Artificial Stupidity: As in other Musou-type games, mooks seem to share only one brain among all of them, and end up just standing around you not doing much, or at least not doing anything fast enough to prevent you from getting combos in the hundreds by hitting them repeatedly and in packs of twelve.
Big Bad: Karas, an evil sprite/fairy/whatever of the same species as Canaria, the one that guides the Riders.
Cinema in Battride War II.
Call Back: Using certain Riders to unlock others (via the "(Rider)'s Awakening" stage) will yield special dialog; for example, using Double in Fourze's Awakening will have Shotaro recognize Gentaro as "that pompadour kid", which is what Shotaro called him in Movie Wars Megamax
Cool Bike: All characters can summon their bikes (except Accel, who becomes a bike, and Beast who just uses his Falco Mantle to fly) during stages to get around faster. Their primary purpose is to let you travel between fields quickly, and most of them do their job admirably, but some bikes (like Kiva's and Hibiki's) aren't amazingly useful for that due to slow acceleration and clunky controls, and all have basically no combat use whatsoever (since you can't fight on your bike and enemies will roll out of the way).
Damn You, Muscle Memory: In the first game, the accelerator for Bike Mode is mapped to Square; in the second, it's moved to R2, while Square...makes you do a wheelie.
Demoted to Extra: The Second Riders who are non-playable, including G3-X, Knight, Kaixa, Garren, Ibuki, Gattack, Zeronos, Ixa, and Diend. Made even more surprising when you consider that the advertising made a big deal out of how Bandai Namco got several Rider actors to reprise their roles...only for them to be NPCs (this list includes Garren, Gattack, and Diend). Future DLC might avert this, but so far nothing has been said.
Also arguably the Joker Undead, who is not only voiced by his original actor Ryoji Morimoto, but never changes into Kamen Rider Chalice.
Den-O Liner Form, which was originally Ryotaro's Super Mode, becomes just another part of Den-O's Multiform Balance in this gamenote It's the only form of Den-O aside from Climax that won't be temporarily disabled from taking too much damage.
It is justified with Diend, since he is one of the few Riders not to have a motorcycle, which are somewhat important for the gameplay.
Exactly What It Says on the Tin: Maniac Playlist in Battride War II, a custom soundtrack option which gives every playable character at least 27 customizable song slots, plus three more for each form change (OOO takes the gold medal with 45 thanks to all his Combos).
Exposition Fairy: A Navi-like golden fairy by the name of Canaria joins Wizard and helps him find the other Riders and go into their memories to remind them that they're supposed to be heroes.
Fake Shemp: Masaki Suda reprises his role as Philip via stock audio in both games.
Tomoyuki Dan (Shinkuro Isaka/Weather Dopant) died some time after the release of Battride War, so his role in the second game is also conveyed by stock audio.
The second game is an odd case, since during battles they use recycled audio from the first, but have new actors play the characters for the story cutscenes. For example, whomever plays Kamen Rider OOO sounds close to Shu Watanabe, but just different enough that anyone who watched OOO will notice.
Final Boss: Karas himself in Decade Violent Emotion form, helped by Eternal, Skull and New Den-O.
In Battride War 2, Cinema summons copies of all the Riders in their ultimate forms, except with Bujin Gaim instead of Gaim Kachidoki Arms. Cinema is directly connected to Bujin Gaim, so the other Riders make this a Flunky Boss.
Finishing Move: Strangely, killing bosses requires you to hit them with your character's Triangle+Circle special move, even if for some, it's not their usual finishing move or even a particularly powerful attack. Den-O's Ore no Hissatsu Waza/My Finishing Move Part 2 or OOO's Tatoba Kick are fine, but Beast only being able to finish bosses off with his Buffa Mantle, or Fourze Cosmic States using his Rocket and Elec combo when he uses his Super Galactic Finish upon transforming, seems weird...
This occurs mainly with Super Modes because the game often has the Rider's most iconic finishing move (like the Super Galactic Finish) as the attack that occurs when you change into your Super Mode, meaning you can't use it normally. There are a few exceptions; Decade Complete's Final Attack Rides can be used any time by pressing R2, but cost about half your Super gauge.
This gets fixed in Battride War II, where any special move can be used to finish an opponent.
