The NEOGEO Battle Coliseum Mega-thread

To Shinto- With Rock it once again depends on what you are going for, if you are going to use Rock do so with caution understanding what you can do and not do.

Play him Garou style yes but if I were you I would focus on uses his quicker and safe normals because remember Rock’s animation is the same as Garou making him slower!

Use his cr bx2 to combo into things (experiment!!!) and let that count as your low and then use his down+BD to count as the overhead/karathrow with his 360 grab off of it.

Rock is pretty straight forward besides all of this he is bnb Garou style with the exception that his qcb+C move block is safe and he moves slower compared to the rest of the cast.

He does have a corner combo and I once again do not have the game in front of me but he does his Deadly Rave And stop at either the 7th or 8th hit I believe and then Combo Cr. C into Deadly Assault.

Rock’s Ragin Storm ironically is a tad bit better than Geeses but not by much, sooo much can snuff it out if you are gonna use a super use his Shining Knuckle and hitconfirm if of a cr.bx2 . Know that he also has his Rage Run dunk off a qcb+A? I believe and it counts as an overhead if your opponent is getting good at snuffing out the Down+BD seldom used overhead.

Down+AC is very good too…if it hits you can combo Shining Knuckle off of it.

I have yet to test but I believe you might be able to do Rocks Raging Storm or High Counter in between the 2nd and 3rd hits of Kaedes qcb+C.

Use his rage run teleport thing too…but be careful because if ANYONE has played Garou they know to expect the Command Grab after the teleport so start blocking and then using cr.b and other things etc.

Shinto, there is a lot of Hotaru stuff earlier in the thread I assure you because I recall posting it myself!!!

To Cam- We will be recording some more this Friday so hold your horses.

To ANYONE: Do you all know how to work the Record function in the game? All that Kanji in the Command options is very confusing!! :looney:

Regarding Rock, I honestly think that if you want to do any damage with him, you have to focus your game around landing Shinkuu Nage. His bread and butter ground combos don’t do shit as far as damage goes, he either needs corner and 2 stocks or he needs to land his grab.

cr.Bx2 into Shine Knuckle - I’m sorry, but there is no way this is hitconfirmable. It’s just too fast for you to visually see that the cr.Bx2 hit and then cancel into Shine Knuckle. Very unreliable. My recommendation is to only go for this if you are extremely confident that you will hit them. Remember that Shine Knuckle is unsafe to GCFS.

Off of a connected Shinkuu Nage, you break and immediately front step into a weak Hard Edge (QCB+A), then you can juggle with a Shine Knuckle or a D-Assault. The Shine Knuckle combo here does about 40%, pretty good for a grab combo.

His corner combo is optional jump in with j.D, then close C into weak Hard Edge, super cancel to P-Raging Storm, then juggle with another weak Hard Edge and end the combo with a D-Assault. This gives you best damage output for your meter since you will take away a lot of the red life your combo just gave them. There are multiple variations on this combo that do negligible amounts of extra damage, but this one is best overall.

If you Shinkuu Nage them into a corner, use the general starter of front step into weak Hard Edge, then juggle with another weak Hard Edge and SC into the P-Raging Storm, then continue as noted above.

King Shit of Fuck Mountain Rock combo:

With Terry as partner, Rage Run Shift behind a semi-cornered opponent, then Shinkuu Nage -> Break, juggle with two weak Hard Edges (charge during the second Hard Edge), juggle with a strong Rising Tackle and SC on first hit into P-Raging Storm (hold and release as they come down for full hits), juggle with two more weak Hard Edges and finally juggle with Another D-Assault to tear off 75% unrecoverable life. Too bad you’ll never get to use this in a real fight, if it were more practical I would say Rock might actually be worth something.

Since Rock’s pokes aren’t worth a damn, your entire focus should be to land a Shinkuu Nage. Utilize any myriad of gimmicky tricks to do this. Abusing Tactical Step (aka AB Roll) to go through predictable pokes/moves and then grabbing should work decently. Just be wary of the fact that Rock’s Shinkuu Nage is kind of slow in NGBC.

DG :pray: & BoF :pray:

Arigato.

BoF I Can hitconfirm it off the sound of the attack, thats how I do it…the people I play know about all the Shinkuu Nage Command Grab tricks and so they make it very hard for him to land that on them,

Everything with Rock is pretty slow!!!

Thanks Shinto glad we could help!

I’ll have to try that, but considering just how fast the cr.Bx2 chain and the cancel into Shine Knuckle has to be done, I don’t consider it reliable. And unless they specifically know how to bait AB roll, I don’t see how it would be too difficult to land the Shinkuu Nage off of a defensive AB roll. You could probably even GCFS into it.

This is just a basic thing that a lot of the weaker characters in the game have to rely on. AB rolls even the playing field a little bit and give you opportunities to land moves that you might not be able to normally.

Here’s some Kyo stuff from the top of my head

Kyo Basics

Useful Normals:

  • Standing C (close or far) is cancelable
  • Standing B is a great keep away poke
  • Crouching D has good range and is hard to punish at max distance
  • Crouching B combos into crouching A
  • Crouching A combos into DP+A, New wave smash with B, Double fireball with Kick, and forward+B
  • Both Jumping B and C crossup as well as jumping Down+C
  • Jumping Down+C has lots of priority on a grounded opponent

Useful Specials

  • DP+Punch. This move is alright as an anti air. The ardc on it makes it so that reversing crossups is almost impossilbe. Dp+C only knocks downif the second hit connects. DP+C is also super cancelable on first hit. DP+A is his ultimate juggle move. IT also knocks down.

