The NEOGEO Battle Coliseum Mega-thread

I worked the bosses with my Kim/K’ team. king lion and Orochi were my only problems. I patiently inched up to Orochi with Kim and it was over from there.On King Lion used heat triggers on him the whole time.

DG about to put in some work I see…

Guys its Mizuchi…not Orochi. Haohmaru kills Mizuchi for free…far St. C in range all day.

Yeah but his still a bitch like Orochi. One thing that really ruins SNK games for me are the damn bosses.:annoy:
What about the other bosses?

I need some Hanzo/Fuma combos&strats. Gamefaqs has alot of combos for Hanzo…

And I’ve been playing around with Mai/K’. All I heard that K’ is slow and has weak mixup. Speaking of mixups: Robert mixup tools? I read the info done by Beast Of Fire on pg.96 already.

Thats all the mixups Robert really needs.hes not a tough character…plus you read the Hanzo and Fuma Primers I posted up a couple of pages back?

How much is a “couple” pages back.? Cuz I started on pg.96 and read on from there. I’ll see if I can find it.
And right now I’ve been watching matches of you and the other NGBC players trying to get some info from there. Looks like I’ll be having a hard time against Kim,Hotaru,Mudman,Mr. Big.

EDIT: I got Fuma/Hanzo pg.135
EDIT2: found some Mai info too. Geez, I’m such an idiot. i had already found the info on Hanzo/Fuma already. I just forgot where it was.

DG: I always find these “Primer I” does this mean there will be a Primer II???

go to training mode and experiment guys. It’s how we got our stuff. Anyway, I’d like to add/correct a few things about Mai.

NGBC Mai

In my opinion, she’s really strong. I guess we’ll talk about normals first:

A:
Far is a poke. It doesn’t combo into anything.
Close is fast, combos into slide (df+C) for level 1 B&B.
Crouching is a crouching version of standing A in function.
Jump A is largely just…there.
Jump down+A is her only air normal that combos into dive, which means a level 2 combo.

B:
Far is similar to a Kyo far B.
Close looks low, but isn’t. Combos into slide like close A.
Crouch is a low. cr.B > roll > level 2 B&B is really good, but difficult.
Jump B is a knee with limited uses.
Jump down+B hits once if higher up, twice if executed on top of their sprite. May cross up. May even hit with the first hit on one side and the second on the other, I swear. Crazy, but low damage and more recovery than down+D (butt dive).
Forward+B is an interesting normal. Two hits, launches, can combo after with D Assault or punch super to butt dives (corner). This normal can avoid low pokes, and if combo’d into, acts as a forward+D.
Df+B is the slide. Done alone, it hits low and knocks down. Very similar to Ky’s stun dipper, actually. Part of the level 1 B&B, as if it is combo’d into, you may cancel after the first to a special (qcb C if you have meter, qcb B if you don’t, because the latter knocks down).
There are a lot of freaking moves with B.

C:
Far is a fan slap, can be anti air, somewhat fast.
Close is a level 2 B&B staple, as well as crouching. Also fast.
With down+A and jump D, jump C’s only merit is hitting in the area above Mai where jump D wouldn’t.

D:
Far is an anti air move, somewhat like Cammy’s far RH or something. She backs away and makes the upper part of her sprite a hitbox.
Close D does not combo into anything, unfortunately, but seems faster than close C to me.
Crouch D is Mai’s sweep, which is SPECIAL CANCELABLE. DG was talking about AB stepping after this, which you don’t have to do. Forward+B/D counts as a special, and forward+D cancels into level 2 on whiff. So, the combo is just:

Sweep > forward D > level 2. Fast.

Jump D is main air to air. It’s good.
Jump down+D is the infamous ass dive. Small characters can dodge it with a crouch. Crosses up easily. Very fast overhead, can be done ridiculously close to the ground. In NGBC2 it will combo into dive and everyone will DIE.
Forward D has a lot of range, but it’s slow. You are considered airborne during this, so all air attack rules apply, including level 2 on whiff OR hit. A staple in old level 2 B&B, the combo I learned after like ten seconds in training with this game.

Okay, specials:

Slow fan, fast fan. An okay projectile. Nothing special, but it does what it should. Slow fan has more recovery. STUPID: you can combo into level 2 after slow fan. Yes, seriously.

Flame spin (qcb+A/C). Flame advantage lol. Can be combo’d into, C is supercancelable. Used for level 1 B&B. Can be used for pressure in the corner, eating projectiles, lots of things. It’s fun to spin!

