds” but “Greens” and thus cost nothing to transform to.

12a.)Kamen Rider Black RX : Have his Revolcane attacks be mirrored, this left handed bussiness that he and Kiva Emperor do is annoying, it’s only Garuru that has a left handed grip.

– Personal Action : Blast from the Past (Adds narration for Specials and Finishers)
– Action Cancel : Rider Punch

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Side step
– Jump : Aerial Tricks

12b.)Kamen Rider Black RX – Roborider : Pretty much the same but more punch special variations on his moveset along with different ways to shoot.

– Rider Art : Blast from the Past (Adds narration after a Special or a Finisher hits)
– Personal Action : Iron defence[cannot be harmed for 5 seconds, has a cooldown time of 30 seconds]

His Rider Acrobatics should be :

– Forward : Forward step
– Backwards : Back step
– Sideways : Rolling
– Jump : Aerial Dash

12c.)Kamen Rider Black RX – Biorider : He should be fast as hell with an appropriate moveset that prefers fast moves over powerful ones and have a “flowing” moveset and no left handed grips. Also, some more specials wouldn’t hurt.

– Rider Art : Blast from the Past (Adds narration after a Special or a Finisher hits)
– Personal Action : Multiple spinning jump

His Rider Acrobatics should be :

– Forward : Blinking as Bio form
– Backwards : Blinking as Bio form
– Sideways : Blinking as Bio form
– Jump : Aerial Tricks as Bio form

13.)Shadow Moon : He is currently perfect though there have been suggestions about him either getting his Twin Swords from Kamen Rider Black RX as a Green Gauge form that loses the boosted defense and several guards and instead focuses on all rounded stats or have them be his Charge moveset from the Grey Gauge.

His Rider Acrobatics should be :

– Forward : Forward step
– Backwards : Back step
– Sideways : Side step
– Jump : Aerial Dash

14.)Kamen Rider Kuuga : Add his Rising forms, but the same way Battride War does. Have all of his attacks be able to charge up, specials and normals by holding down the buttons. Once the attack is fully charged though, it will be unleashed automatically. His powered up attack gain a really slight power up but more importantly an added effect that is slightly longer reach, an appropriatelly coloured trail of the hit, depending on the colour of the form, more speed and less time required to fully charge during the next attack.

Generally, the attacks that are charged won’t gain so much more power, but will be used to charge up his “Golden Power” that will fill his belt symbol until he reaches the Rising forms. The “Golden Power” drops at a fairly quick rate when not attacking and fills kind of slowly. The upside is that even if the charged attacks don’t hit the enemy, they still count towards filling the meter.

Once he reaches the Rising stages though, the Golden Power doesn’t drop nor disappears, until the Ultimate Finishing Move is used. Kuuga’s power won’t go up, but he will gain a slight extension of his combos, usually adding only one more attack to his moveset pool or in some rare cases, two for some combos along with perhaps a different special.

Finally, while there have been two VAs for Kuuga and seeing as to how Odagiri Joe won’t be probably returning for just a video game appearance…I suggest that Kuuga gets Hibiki’s VA to do his lines as well. It was miraculous enough Shigeki Hosokawa could seem to look like Joe, but to have a voice range like his was a blessing too I suppose, especially since his replacement VA can match that vocal range. After all, Kuuga is only a kid in Decade, the real Kuuga is hotblooded yet suave adult, his voice should reflect on that. Either that or give it back to Nobunaga Shimazaki since the guy has grown some.

14a.)Kamen Rider Kuuga Mighty Form : His moveset is almost perfect, add the jump combo from Battride War and his half circle kicks as well and make his specials should be these :

– Neutral : Close Kick
– Forward : Dashing Mighty Kick [Dashing Rising Mighty Kick in Rising Mighty form]
– Backwards : Crouching Mighty Kick
– Sidways : Uppercut
– Jump : Aerial Mighty Kick
– Rider Art : Mighty Kick [Rising Mighty Kick in Rising Mighty form]
– Personal Action : Multiple spinning jump

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Rolling
– Jump : Aerial Tricks

