Ah fucking men.
This is old, circa December/January. The current list as of SBO is:
S: Hotaru, Kim, Mr. Big
A: Robert, Hanzou, Kaede, Marco
B: Neo-Dio, Mizuchi, Mr. Karate, Lee
Hilariously enough, the rest of the characters aren’t even mentioned. Even KOF XI had a bottom “the rest of the characters go here” tier. NGBC doesn’t even bother with that. :lol:
will I must be quite a smart lil 2 year old if I can operate both a cpu and a ps2 hmmm…
you can operate a microchip…wow, I am impressed.
Eih…I figured I could’nt find a more reccent one. Damn…it’s like “Use these guys if you want to win” lolz.
Tiers are for nubs, you just need to learn your characters. Just ask DG if you havent seen his LTB fights.
Of course, he is GALVATRON, hes got a motherboard.
Hahaha.
Thanks Ian-glad you are here supporting the NeoGeo Battle Coliseum thread.
And you know…he’s right,
in any game yes you are gonna have tiers but if you learn your characters enough you can do damage with them, hence why I am still making sure my first team in NGBC is Athena-Kisarah, they will always be my first team in a tourney.
Tiers basically say in general who is the EASIEST to win with.
Doesnt mean I can’t win with Athena and Kisarah, just means I gotta put more work into it. If tiers were the be all of everything then explain how Alex Valle won Texas Shodown 6 in 3s with Ryu???
That is all the motivation I need to continue. :nunchuck:
EXACTLY! I was forged in the fires of a god
you think they’ll eventully make a NGBC thread in the strategy zone part of the forums? you guys have alot of good information but its all kind scattered throughout the 95 pages. DG told me where the videos were so i’ve seen alot of those. but i’m not sure where you talk about character specific stuff or maybe there’s just bits and pieces of it everywhere.
You can do it here, we will be more than happy to help you out. Anything on the characters we can help you with for the time being???
no not yet, but i’ll get the game in less than a week and then i’ll probably need more specific help. but for now… are there any tiers to this game, or is everyone basically balanced?
Nope the newest released tiers are a couple of posts up…see what Beast of Fire posted up above.
Now with this being said the more I play the game the more I notice there are excellent hidden counter matchups to people even within the non S-B Class of people.
Not to start another flame war, but where was that Mr. Big’s usage of d.A and the spinning lariat? Aren’t those the reason why he’s top?
With regards to a Stategy Zone thread, I can cover Robert, Shishiou and Yuuki (I started playing him and I have some really good stuff).
Excellent!!!
Good to know there are some Shishioh users out there though they are few and far in between. lol.
So I guess you understood all that Shishioh wackiness going on in the vids then huh?
LOL.
THanks for the recent vids. Good stuff.
However, I will say this, you guys have a very aggressive random style of play. Take it easy. Sometimes it just seems like blind rushdown. And also, if opponent blocks don’t continue with super cancel combos… ^o^
Still, fun matches to watch.
New players!? :tup:
I’m going to do a quick but large write-up on what I know for characters/matchups/basic/advanced/etc. with the main purpose of motivating more players here in NC to play. But of course, the information will be useful to all - hopefully.
Yeah I coach them a lot and they at times get tired of it-lol.
So I just let them play and wait till some of you guys say stuff to them.
Hey this match vid stuff is working because we got people buying the game and people are emailing me asking me stuff and so its working!!!
The hope of NGBC2 is growing more and more real!! :lol:
I don’t continue with stuff as a whole…
I hit confirm!!
See with King Lion that shit is weird because he will glitch himself out!!!
LOL.
As you saw in the vids King Lion is one Glitchy ass motherfucker!!! :lol:
Neo Geo Battle Coliseum info brought to you by The Triad, supporters of NGBC: P-soul, Sie Clayton, Cajunstrike. :bgrin: :tup:
Hopefully they can provide some more info on BIG, Kim, Kaede, Iori, Kisarah and a bunch of other characters that I don’t know. Hope this is helpful to some.