Lampshade Hanging: If you use Decade to awaken Kuuga, Tsukasa will have special dialog where he recognizes that Godai isn't the same Kuuga he traveled with, but says that they both had the same desire to protect peoples' smiles.
In the second game, Gaim asks Double "If you're a two-in-one guy, why do I only ever hear one voice coming out of you?", nodding to the fact that Renn Kiriyama reprised his role as Shotaro while Philip is "played" by recycled audio of Masaki Suda.
Laser-Guided Amnesia: Most of the Riders seem to have forgotten who they were, and have to be reminded of their roles as heroes by Wizard. The opening stage, "Rider War...?", sees Wizard appearing in the infamous BBC Quarry and getting attacked by the ten Heisei Riders, lead by Decade.
Elite Mooks: A few exist, such as Large Waste Yummies and Albiroaches. The second game also introduces three Leader-type enemies: Attackers (who increase the attack of all enemies on the field), Defenders (who do the same for Defense), and Keepers (whom the player must defeat to progress).
The levels in the game, at least for a good half of it, are based off events that occurred in the show, nearly all of them set during the end game of their respective show save for Hibiki (His stage was set really early compared to the others), Double (Their stage was set during the end of the middle game), and Wizard (his show was airing at the time, and thus there was no endgame yet).
Faiz Blaster Form's Super-Enhanced Crimson Smash creates a huge shockwave at the impact point of the kick like what happened in the Kamen Rider Faiz movie, Paradise Lost.
Original Generation: The Kamen Rider Eternal who appears in the first game is an entirely new character, as opposed to Katsumi Daido or Jun Kazu. Daido returns in the sequel.
Personal Space Invader: The Waste Yummies can grab you. And that's it. They just grab you from behind and prevent you from moving for a few seconds.
Point of No Return: When you battle another Rider you can't escape the area you're fighting in, either a door or an invisible wall stops you.
Humorously, one of Kabuto's lines is "If you value your life, you'd best turn around and leave". But you can't. Irony.
Power-Up Letdown: Kiva and OOO's alternate forms only have a single special attack each; OOO partially makes up for this by having some of his Combos' powers pop up in his regular melee combos (for example, Gatakiriba's combo ends with him blasting the surrounding area with electricity). Tajador gets a little better in the sequel, having its ground attacks completely changed (its aerial attacks are the same).
Gaim Jinba Lemon Arms also has only one special attack in Battride Wars II, despite the fact that it's his last unlockable form, which would make one expect it to be the best.
The Computer Is a Cheating Bastard: Once you start playing in the higher difficulties, especially in survival mode, you can notice that most bosses have attacks with ridiculous super armor and/or invincibility frames. Especially noticable with Kamen Rider Sorcerer in Battride War II, where even when you put him in "finish" state, will still completely ignore most of your special attacks while he's preparing his own.
Theme Naming: The small faeries that follow the heroes are named after kinds of birds while the domain they live in is the "Bird's Cage."
Meaningful Name: The faeries' names are also derived from their original human names (in Japanese name order): Canaria = Kanai Rie, Karas = Karashima Susumu.
The games' custom soundtrack feature. In the original, you had your choice of Single Play, which plays a single song, or Dramatic Play, which gives a list of six events (such as boss battles or Super Mode activation) and lets you assign up to three songs to each. The sequel does away with Single in favor of the aptly-titled Maniac Playlist, which starts with nine events for each character (including new options like the menu and results screen), and then throws in a slot for each of their alternate formsnote So for example, OOO has a grand total of 15 song slots. Not including DLC characters, this means you can have a playlist of almost 250 songs.
Super Mode: As most characters' Limit Break by pressing R2 when their gauge is full. They first use a powerful attack, most often their Super Mode's Finishing Move, and can then fight for some time with their new form's increased power and new moves until the gauge is completely empty.
Battride War II adds Ultimate forms by using a second super gauge during their Super Mode. This is how Riders activate their Movie-exclusive forms, but even those who don't have one can still use this feature to extend their Super Mode's duration and enter some sort of Bullet Time state.
On top of this, a few Riders have access to more than one Super and Ultimate Mode. For example, Wizard can choose between All Dragon and Infinity Style for Super Modes, which determines which Ultimate Mode he has (Special Rush for All Dragon, Infinity Dragon Gold for Infinity).