Fan swing (qcb+B/D). Not quite as useful as the flame spin, but can be used for anti air and B version for meterless combos off of close A/close B. Pretty long active frames on D version. She makes an annoying sound when she does it. HEEEEEEEEEEEEEEEEEEEEe. Has a super cancel for NO REASON.

Vega jump (charge move, down then up). Mai jumps backward for the wall, and then hops off unless you held a punch, in which case she’ll come back down soon after leaving the ground with a dive. After she jumps back off of the wall, you can do any of your air moves or airthrow. The US command list says you can do an air throw after a dive, but it’s full of shit.

Dive. (qcb+A/C in the air). You’ve heard me mention this a few times, it’s part of her high damage level 2 B&B. A good move in its own right, and the move is safe unless AB stepped, in which case you cancel to level 2 anyway like an awesome scrub (me) and they (Geese) get hit by it. If you see the roll and can super on reaction, this is what you’d do anyway.

DEADLY NINJA BEES. This move is terrible.

supers:

Level 1s:
Flame super with the punch putton (qcf x2), I believe DG said this was with a kick earlier, silly goose. It’s basically a launcher/anti-air super. It’ll talk about its combos later. If the move has enough time to animate, flames will come out even if you’re hit.

Flame kick super. A serious version of NINJA BEES, basically. Unsafe if blocked, but okay for chip damage or guard crush if they’re low on those meters.

Level 2:
Big damage dive super. Mai dances around the screen and makes your head explode. It hurts. A version hits at a sharper angle, which is better to use on its own/against people below you trying to anti air with normals and shit. C version is used more in combos. In most situations, you can actually do either, but C is easier to hit (if done late, A version will whiff).

Okay, combos:

Meterless:
Close A/close B > df+B (slide) > qcb+B. Knocks down.
Close C/cr.C > above.
Close C/cr.C > forward B/D > dive.

Level 1:
Close C or cr.C > df+B cancel on first hit to qcb+C > level 1 super. If you hit the super at the right time, you can hit with Mai -and- the flame for a little more damage.
Close A or B > same thing as above.

Level 2:
Close C or cr.C > forward+B/D > dive > level 2 super.
TK dive > super (yeah, it works, don’t go for it too close to the ground since you’ll instead land and get a punch flame super)
Jump down+A > dive > super.
Dive > super itself.
Forward D > super itself.
Super itself.
Taunt > TK super. Just cause.
Punch flame super > TK level 2 super. All your meter for terrible damage! However, if it will kill, hell yeah do it.
Oh, and I mentioned the cr.B > AB roll > close C > level 2 B&B stuff above.

Punch flame super combos: There’s a semi-infinite off of the flame super in the corner. It goes like this, basically:

A version flame super > TK butt dive xN. It’s not easy. I’ve gotten five at most. No idea how many are possible, haven’t seen it in a video.

They float higher and the combo is made easier if you do 6B > cancel on first hit to flame super > start butt dives. It’s funny with this, 'cause, it’s possible to do the TK butt dive TOO fast and whiff. So yeah, you give yourself a little more time/height to do the combo. If you get a few hits of this, it’s really respectable damage for a level 1, for sure. Not the most practical thing ever, though. If you hit a flame super midscreen, hit them with a butt dive to combo or the other super like I said above. I guess this is some kind of “Mai’s hot ass” innuendo or something? Who knows.

uhhh what else. I play Nakoruru too so I can help there later.

Hey I have question about Terry, I know that Garou Terry has a pretty intense preasure string in MOTW…does he still have it in NGBC and how do u do it.

That is some good info! I’m gonna have to add that to my saved Primers.

Oh, when I say TK butt dive, I just mean doing the move really close to the ground. It’s not a TK motion of any sort. Also, life fills faster after damage in training mode now with the US version!

Nakoruru:

Poke, run away, poke, far C twice, throw your bird around, run away again, TIMES UP YOU WIN ARIGATOU MAMAMAHA

alternatively:

cr. A > cr.B > cr. A > cr.B > cr. A > cr.B > cr. A > cr.B > cr. A > cr.B > cr. A > cr.B > cr. A > cr.B > cr. A > cr.B > cr. A > cr.B > throw

Oh and while im at it, I have another question about tiers…how balanced it the game exactly. Im using Asura and Ryo as my main with the alternate team being Terry and possibly Kyo.