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System:
-there is a good faq for the system related stuff http://db.gamefaqs.com/coinop/arcade/file/neogeo_battle_coliseum_b.txt.
i’ll go into a little more advanced detail on some of the system info however. also, be careful, the faq is awesome, but there is some minor misinformation at points.
Super Meter
-3 meters max. fills automatically after a certain period (when the D-Assault/Auto-Charge message above the super bars fill). auto fill is lost after a tag.
-meter does not fill on whiffed attacks.
D-Assualt
-d,df,f+tag
-can be comboed into. uses the separate D-Assault/Auto-Charge meter that refills automatically (located abover the super meter). meter will dissapear if you tag. reduces the opponents recoverable life, and charges your other character. when the other character is charged, they do more damage, take less, and have quicker recovery times. cannot be done with only one remaining character.
-practice and learn where and what the DA combos from, as it can be really helpful to certain characters and teams.
AB Cancel
-hit A+B when a normal attack hits
-cancels that attack into something else. good for continuing rushdown, combos, surprise, throw setups. takes 1 meter.
-not all moves can be cancelled but it is really good to know which ones for setup purposes, because in most cases where you could combo, it is generally better/easier to land a DM instead.
AB Roll - done with A+B. different than rolls in other games as it doesn’t pass through the opponent. invinceable, can roll through anything not a throw, and can be cancelled at any time into anything you want, except for a throw. however, it is important to recognize what you are rolling through, because if the hit frames of that particular move are still out (or if it was a quick attack), you will be hit when cancelling the roll. can be thrown out of. takes 50% of 1 meter.
-i personally use this a lot. good to use as a primarily safe way of rushing in, of course to fly through their attacks to combo/throw and one of the best anti-air options in the game.
Guard-Cancel Forward Step
-tap f,f when blocking an attack. slight invincibility at start. like the roll can be canclled but has the same limitations. takes 50% of 1 meter.
-this is a necessity versus some moves. important to learn what can be foward-stepped and punished to avoided certain moves being spammed/breaking some lockdown.
Guard-Cancel Tag Attack
-hit the tag button when in blockstun. knocks the opponent away and tags automatically. can be done with teammate is dead. costs 1 meter + must have da/auto-charge meter. when the attack hits the opponent they gain super meter.
-can be done late into blockstun, after the opponent has recovered, and if the attack misses, you can be hit before the auto-tag occurs.
Throws
-C+D. important part of the game. there is a whiff animation. throws can be broken by inputting the same command.
-very little range, but activate really fast
-normal throws can ALWAYS be broken, even if you were thrown out of a roll/attack, but the break window is always small and seems to be dependant upon the throws ie Kim’s is incredibly hard to break on reaction.
-characters have fairly significant throw invicibility on wakeup
Jumps
-there are no frames in jumps that can be normal thrown, they can however be command thrown.
-NO AIR BLOCK. kill senseless jumpers if at all possible.
-a lot of jumps are slow and “floaty” so be really careful when jumping or jumping projectiles. a good way to advance against certain keep away projectiles is to just go old-school and walk->jump straight up-> walk ie Iori/Robert/Washizuka, and this way you don’t have to use meter.
Waking Up
-there are backturned frames in some if not all characters wakeups, which makes it hard to guard certain crossup attempts done on characters getting up.
-also makes it possible to roll on wakeup and roll away from the opponent.
Ultimate Juggle
-important aspect and a definate need to know what moves have ultimate juggle properties
-basically these specific moves allow you to juggle the opponent at any point their feet are off the ground, be it from a reset situation, a two-in-one anti air, a sweep, etc.
-just test by putting dummy on jump, air-to-air hit or aa hit, and then try to juggle.
-free damage, and really helpful for some characters.
Tags
-when tagging in and out, there is a moment of vulnerability before the character leaves and after landing upon tagging in, where the player tagging cannot block or move
-incredibly important to take advantage of this
Supers
-certain supers have different properties depending on what button used, such as invincibility at different times.
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Random character notes:
Haohmaru:
-best aa is cr.C
-good quick dash, easy to go under jump-ins, great use for tick throws
-far C is FAST, and does a lot of damage, with great range. poor recovery, but hard to punish at the correct distance, make the opponent scared of this move.