  • R.E.D. Kick. This move travels over projectiles and avoids most standing normals and trades or negates crouching attacks. It does combo after new wave smash (only the B version). On block, this move can be guard cancled and punished at close distances. The D version arcs higher and travels farther but is slower than the B version. The B version is a little faster than the D version and has less recovery than the D version.

  • Air R.E.D. Kick. Max range, the B version cannot be punished. Also on block, the D version is unsafe. The B version seems to leave the advantage at zero. This move is useful but not abusable.

More to come.

One thing I have noticed about Karacanceling in NGBC- many characters have lost this ability UNLESS they are like right next to the opponent, so for some characters maybe like Kyo he can’t really Karacancel it from anywhere be it far St. C or Close St. C,

Only if he is right next to the opponent which is very strange indeed.

once Again I do not have the game in front of me right now but this is a general rule for many characters in the game!!!

Please explain what Karacancelling is…I’m pretty sure I already do it, but not familiar with the term.

Kara = empty. So, Kara Cancel = empty cancel. Essentially refers to cancelling a move that does not hit. A KoF example would be cancelling K’s sweep into QCF+A even though the sweep whiffs or doing it so fast that the sweep doesn’t fully come out.

People still play this game:wow:

Yes they do, the few the proud come on dowen AA-Overmind with your Athena!

:wgrin:

Yes and in NGBC Karacancelling in general refers to the term I listed above.

What I think Sie is referring to is that you can use either Far St. C or close st. C to combo with with Kyo.

There are exceptions like Hanzo/Fumas cr. b which you can Karacancel from anywhere on the screen.
Also people like King Lion and Kisarah which are all one GIANT KARACANCEL of a character :lol:

Good news or bad news or irrelevant???

http://www.shoryuken.com/forums/showthread.php?t=115147&page=2

I caught this in the “Is SS Tenka coming to US?” Thread.

Why I point it out is in reference to NGBC2 coming out because if a game has SNK Best Collection then that means its sales have been pretty good correct?

And I recall SNK saying that Nejibako 2 (NGBC2) would happen if the fans wanted it bad enough. This should be good in theory because it means they have sold enough 2 make a SNK Best collection correct???

Seriously. As dead as this game is…people are probably barley importing/discovering NGBC since it’s been removed from every arcade out here or been replaced or killed by KOFXI.

Hence why it makes me wonder how in the hell we get an SNK Best Collection thing at all for NGBC??? :wonder:

What does this contribute to anything? People still play XI? :confused:

I’m fucking sick of people not recognizing the complete TRASH that is KOF XI - in comparison to this game, AND overall. You can do easy cheese that looks pretty and whore moves with no real regards to any kind of strategy or punishment? GOOD JOB! Yeah that’s the real reason people play it instead of NGBC - easy pretty shit and spam. Have fun with your garbage game. :tup:

Oh ok, got it thanks. Like in KOF you can ‘buffer’ sweeps into specials or CD attacks into specials etc, etc, so thats called KaraCancel.

What you should say is you cancel the finishing frames of a sweep into another move instead of ‘doesn’t fully come out’, but nonetheless thanks for the info, and yeah, been doing this for years.

Yes, in NGBC, you can’t KC if you are far from opponent. In SvC, you couldn’t do it at all unless you ‘hit’ the opponent.

I am in definate favor of NGBC 2, as it has great potential…but they might have to redo all the sprites…?

And uh cajunstrike, KOF XI is NOT garbage. You sound very bitter that it stole the attention from NGBC.

Well its a shame that this game doesnt get the recognition that it deserves, seriously. So we are fighting as a whole to try and give it the recognition it deserves,

By letting people see us all play at NEC right CajunStrike??? :wgrin:

Well no, because a true Kara Cancel means that the move doesn’t have to hit the other guy for you to cancel it, and you can cancel it at any point in the move, not just the recovery. Think about 3rd Strike, when you Kara in that game, you don’t even want the move you’re cancelling to hit the other guy, the point of doing it is to extend the range of certain moves. Makoto does standing Short and Karas to her command grab. The Short never hits at all, you just use the forward movement of it to extend the range on the grab. You can do the same thing in KoF, just not as applicable. A better SNK example would be Rock in Garou cancelling his overhead kick into a Shinkuu Nage.

I think it’s mostly that, NGBC is a good game and nobody really wanted to get into it, but XI comes out and people are all over it. I’ve gotten to the point where I think it’s just apples and oranges, they’re two different types of games and appeal to different players. XI is definitely easier to get into, NGBC is a much slower paced game and requires patience to play. That’s why I’ve said before that it’s more for the players who enjoy old-school types of games like the old SF games.

That being said, I personally have more fun playing XI, but that’s just a personal preference.

Violent Ryo basicly said it. KOFXI basicly killed whatever momentem NGBC had at the time.

Of course, you can never forget that just because a game gets play doesn’t mean it’s good. Players go where the competition is.

The truth, Buktooth said himself that a lot of people don’t like 3s, but because there is competition for the game people are all over it.

Another Kyo combo guys-

**Close st. bxxf+b (2 hits) to Orochinagi Super or combo of choice!!!

Whats good about this is that the Close st. b typical of many SNK characters like Iori, Kisarah, Kaede etc, hits LOW- Giving Kyo another option besides cr.b, cr.a to get into a low combo!