The NEOGEO Battle Coliseum Mega-thread

I’ll try to add and clarify on some stuff here.

Concerning backturned frames on wakeup: this is only on certain knockdowns. For example, pick Kim and do a cr.D, look at how the opponent falls and gets back up. Then do a throw into the corner and notice how they land backwards and get up backwards. Note that this state also persists even if Kim OTGs with d,d+D after the throw. This is why Kim can do something like high jump forward with j.A and it will cross them up automatically, even if they are in the corner, since they are getting up backwards. But no, not all knockdowns do this.

Kim:
-cr.B is cancellable and will link/chain to itself, good for a low option when you have your opponent down/cornered, but its range is smaller than cr.A so it’s not as useful as a poke.
-cr.C useful as a panic anti-air if you don’t have charge ready for Hien Zan (charge d,u+K).
-pretty much all of your jumping attacks are good, but I would place j.A and j.C as the most useful. j.A is a spectacular jump-in, especially after a throw into the corner. j.C is excellent air-to-air and can be used to jump in as well. j.C air-to-air can lead to large damage.
-f+B’s first hit can be cancelled into a D-Assault when you combo into it from close C.
-Hishou Kyaku (d+K in air) is useful for chip damage and fast, hard to counter.
-B&B combo: from cr.A or cr.B or close C, do QCB+P, QCB+C, d,u+A and SC second hit into Hou’Ou Kyaku, then OTG with d,d+D. You can replace the d,u+A with QCB+A and SC that, but it does less damage (easier to time though).
-D version of Haki Kyaku (d,d+K) is guaranteed after throw into the corner or Hou’Ou Kyaku or d+D followup from Hien Zan.
-Both versions of charge d,u+P have absolute juggle potential and can be super cancelled. B&B is after hitting with air-to-air j.C, land and juggle with C version, then SC on second hit to Hou’Ou Kyaku. You can also simply cancel the j.C into the air version of this move and then SC from there.
-The D version of the Hou’Ou Hiten Kyaku (QCFx2+K) has invincibility on startup but is too slow to combo. Both versions can lead to big juggles in the corner using repeat juggles with QCB+P strings.
-Kim’s dash is ridiculously fast.

Robert:
-Robert’s throw causes the opponent to get up backwards. Abuse this in the corner by following up with a highjump into j.D, then combo.
-cr.A is your best poke, it chains into itself and can be cancelled to b+B in order to do combos. Can be cancelled into specials as well. Also sets up dash into throw nicely. Awesome priority.
-close B hits low and can be cancelled into b+B. Good standing low option to land a combo.
-cr.C is your all-purpose anti-air, it works at almost any point in your opponent’s jump.
-cr.D is a decent speed low poke that is cancellable. Can be used in your poke strings to knock down, cancel to Ryu Geki Sen on block for safety/pressure.
-j.B and j.D are good for jumping in on people. j.D is also decent air-to-air.
-b+A is your high option on offense. It will link into cr.A on most characters, though there are some character-specific requirements such as crouching characters or only on wakeup. Gives some advantage if blocked, but unsafe to GCFS. Standard combo on connect is link 1 cr.A and then cancel to b+B to continue.
-b+B is used to extend combos and has pretty much no use when not cancelled into. It will cancel into any special and either super. It will also cancel into D-Assault, which is extremely useful. Best when cancelled into off of cr.A.
-b+C seems to have some upper-body invulnerability, though I’m not sure how reliable it is yet. Launches straight into the air when it hits. A standard midscreen juggle would be b+C, then jump forward with j.D/j.C, charge and do B version of Ryuzanshou when you land. Near the corner, you get longer juggles using multiple Ryuzanshous and the Kuzuryu Sen super.
-Ryu Geki Sen (charge b,f+P or K) is incredibly useful for pressure and screen control. P version launches and recovers faster, so it’s better for screen control. K version is for combos as well as having slightly longer range when it comes out. You can SC the K version into Haoh Sho Ko Ken and use it as a safe way to punish people for dashing at you carelessly (this also beats out Big’s lariat at longer ranges). Does a lot of damage. At long range, you can do A version followed by D version SCed into Haoh Sho Ko Ken and all three projectiles will combo for big damage.
-D version of Ryuzanshou (charge d,u+K) has invincibility. Can be used as anti-air, though not really necessary.
-Gen’ei Kyaku (f,b,f+K) cannot be techrolled and combos from b+B. Combo can be somewhat unreliable though.
-you can juggle with B version of Ryuzanshou after hitting someone with Hien Shippu Kyaku (QCB+Kx4) in the corner. Unfortunately, Kuzuryu Sen is too slow to combo here.
-Ryuko Ranbu (QCF, HCB+P) cannot be techrolled. Standard combo super. Can be comboed into after b+B (A version only) or after SCing a K Ryu Geki Sen.
-Kuzuryu Sen (charge db,df,db,uf+K) has absolute juggle potential. Does massive damage in juggle combos. Can be used after an air-to-air j.D, but will not net full hits unless you are near or in the corner.
-B&B combo is cr.Ax2, cancel to b+B, D Ryu Geki Sen super cancel to Ryuko Ranbu. Other useful combos are Gen’ei Kyaku after b+B or D-Assault after b+B.
-Robert is an extremely well-rounded character that can play offensively or defensively. If played offensively, it is best to get accustomed to using his normals more extensively than his specials so that you will not be caught off guard or slow your pace down too much by stopping to charge. At range, use Ryu Geki Sen to control space and punish jumpers with air-to-air moves or cr.C. Once you get inside, mix up with b+A and dash throws to get knockdowns and set up your combos. Poke extensively with cr.A and mix up with dash throws or pressure with Ryu Geki Sen.

More later.

I wanna add to Mr. Big

cr. D = 3S Chun-Li’s cr. MK

but otherwise, great stuff cajun but I’ma bit lost on the whole late OTG Power Wave thing

I do think there was/is a NGBC strat thread laying around the Other Games section of the strat fourms but it looks like other people just want stuff here or in DG’s “Thread” I’ll revive and link it here…

that’d be awesome, thanks alot arcadefire.

http://www.shoryuken.com/forums/showthread.php?t=105054&page=7

Right where they left on at…it’s no problem really.

Glicthy? Where? All I saw was A or B into random counter LOL.

Nope…if you check you see his Autocombos and strings that almost can’t be interrupted…

See Vid 8 Surely you will see King Lions Glitchiness into effect, this is all before the King Lion Exhibitions I put up are posted.

It’s hard to time, but instead of throwing the otg power wave when you normally would, just delay it a bit. It will still hit them while they’re on the ground, but it won’t register as a combo, and thus do more damage. Iori has the same deal too.

Any questions on anything I posted please let me know. Hotaru, Cyber Woo, Marco, Haohmaru are my mains and I’m pretty competent with Terry, Kaede, and Mudman. I think we need more discussion on matchups to intice new players because the top can be so destructive if you don’t know what to do. Hotaru and Marco have so much but if anyone has specific questions about any of these characters please let me know.

Good stuff Blake. :tup:

wow goooood shit. Give me some info on kyo-rock-geese-iori please

I can fill in for the Kyo-Rock-Geese-Iori stuff myself but give me some time and keep checking my posts for edits!

Lets start with Kyo

Kyo:
-New combo is essential for doing god combo damage in the corner and does consume some extra meter what I call ‘EX meter’ or the equivalent in 3s,they did this in XI to try and weaken Kyo but it doesnt matter he is still damn good in XI!!! The new combo is [qcf+c x2] qcf+a,qcf+k, hcb+C…the last hit hits from full screen and if in the corner in NGBC can go into many different off shoots and additiional combos like dp+ax3 or Deadly Assault to follow up or many other things…so experiment with it!
-XI version has new properties even that NGBC version doesnt have o-O!!

  • After his qcfx2 k super tap k rapidly to enter Genei-Kyo state which is simply allowing Kyo to enter BC mode from KOF 2k2. Genei-Kyo does NOT consume an extra super.
    -As far as I know as of right now I am 98% certain there is no way to combo Genei-Kyo from a starter combo of any kind ala Yun (so dont start thinking Genei-Jin stuff here!)
    -Blocked aerial RED Kick is safe and one of Kyo’s best moves in both this AND XI because in XI is even better because he can Hyperhop into it!!! :wtf:
    -Most commonly used crossups with Kyo are C and b and sometimes even D.
    -Most Kyo’s general strategy revolves around either landing the new flashy combo or getting into Genei-Kyo.
    -Kyo lost many of his KOF Karacancels so dont try to Karacancel off Cr. C or Cr.D or stuff like that.
    -Kyo is basically XI Kyo meaning no NeoWave/reg XI Kyo cr.b,cr.a , df+D(one hit) xx rekka kens!!!
    -Most underused poke with Kyo is far st. b, use it…its very good!
    -Another good poke to snuff stuff out with is St.D
  • In the air ala old school KOF down and C in the air is a very underused poke because it causes instand knockdown and you cannot recover from it!!!
    -Ill stop with Kyo stuff for now and let Sie etc finish.
    -I dont have the game in front of me but I do believe that his throw does make them wake up backturned…once again I am going from my memory.
    -Another easy bnb with Kyo is. St.C, forward+bxx Orochinagi (qcbhcf+p)

Genei-Kyo DG notes-
Best way to land Genei-Kyo and guarantee your opponent cannot knock you out of it is to do it out fo the corner in a combo (I use the low cr.b,cr.a) and then it will knock them across the screen so that when Kyo waves his fingers your opponent cannot punish you. If you do genei-Kyo in the corner whether the attack connects or not when you tap k rapidly to enter Genei-Kyo then your opponent can knock you out of it with whatever they choose because you are very much wide open!!!

-Anti Genei-Kyo: As you know if your opponent is FOOLISH enough to do it in the corner off a combo blocked or not you get a free opportunity to land whatever combo you want!!! :lovin: So punish the hell out of him and also know that even if they get the safe Genei-Kyo by hitting you with a combo that pushes you full screen the best counter for Genei-Kyo besides Blocking is the Guard Cancel Tag Attack- Or tapping E when he begins his 2k2 [qcf+cxxqcf+a] loop whoring it like its Yun’s GJ shoulders or some shit. :lol:

Geese
-People thought he was top tier in the beginning due to his corner lockdown and combos: Here is his bnb corner lockdown and combo- [cr.axxdouble reppuken] x2 to Deadly Rave if you have it, Once in Deadly Rave stop at 7th hit and from that you can either: Do Cr. C into Deadly Assault, or go into St. C to another Double Reppuken, then sweep and then run in to face grab.
-Corner loop for block purposes- Just use in the corner [st.axxdouble reppuken]x2 then reset the loop with a cr.D sweep to one reppuken etc.
-Corner Loop variation#1- As I tell Turbovec yes the corner loop is great and will murder people not exposed to it, but there are some various openings in it where Geese CAN be punished. So if you know the openings in the loop then you’ve got to change your approach. Now for all those Geese users(me included duh) out there I won’t reveal the openings lol but I will give you some off shoots to keep your opponents in the corner because the corner loop by itself is way to easy to get out of IMO-I dont fear it. Start the corner loop the same way but instead of resetting it with a Cr. D to reppuken then use Geeses forward+C overhead to knock them down for crouching.
-Corner Variation #2- Start the loop the same way but instead of using Forward+C to knock the opponent down use Cr. C to stop all jumping attempts and keep them in the corner also!!! :badboy:
Corner Variation #3- Instead of Cr. C use Ragin Storm to make them FEEL THE PAIN for jumping to get out of the loop if U have picked up when you can get out the loop (I have subtly told you guys how to get out of it!!!)
-Bnb Fatal Fury Special string- cr.a x2, cr. b to cr. D Sweep xx reppuken. There are some variations of this but this is the main one it starts with.
-Karacanceling Far St. D- Geese Can Karacancel his Far. St. D RB2 style and most used is for Karacanceling it into his 360 command Grab making it a Karathrow. It can be Karacanceled into any special mainly but beware, the vulnerability in his far st. D is very high!!!
-Kara-Face Grab: This is what I use when I am going for the face grab but do not want to run and do it…I just do Far St. D and then do df+C face grab when they are on the ground, so yes in that combo I listed in the beginning this is how I end it.
-Counters: Geese can go to a hidden Red Ragin Storm
-Most underused poke is St. B for Geese, it is very fast and pretty good.
-Ragin Storm by itself isn’t worth the use because it loses almost all invulnerability, meaning unless they are in the air and not coming down don’t use it as an AA…use his Cr. C or counter or even cr. a if you anticipate them jumping.

Vs. BIG
Beware Geese because your lacke is better than you in this game!! By that I mean the obvious and I mean beware because Geese’s corner trap on wakeup is nullified by Bigs AC or BC Twirl Spin. Yes the moment you even try to start it on wakeup because of Bigs invincibility frames Big can twirl and interrupt your corner trap on wakeup, so you gotta be more careful and try to bait him into attacks etc. Be patient and yes you have

Rock:
-Has all his Garou frames of animation, therefore hurting him by making his moves slower than most of the cast.
I would rate Geese higher than Rock because Geese has a corner loop that is very good whereas Rock’s is only based off a Deadly Rave and hitconfirming a Command Grab Garou style into qcb+p and supers etc.
-His qcb+C blocked is safe meaning you can follow up with moves etc afterwards.

  • In the corner for Rock when he is facing the corner he can do his 360 Grab to throw the opponent in the corner, then he can do qcb+c, qcb+Cxxragin storm, qcb+c, then juggle with Deadly assault or SDA with Terry or other things.
    -Rock’s reppukens are big enough to be able to do a corner loop like Geese.
    -Rock can do some things off Deadly Rave no surprise but it evades me at which hit to stop at for the time being. Check back I will update with more info.
    -Rock can combo a super after his Shoulder (AC).
    -Cr. C like Geese is a decent AA if you do not want to use his counters.

Now remember once again I don’t have the game in front of me now, I’m going from sheer memory so that combo could have some things in it that are the wrong button etc.

Vs. Big- Be patient with Rock and be aware that you got something to stop his low cr.a spammage like Geese is a counter. Big should not be jumping much he should be sticking to the ground making this a tough matchup 4 Rock and a gamble at times to use your counter but try and figure out your opponents attack strings and play safe with his qcb+C and use his BD and AC (Very underused in this game for Rock) wisely.

Vs. Hotaru/Big/Kim- Like Big the key thing is patience, Once thing Kim/Hotaru/Big all have in common is that they all want to get you in the corner. So keep in mind that once you get in the corner you’ve got to be patient and think soundly. Sure they are gonna get you with something every now and then, its inevitable a part of the reason they are top tier. But against Kim you can control all his dive kicks in the air with one thing-Counter. Don’t try Ragin Storm, Instant Dive Kicks with Kim stop that cold! If Hotaru wants to jump D beware because if she does it crossup on wakeup your counter may miss so until you have a trained eye to see when you can GCFS dash through it just block and take the block damage.

More to come later I gotta go.

DG, the HCB+C ender DOES use meter in NGBC, just not a whole stock. It uses half a stock like Hanzou and Fuuma’s Double Rekkozan/Reppuzan. Because of this, unless you are in the corner, there is no point to doing this followup because the small extra damage you get isn’t worth the meter you use unless you get the opportunity to do one of Kyo’s dumbass juggles.

More Kyo stuff on the way.

Yeah my bad I was doing all the typing off the top of my head so I shouldve said disclaimer: I don’t have the game in front of me so a couple of things here or there could be wrong.

I’ll be able to overload things again tomorrow but for now even I still have the stuff in front of me.

I’m editing the main post right now.

word …good shit and another character that i use Cyber woo (-_-)/ whats up with him

B&Bs:
crA x 3 xx Missile Attack ©
crB, crA xx Missile Attack or D-Assault
jump D, stD xx Missile Attack or D-Assault
jump D xx Missle Attack (the super activates so fast, it is possible to easily confirm this)

If Hammer Punch connects w/ opponent in the air, juggle with a Missle Attack.

Rocket Bazooka followups (the move that throws them into the wall):
-Flying Powerbomb
-jump forward juggle with early jump C, land, juggle with Laser Gattling ©
-with Cyber Woo near his corner, immediate Hammer Punch © xx Missle Attack
-with Cyber Woo near opponents corner, but not too close, it is possible to juggle with a crB, and the opponent will flip out TOWARDS Cyber Woo
-Missle Attack by itself
-D-Assault

Jump at opponent and bait out AAs with Air Break (A+B+C) and follow with Halo Jump.

stC also has slight autoguard.

Jump A is one of the best possible ticks into a 360 that I have ever seen. crA xx Rocket Bazooka ©, no combo, but a tick, will pretty much grab them unless they jump. Far stD blocked cancelled into AB Break into 360 is another good tick.

Priority on Missle Attack is so good that it is possible to bait wakeups (normal or supers) and then beat their wakeup with Missle Attack. This isn’t a bad option, because if you time Missle Attack to activate AFTER their super flash, it beats most every other super in the game. That beats one of thier options. If they try to jump, Missle Attack will snag them out of the air. Second option gone.

Playing Cyber Woo:
Playing Cyber Woo well involves a lot of reading and training your opponent. If they try to attack, they’ll get grabbed by Rocket Bazooka. Physical supers generally only beat Rocket Bazooka if the autoguard has started, and they cancel into super. If they try to jump, they’ll get grabbed by Flying Powerbomb. If they stay on the ground blocking, Flying Tornado. If they try to attack or jump, Missle Attack. These four options are the up-close in their face mixup. If you react and wait for them to jump, Flying Powerbomb needs to be done early - this IS NOT a good wakeup move, if they have an attack out, it WILL beat the powerbomb.

GCFS into a 360 grab whenever possible. It does really good damage, and sets up the unblockable.

Hammer Punch covers the whole ground from side to side, so use it to make them come to you if you’re having trouble. To rush them, you can use Roller Dash without much fear at all because of it’s autoguard. Cyber Woo does take damage during the autoguard though, so be careful. Once you see Cyber Woo autoguarding, depending on what you guarded, you can use the followup f+B or D (I usually use f+B, as the followup autoguards as well). When activating the Roller Dash too close to the opponent, Cyber Woo will automatically stop the slide and be unable to do the followup.

crD has slow startup, but pretty good priority, and cancels into anything. Missle Attack © will combo from it from almost max range, and the attack has a fairly large cancel window as well.

For AA, be careful of crossups, but Rocket Bazooka is usually the best. crC is possible, but it has an odd angle, and is really slow.

Versus BIG:
-use the Roller Dash and f+B followup to get close.
-if he does wakeup kick lariat, Rocket Bazooka will snag it
-use the Air Break and Halo Jump to bait and punish AA lariats
-watch out for far crD into torpedo when you use Rocket Bazooka, because the torpedo will activate after the autoguard finishes.

Versus Kaede:
-Rocket Bazooka © between the 2nd and 3rd hits of qcb+C to grab him.
-watch for Kaede’s command grab, as it beats both of Cyber Woo’s

Versus Kim:
-don’t let him jump at you in crossup range, just jump back D to get away
-if he jumps at your front, Rocket Bazooka for AA

ENTA THE 36 CHAMBERS OF DEATH, KID. :karate:

Damn, this is like goldmine to a beginner like me, I just started to take this game seriously, and I am very happy for the info.I wanna learn Rock/Hotaru.

Anyone:anymore Rock tips?

da da da da damnnnnnnnnnnnnnnnnnnn. who has ultimate juggles and how do you start them off??? i can do kyo’s and thats about it

I think pretty much every character has at least one move that has the absolute juggle property, and some of them have multiple moves that can do this. I think their biggest draw is that you can turn moves that would otherwise be relatively weak into huge damage dealing opportunities. This is a big part of why Kim controls the air so well, for example, because going air-to-air with Kim means risking half of your lifebar. For most characters, it’s just a nice way to get extra damage (example, Hanzou hits with air-to-air j.B and lands, then juggles with A version Koryuha (DP+P)).

Ill help you guys out in a few…give me a day or so and Ill help you guys out I been hella busy today.

anyone got any new vids

We’ll be doing some tutorial vids real soon.