-close A is a good quick tick
-db+B is an awesome poke, chains into self, and cancelable
-Ultimate Juggle is his “running” DP, executed after a dash (he says something different and of course gains the juggle property). extremely difficult to execute without buffering the dash from a jump or a whiffed attack. BUT, can be done from a roll and thus given the juggle property along with great damage. the command: f,d,df+AB~C
-since it is ultimate juggle, you can do aa or air-to-air hit, land, running dp
-after a C tornado, can juggle with the running DP for massive damage
-how to hit with the tornado? use his tornado fake and the different speed of the A tornado to fool them into getting hit.
-far B is a great poke that can be cancelled into anything
-close B is an awesome normal with great frame advantage, can link to far B, can hit confirm into uppercut super
-close C can be used to link a C uppercut
-far standing D is an overhead, and can be AB-Cancelled.
-his throw seems to have more range than others, and is hard to break.
Hotaru:
-cr.D can be kara cancelled into virtually anything
-cr.B, cr.A, st.A all have massive priority
-df+C can be jump cancelled
-jump D is used for crossups. lots of priority.
-has air chains from jump A or B to C
-air knee special is hard to punish without a gcfs
-DA will combo after her standing D break in her backturned stance
-kick flip from phoenix stance is great aa
-first hop of her C super has invicibility
-B super is faster than the D version
-qcb+p is good to bait gcfs, and then punish the gcfs with her B super, as is the A attack from the backturned stance
-f+B when used alone has auto-gaurd at startup, and if counter hits will wall bounce
-incredible dash
-Hotaru’s B&B’s do a lot of damage, and are easily confirmable
-I play her with a lot of mixup and throw setups, as it’s easy to cut off her chains, stances, etc. and then go for dash in->throw
Mr.BIG:
-cr.A is possibly the best poke in the game, incredibly fast with great range and has some of the best priority, trading or stuffing a lot of supers
-cr.A is also cancellable, chains into itself, and will combo into the kick lariat, fireball super, rush super, and fever
-cr.D is hit-confirmable into his torpedo, massive range and priority
-kick lariat is the best anti-air, but must be done late. very few things in the game will trade/beat this.
-mixing up dash->cr.A and dash->throw with BIG is incredibly effective
Kim:
-cr.A is incredibly fast, cancellable and will link into another cr.A
-his throw cannot be tech rolled and is hard to break
-awesome speed
-far st.A has very long range and is quick as hell
Terry:
-far st.C is a good fierce, quick, deceptive range, stuffs many attacks, cancellable, and it’s actually possible to hit confirm far st.C into B Buster Wolf
-cr.C is good as well
-df+C is a good aa
-C Burn Knuckle has slight invicibility at startup
-cr.D is very quick and has nice range
-Terry has one of the best dashes in the game
-his power waves OTG
-it’s possible to OTG with the power waves late enough so they don’t register as a combo and thus do more damage
-close C carries a large advantage, as does the close C,f+C chain.
-air-to-air C and D will beat a lot of attacks, and have quick startup
-B Power Dunk break feels very close to even adv/dis on block, because when they block the break I can usually throw before Terry is hit, good for setups and pressure
Robert:
-B flash kick has ultimate juggle
Kaede:
-qcb+C has insane invincibility at startup, and cancels into lightsaber
-if you cancel into the lightsaber super on the 2nd hit of qcb+C and timed so the opponent lands on it, it does even more damage than usual
-his command throw is a big part of his game, can juggle with anything afterwards
-as a followup to the command throw, you can qcb+C for 2 hits to juggle, and then reset with a standing A
-command throw will combo from certain normals up close, if they block and cancel you wont get the throw, but if they try to jump close A xx command throw will stop their jump attempt and keep them on the ground.
-combo: cr.B, cr.A xx qcb+A (2 hits) xx A lightsaber
-if done on wakeup will stop a jump attempt
-mixup these with the command throw, behind an attack or done alone, and you’ll have them scared as hell on wakeup.
-qcb+C cannot be tech rolled, and neither can his ground attack df+C
Hanzo:
-uppercut is Ultimate Juggle
Mudman:
-has some of the best and also worst matchups in the game
-basically, if the opponent can beat his dive kick, they win, if they can’t beat it, they lose.
-mixup divekick with his chain combo (cr.B, cr.A, df+D), dash in throw, cr.B, cr.A->dash in throw, and that’s basically Mudman.
-his divekick can be done at any point during his jump, after his fly, or after his air qcb+k, during jump up, back, or forward
-his fireball DM is fast and negates pretty much everything else, but won’t hit if done close
Marco:
-close C xx neutral knife stance will link into C knife or D slide
-far C (1-hit) xx rolling knife stance will link into A knife
-jump back A is good when people try to jump on you
-a B&B from a gcfs: close C, df+C xx A heavy machine gun
-B and D are good crossups
-jump forward C is tricky to deal with, try throwing it at different points of the jump
-a few important notes i don’t think the faq mentions about the knife stance:
-when cancelling into qcf+p or qcb+p, Marco comes out of the stance
-when cancelling the knife “normals” into the command roll, Marco comes out of the stance
-when cancelling knife normals into the roll, Marco can also cancel the roll with qcf+p, and then will also come out of the stance automatically
Cyber Woo:
-hcb,f+p has massive autoguard, but the autoguard won’t work when the opponent cancels into a super
-his 360 grab activates quick
-real good mixup between these two throws
-when using qcf+k rush, he will take damage when autoguarding
-if you rush with the move, and then hold back and cancel with D, it depends upon what move the opponent does of course, but it is possible to stop and block and bait something out
-qcb,qcb+C will ultimate juggle
-qcf,qcf+C super has good priority
-st.A has good priority, range, and speed
-cr.A can be linked into 2 more cr.A’s and then cancelled into super.
-cr.B will cancel into cr.A
-when killing an opponent, use the qcb,qcb+C unblockable setup, when landing after the 360, use the D version.
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Random Matchup Notes:
Versus Kim
-don’t let him jump on you, he has crazy priority coming from the air as well as d+kick so I generally try to jump back or AB roll -> throw.
-keep him away as much as possible, he can’t do much from long range
-do not let him get you in the corner, and if so, get out as quick as possible, throw into hotstep hurts too much
-gcfs and punish whenever possible
-make sure when jumping at Kim that he doesn’t have a charge, as his flash kick is fast with great priority
Versus BIG
-best people to fight BIG from what I’ve seen/played: Marco, Kim, Washizuka, Asura
-Kim is probably the best as his charge b, f+kick will slide under his cr.A
-Marco can keep him away somewhat…if BIG sees Marco throw an Iron Lizard and torpedo’s, Marco will get hit and BIG will land on the Iron Lizard
-Washizuka can throw C fireballs and keep BIG at bay because of BIG’s short jump range, same with Asura’s arrows.
-try your best to not jump at BIG ever, and always watch the range for his cr.D
Versus Kaede
-be extremely careful when Kaede has 2 levels
-watch out for cr.B combo, qcb+C, and command throw
-find out what can hit Kaede between the 2nd and 3rd hits of his qcb+C
-any D-Assault will work
-gcfs his qcb+A
Versus Marco
-BIG’s kick lariat destroys Marco’s far C everytime. it seems as if Marco’s hitbox extends to the max range of the far C, which is why this works i think
-To avoid getting stuck in the knife loop:
-Last Blade characters can parry between the knife normals and qcf+A when blocked
-Kim can B flash kick here as well, and Hotaru can B kick super.
-from personal experience, Marco has a hard time getting people off of him
-For AA Marco doesn’t have much
Versus Hotaru
-in my opinion, Hotaru has horrible matchups versus Kim and BIG. Kim runs over her and flash kick keeps her off. BIG kick lariat will get stuffed by Hotaru’s jumping D, but not often. he outpokes her on the ground for the most part and she can’t really do much but throw fireballs.
-try to not ever get stuck in the corner against her either, and try not to let her close.
Good shit Cajunstrike very good shit!