14b.)Kamen Rider Kuuga Dragon Form : Perfect! His specials need some work though :

– Neutral : Upward Rod Strike [Upward Spear Stab in Rising Dragon form]
– Forward : Linked Rod Strikes [Linked Spear Thrusts in Rising Dragon form]
– Backwards : Charging Rod Strike [Charging Spear Strike in Rising Dragon form]
– Sidways : Spinning Rod Strikes
– Jump : Splash Dragon [Rising Splash Dragon in Rising Dragon form]
– Rider Art : Close range Splash Dragon [Rising Splash Dragon in Rising Dragon form]
– Personal Action : High jump / Double jump

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Cartwheel
– Jump : Aerial Dash

14c.)Kamen Rider Kuuga Pegasus Form : Change his specials a bit :

– Neutral : Blast Pegasus [Rising Blast Pegasus in Rising Pegasus form]
– Forward : Stepping Blast Pegasus [Stepping Rising Blast Pegasus in Rising Pegasus form]
– Backwards : Backdash Shot [Backdash Triple Shot in Rising Pegasus form]
– Sidways : Sideways Blast Pegasus [Sideways Rising Blast Pegasus in Rising Pegasus form]
– Jump : Aerial Blast Pegasus [Aerial Triple Shot in Rising Pegasus form]
– Rider Art : Backdash Blast Pegasus [Backdash Blast Pegasus in Rising Pegasus form]
– Personal Action : Shooting Run

His Rider Acrobatics should be :

– Forward : Forward step
– Backwards : Back step
– Sideways : Side step
– Jump : Aerial Tricks

14d.)Kamen Rider Kuuga Titan Form : Revamp his moveset by making it similar to the Battride War one, having a tank character. Instead of having both melee and sword attacks, Titan should focus on having a small melee start-up move for light combos that lead to some slightly faster and more streamlined kendo moves, whereas his heavy combos should remain as they are and hit for massive damage and knockbacks. His specials should be :

– Neutral : Calamity Titan [Rising Calamity Titan in Rising Titan form]
– Forward : Vertical Slash
– Backwards : Counter
– Sidways : Continuous Swords [Dual Continuous Swords in Rising Titan form]
– Jump : Diagonal Stab [Double Diagonal Stab in Rising Titan form]
– Rider Art : Titan Slash [Double Rising Calamity Slash in Rising Titan form]
– Personal Action : Bulletproof Run

His Rider Acrobatics should be :

– Forward : Forward step
– Backwards : Back step
– Sideways : Side step
– Jump : Aerial Dash

14e.)Kamen Rider Amazing Mighty Kuuga : His moveset is exactly like Mighty Kuuga’s except holding the buttons down now give the attacks a Pyrokinesis enhancement, making them stronger and able to reach out further and wider. He is an orange gauge strictly with the Gouram assists. His specials should be :

– Neutral : Close Kick
– Forward : Dashing Mighty Kick
– Backwards : Crouching Mighty Kick
– Sidways : Uppercut
– Jump : Aerial Mighty Kick
– Rider Art : Amazing Mighty Kick
– Personal Action : Multiple spinning jump

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Rolling
– Jump : Aerial Tricks

14f.)Kamen Rider Ultimate Kuuga : Add more specials to reflect on the powers of the form :

– Neutral : Ultimate Punch
– Forward : Pyrokinesis Rising Splash Dragon
– Backwards : Pyrokinesis Rising Blast Pegasus
– Sideways : Pyrokinesis Double Rising Calamity Titan
– Jump : Diving Pyrokinetic Kick
– Rider Art : Walking Pyrokinesis
– Personal Action : Bulletproof Run

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Rolling
– Jump : Aerial Dash

15.)Kamen Rider Agito : Add Burning Form as a Red Gauge, Fire and Storm forms as Green Gauge forms and have Trinity form be part of that gauge. That way, the Green Gauge can have Agito’s Rider Kick and the Orange Gauge can now have the Machine Tornader Rider Kick.

16.)G3-X : For the love of all that is sacred and sweet, redo this poor soul. He really deserves more, especially considering he is the most accessory / gadget savy…Rider in the series…after Riderman of course. Just redo his moveset completely and just sprinkle few melee attack that hit strong and hard, yet mix with his accesories to extend the combos and give him a versatile moveset that is able to freely flow between melee and shooting techniques, almost like Delta’s. No combo of his should be less than 3 moves and the main gist of his combos include melee attacks that resemble that of a policeman’s and use of the GM-01 Scorpion, Guard Acceler and GK-06 Unicorn in any way imaginable, like in the series. His specials should be :

– Neutral : GM-01 Scorpion
– Forward : GS-03 Destroyer
– Backwards : GA-04 Anthares
– Sideways : GK-06 Unicorn side slash
– Jump : GM-01 Scorpion with the GG-02 Salamander
– Rider Art : Enforcer’s Kata
– Personal Action : Shooting Run (GM-01 Scorpion)

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Back step
– Sideways : Rolling
– Jump : Aerial Dash

17.)Kamen Rider Gills : He actually doesn’t require much change, but the small change that will happen is a bit tantallising. He can either be a Red Gauge and get his Gills Exceed form straight up or he could get it via timed power-up as an Assault Gauge. Either way, his Exceed Form will be treated the same way the game treats Wizard Flame Dragon, just extensions of current combos and specials and perhaps, some one or two new specials.

18.)Kamen Rider Ryuki / Ryuga : Basically…make his moveset a bit more cohesive. He may be an amateur in battle, but his moves don’t flow at all compared to his Battride moveset. While his main moveset isn’t much to be altered, his sword moveset should be altered. As for Ryuga, he should have a slower but more powerful moveset with different combo mixups or rather differently placed combo mixups between light and heavy attacks.

Also, having his Sword moveset of the Survive form altered to be more akin to the two handed style of the series instead of the flailing style he has with his normal form. His specials should be :

– Neutral : Sword Vent equip
– Forward : Guard Vent Charge (In base form) / Advent (In Survive form)
– Backwards : Guard Vent equip (In base form) / Strange Vent use (In Survive form)
– Sideways : Strike Vent equip (In base form) / Shoot Vent equip (In Survive form)
– Jump : Rider Kick
– Rider Art : *Sword / Strike / Shoot* Vent Attack
– Personal Action : Bulletproof Run

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Rolling
– Jump : Aerial Dash

19.)Kamen Rider Knight : Like Ryuki, a slight fixing of his moveset should be done along with his Survival moveset and have him be able to use more of the show’s cards. His specials should be :

– Neutral : Sword Vent equip
– Forward : Sword Vent + Dark Visor (In base form) / Advent (In Survive form)
– Backwards : Guard Vent equip
– Sideways : Trick Vent (In base form) / Shoot Vent equip (In Survive form)
– Jump : Rider Kick
– Rider Art : Blust Vent
– Personal Action : Bulletproof Run

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Backflip
– Sideways : Rolling
– Jump : Aerial Dash

20.)Kamen Rider Odin : Change his movese entirely, if only because he is one of the five important characters in Ryuki and a legitimately threatening villain among villain Riders. His moveset should be worked a bit to have really short attacks but with teleporting effects, like have Odin do a right punch and finish the combo with punch from behind. Also, his sword moveset should match the series and actually be an aggressive, dual wielding arrangement of killing strikes. His specials should be :

– Neutral : Sword Vent
– Forward : Feather Storm
– Backwards : Guard Vent
– Sideways : Trick Vent
– Jump : Rider Kick
– Rider Art : Time Vent
– Personal Action : Aerial Teleport

His Rider Acrobatics should be :

– Forward : Blinking
– Backwards : Blinking
– Sideways : Blinking
– Jump : Aerial Dash

21.)Kamen Rider Femme, Tiger, Scissors, Verde, Raia, Gai, Imperer, Zolda : Apart from getting back their Vents, not much can be done with them but create movesets with great liberties given how little they fought in the series or in Zolda’s case, how much they spammed the same two moves.

22.)Kamen Rider Ouja : His moveset could be reworked just a bit for more brutality and he should at least be able to switch between Venosnaker and the Veno Crush Ultimate Finishing Move.

– Neutral : Rider Chop[Double Pressure Chop during Blast from the Past]
– Forward : Rider Punch[Rider Double Punch during Blast from the Past]
– Backwards : Rider Reversal to Rider Tailspin Shoot[Have it be like the guard Special he currently has but have these be cinematics instead of the roll he has]
– Sidways : Rider Point Kick
– Jump : Rider Kick
– Rider Art : Blast from the Past
– Personal Action : Multiple spinning jump

His Rider Acrobatics should be :

– Forward : Dash
– Backwards : Back step
– Sideways : Side Step
– Jump : Aerial Dash

23.)Kamen Rider Faiz : Just up the speed a bit for his attacks and have his sword wave be a two stage attack by having the player press the button two times to execute the full attack. Also, during his Blaster form, just have him keep his Faiz Blaster all the time in the picture, he doesn’t use his right hand at all for melee attacks, it’s kinda weird how the thing just pops out, yet remains if the heavy attacks are cancelled and a light attack starts.

24.)Kamen Rider Delta :

25.)Kamen Rider Kaixa : Have Kaixa become an Orange Gauge player and add the Side Bashaar’s both forms as his Summon. Also, add his longer Assault moveset into his normal moveset to get him to be a slower, but more comboable and stronger Kaixa than now, even if by a little.

26.)Kamen Rider Blade :

27.)Kamen Rider Garren :

28.)Kamen Rider Leangle :

29.)Kamen Rider Chalice :

30.)Kamen Rider Hibiki :

31.)Kamen Rider Ibuki :

32.)Kamen Rider Todoroki :

33.)Kamen Rider Zanki :

34.)Kamen Rider Kabuto :

35.)Kamen Rider Sasword :

36.)Kamen Rider Gatack :

37.)Kamen Rider Drake :

38.)Kamen Rider TheBee (Kageyama) / (Yaguruma) :

39.)Kamen Rider KickHopper :

40.)Kamen Rider PunchHopper :

41.)Kamen Rider Den-O :

42.)Kamen Rider Zeronos :

43.)Kamen Rider NEW Den-O :

44.)Kamen Rider Nega Den-O :

45.)Kamen Rider KiVa :

46.)Kamen Rider Dark KiVa :

47.)Kamen Rider Saga :

48.)Kamen Rider IXA :

49.)Kamen Rider Decade :

50.)Kamen Rider DiEnd :

51.)Kamen Rider W :

52.)Kamen Rider Accel :

53.)Kamen Rider Skull :

54.)Kamen Rider Joker :

55.)Kamen Rider Eternal :

56.)Kamen Rider OOO :

57.)Kamen Rider Birth (Goto) :

58.)Kamen Rider Birth / Proto-Birth (Date) :

60.)Kamen Rider Fourze :

61.)Kamen Rider Meteor :

62.)Kamen Rider Wizard :

63.)Kamen Rider Beast :

64.)Kamen Rider Gaim :

65.)Kamen Rider Baron :

66.)Kamen Rider Zangetsu :

67.)Kamen Rider Ryugen :

68.)Kamen Rider Bravo :

69.)Kamen Rider Guridon / Kurokage :

70.)Kamen Rider Knuckle :

71.)Kamen Rider Malika :

72.)Kamen Rider Duke :

73.)Kamen Rider Drive :

74.)Kamen Rider Mach :

75.)Kamen Rider Chaser / Proto-Drive :

76.)Kamen Rider Ghost :

D.)Afterthoughs

There are certainly more Riders to cover but some of the following fall under the Movie-only, one-clip only and even technicality rules of not being really a Rider, not to mention they have weird gimmicks sometimes. These are the special Riders, the ones with either a unique gauge or a movie appearance only :

EX01.)Kamen Rider ZO :

EX02.)Shin Kamen Rider J :

EX03.)Shin Kamen Rider :

EX04.)Super Electro Wave Human Tackle :

EX05.)Kamen Rider W Extreme CycloneAccel :

EX06.)Kamen Rider Fourze Fusion States :

EX07.)Kamen Rider Drive Super Dead Heat :

EX08.)Kamen Rider Mach Chaser :

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