Oh man this game is sort of overwhelming to start with, jeez.

Well, off to training mode I guess v_v

Any info on Tung and Chonrei?
I can probably figure out some stuff but I would rather do whats better.

Plenty plenty info on Tung…I’ll say it again fellas…check the Ate the Eye of the Ragin Storm I, II and III threads first, and second pages of the thread…

About balance Arstal covered that a few pages back…its CVS2 like balance…Asura is D Tier…Ryo C.

I havent seen that thread in ages so I figured this was the new thread.

I really think Ryo should be higher. That bitch is insane. Unless he whiffs a C dragon, you cant barely punish anything he does. If he had a faster, long-ranged normal…he’d probably be A tier. He does mad damage without super, one of the fastest dashes, untechable throw that forces backturn.

Asura counters BIG and Marco fairly well. You really have to know Asura’s A and C arrow animations to get in.

That’s the thing about this game…
Hotaru: Well rounded, but must be close and gets beat by BIG
Kim: Even more well rounded, closer to even with BIG than anyone, but somewhat predictable
Marco: NO real anti-air, and susceptible to roll > whatever, loses hard to BIG if he gets close, Hotaru throws grenades back, must break throws on reaction versus Kim, hard time with Kyo/Iori
BIG: Best character in the game…BUT has poor matchups versus a lot of mid tier like Robert, Washizuka, Asura, Mars People (kind of), Haohmaru

Haohmaru: Hard time with Kim, beats a lot of the mid
Terry: Runs wild if not fighting a good anti-air/long-range ground game, good priority on st and cr C, which are also hit confirmable into B buster wolf
Kyo: One of the best jumpins in the game, close C is godly, good pressure
Iori: All the tools needed to win, really good C Maiden Masher
Kaede: Level 2 kills characters, good tools, but must be close or take risks that can easily be gcfs.
Robert: Ultimate juggle flash kick, practically 3 sonic booms on screen at once, good overhead that can link to super, easy DA combo, confirmable super cancels…would be a little high but cannot forward step -> move as fast as other characters because of the charge buffer.
Mars: cr A x 4 xx DA, great turtle, good pressure with far B xx C fireball, jump is REALLY high with a long range jump D which allows him to get above a lot of air-air situations.

Characters that lose to Mudman’s divekick: Hotaru, Marco, Haohmaru, Terry, Mars People

Characters that beat it: Kaede, Geese, Moriya, BIG, Hanzo, Akari

Terry can pressure with [close C xx B dunk break] repeat, but can be punished with a few lights and throws. Can also pressure with [close C xx hcf+k, wait, B dunk break] repeat. That’s a sneaky bait because hardly anyone realizes that Terry can cancel the close C into the run, stop the run, and then combo B power dunk.

This is just some matchup stuff off the top of my head. BIG/Kim team is strong, but beatable.

Throws are really good, and most hard to break. There is no grounded jump frame that be thrown (except for maybe with Shermie - more testing needed). Characters are invincible from throws on wakeup. Throws can always be broken.

An option select I use when being pressured is to AB step and then immediately hit throw. If they try to throw, you’ll break and at the worst reset the situation. If they attack you fly through it and get a fierce in most cases.

There is a small delay when tagging out and when coming in when characters can be punished. Don’t manually tag (or in some cases blow off tag), when too close to opp with opp in the corner. Be careful when trying to blow off tag because it can be baited by not attacking, which causes your character wait (ie, the delay), and can then be hit for free. You can also tick with a move, they tap E for the blow off, you blue cancel your attack to step through their E and punish for free.

There’s a lot of depth, people just gotta play.

Roll evens out a lot of the matchups too.

I’ve won many matches with Haohmaru vs Kim and Kyo (two hard matches because of their jump speed) by breaking throws, rolling through their jumpins, and ranging with far b xx tornado feint.

All about Mudman. Right now, I’m feeling Mai/Mudman or Garcia/Mudman. Both teams are extremely fun to play :wgrin:

Thanks for the info, im also glad to ehar Asura is somewhat of a counter to Big…im glad theres no 3s Yun,Chun,Ken BS going on in this game.

Yuki = Sean:shake:

Thats what I love about this game!!

There are top tiers, but any character can be powerhouse characters and when I see tourney vids, I see a variety of characters win the finals :tup:

Unlike XI where its mandatory to have both Gato and Kula to guarantee a win:arazz: