The NEOGEO Battle Coliseum Mega-thread

It’s possible that your PC just isn’t powerful enough. Though I could be wrong given that I have no idea what your PC specs are. X3

SPECS

ASUS A8V Deluxe BIOS 1017
Athlon64 3200+ (don’t remember the revision but it doesn’t have the SSE3 instruction set)
2GB Dual Channel 400MHz RAM
Win XP Pro SP2
GeForce FX 5600 256MB RAM
WD 200GB Hard Drive 8MB Cache (Contains OS)
Hitachi SATAII 250GB Hard Drive 8MB Cache
NEC Dual-Layer DVD Burner
Sony Dual-Layer DVD Burner
V-Stream X-Pert TV PCI card
Powercolor Theater 550 (peice of shit) has hardware MPEG recording

I was thinking about making another box with a Pentium 805 in it. That chip is Dual Core with 64-bit support and it’s only around $100. I don’t know yet. I think my set up is powerful enough I just don’t know what to do to get things right. I’m new to capturing stuff and the capture thread on SRK doesn’t really help.

Lee is all about crossup and poke game. If I can find competition here in CF, I’d be glad to show off. But where is the goddamn competition I will never know. Stick with his f,b,f + a. does crazy damage, and if blocked can’t be punished unlike the c version.

But actually man you can combo fbf+C off many things and it is better bc you can cancel to launch + do follow ups.

Good matches Sie keep up the good work!

How familiar is your opponent vs. your Kisarah tricks Sie?

With Kisarah I personally love to get them in the corner bc then that is where she excels with her overhead/low mixups…of course I see you have the slide to bag stuff down but I don’t think I saw you ever incorporate her qcb+a,a overhead game to keep him guessing…I see you are trying to go for the jump-ins…

But thats just some thing I noticed…
I do know Kisarah vs. any poker w/weapons is a difficult matchup so I could see why you were more patient with her bc she has a hella hard time getting in on the Haohs, Wash’s etc.

That’s not me playing Kisarah. That is P-Soul, and we are pretty fimilar with her cause we all tried to play her in the beginning.

Lee is just so weird to play for me right now. I can never land any crossups just because i usually get anti-aired before i can do things. At Final round, there was someone using him pretty efectively but it all seemed like tricks only, nothing real solid.

Cajun, I need that Hotaru stuff ;O!

Personally, I think that Lee is more for poking than crossing up. I think Geese will vouch for me on this.

Chibi I can give you a transcript of all that Hotaru stuff he was doing…

I need her BnB’s and what not ;O~

I’m going to be at CF all day Friday and until 2:15 today. I’ll be looking like I’m going to a job interview today

Kisarah would be 100 times better if buffering her overhead schoolbag didn’t make it NO LONGER OVERHEAD =( She’d actually have mixup that didn’t suck.

Hey Geese can you send me the Transcript too please? I’d love to get good at this game…

Cancelling into overheads/lows has pretty much always removed the overhead/low properties in snk games.

Yeah but in this case it’s a special rather then just a command normal which just makes it feel awkward that it doesn’t work.

So, we getting any more footage Sie? I’ve been dying to see more Cyber Woo.

DG Kisarah tips

PM me for the transcript stuff guys.

Most of the Hotaru stuff is wayyyy back in this thread anyways for the most part…I posted it myself and some of the options Hotaru has…(and I saw like all of them utilized in the match vids)

also Callmeanewb is right…when you cancel anything into something it loses its overhead properties…

With Kisarah I can still screw people over heavily in the corner with her high/low/karacancel tricks/counter bag/overhead/throw/command grab/combo into super/block mixup game…it makes her super deadly in the corner.

Your opponent has to train themselves to see the overhead bag and if you utilize all the options I listed it makes it very hard to see it coming.

Never cancel into the overhead with Kisarah on wake-up…not useful at all…she has better options off canceling…

Like returning to neutral, or going into her counter bag, or many many others…she has a secret move most people don’t know about…doing qcb+D and holding D for 2 seconds…she does a launcher after the second release…

Only do the qcb+a,a after you get a successful slide or cr.cxxslidexxqcb+a,a.

Man I’d love to write a good FAQ on Kisarah but I’ve got many secrets with her I do not wanna let out…but I’ll surely give some pointers/tips with using her.

Off the counter bag she can combo some things…I have 2 staple combos I use with Kisarah I have perfected everytime I land a counter bag on the opponent. PM me and I will reveal it.

Kisarah also is pretty good when she has 2 levels of bar…her Kiss Super has damn good reach and easily produces a nice Grab Super/CheerLeader KickxxKick Super Mixup (Assuming they try to jump the grab super or anticipate you will do it you got them with a Cheerleader KickxxSuper Mixup)

She also has a very deadly near 50% non-super combo in the corner that you can incorporate in that mixup with Kisarah to have people guessing all the time and whiffing DPS trying to stop your attacks.

One thing I hate with Kisarah is her jump is so long…so I rarely use it on wakeup to try and crossover…I’d rather have them fearing the deadly 7-way mixup I have.

Kisarah is deadlier than people think…

putting up more vids now. i’ll prolly do about 6 more today

thats cool man, Ive been watching your matches, some nice stuff, look forward to the the new ones.

I am going to find and repost my stuff in regards to Hotaru…straight from this thread and “the other one”

Hotaru beginner stuff…

HOTARU FUTABA [GAROU: MOTW]

THROWS MOVE NAME PROPERTIES
b/f+CD Ten Rankutou
b/f+CD in air Hantentou

COMMAND ATTACKS
f+B Sengeki Shuu [M],A,NR,#
df+C Sengeki Shu [M],#
d+B in air Koushuu Da [O],S,#

SPECIAL MOVES
qcf+P Hakki Shou [M],P
qcb+P Soushou Shin * [M],KD,#
qcb+K Kobi Kyaku * [M],J,#
qcb+K in air Rengeki Shou [M],KD,#
f,d,df+P Tenshin Shou [M],KD,#
hcf+K (near) Shinjou Tai ,T,KD
AB during * moves Breaking [-],#

d+AC (can move) En Un Juurokushu no Kamae [-],#
a> A Tanshou Shin [M],KD,#
b> B En Un Kasou [L],#
c> C,A Engan Soushou Da [M],KD(2nd),CW,#
d> D Ryuu Ensen Kyaku [O],#
e> d+D,f+B Zensou Enbu [L],#
f> u+K Senkai En [M],KD,#
g> tap b,b Kamae Kaijo [-],#

b+BD during Juurokohu no Kamae Ri En no Kamae [-].#
a> A Enryuu Banda [M],#
b> B Enjin Kyaku [M],#
c> C Haigeki Shu [M],SC,#
d> D Enbi Kyaku * [M],J,#
e> CD Haishin Tenrakutou ,T,#
f> f,f+BD Ri En Ryuubu [O],#
g> d+AC En Un Juurokushu no Kamae [-],#
h> tap b,b Kamae Kaijo [-],#

[DM]
qcf(x2)+P Soushou Tenrenge (2) [M],#
qcf(x2)+K Tenshou Ranki [M],NR,#

#. The Hakki Shou and Soushou Shin are slower now.
#. Getting hit automatically ends Hotaru’s stances.
#. Unless stated, making a stance attack will end Hotaru’s stance,
#. The Hantentou air throw has a miss animation, and she will turn around in
mid-air without being able to do anything until she lands in such a case.
You cannot air throw an opponent behind Hotaru.
#. Hotaru has a very low profile during her En Un Juurokushu stance, allowing
her to avoid most high attacks and some mid-level attacks.

  1. SENGEKI SHUU: Hotaru does a far standing D, and goes into En Un Juurokushu
    stance after that. She won’t go into stance if this move is canceled into,
    but move becomes cancelable instead. The move has autoguard before she
    kicks, and knocks down with no recovery permitted, unless canceled into.
  2. SENGEKI SHU: Hotaru does a crouching C and goes into Ri En stance after
    that. This move combos from light attacks.
  3. KOUSHUU DA: Hotaru stomps down (which is an overhead attack). The move is
    cancelable into an aerial normal or special.
  4. SOUSHOU SHIN: Hotaru hops forward while spinning with two palm attacks
    that knock down. The move now comes out far slower than it did in Garou,
    and only A version is chainable.
  5. KOBI KYAKU: Upward aimed kick, can reflect projectiles (even DMs). Juggles
    opponent upon hitting. You can Break this move.
  6. RENGEKI SHOU: Hotaru dives down with a knee attack followed by a kick
    that knocks down. Button used determines the diving angle (B is steeper).
  7. TENSHIN SHOU: Hotaru hops up while spinning, serving as her anti-air.
    A does 2 hits while C does 6. This was originally f,d,df+K in MOTW. The
    move’s command requires fairly strict motioning or you’ll get her Hakki
    Shou instead.
  8. SHINJOU TAI: Hotaru step forward onto opponent and kicks them away. This
    move is an unblockable throw, but you cannot combo into it.
  9. BREAKING: Cancels the moves marked with a *. You can no longer Break a
    move if it misses; only if it hits or is blocked.
  10. EN UN JUUROKUSHU NO KAMAE: Stance move, during which Hotaru can move
    back and forth slowly and dash, but cannot jump or block. You can press
    b+BD to switch into the Ri En stance.

(A): Hotaru does a palm strike from the last hit of her Soushou Shin.
(B): Hotaru does a quick low kick that combos into itself. She remains in
stance after this move.
(C,A): Hotaru does a chop, then a palm strike (looks like her Hakki Shou
without the projectile) that knocks down. The 1st punch is a Counter
Wire.
(D): Overhead kick (Hotaru’s AB from MOTW). You can no longer cancel this
into a Rengeki Shou before she kicks.
(d+D,f+B): Hotaru does a low kick followed by a standing kick.
(u+K): Hotaru flips up with a kick (her T.O.P In CD attack from MOTW).
This move knocks down. The D version goes higher.
(b,b): Ends stance without attacking.

  1. RI EN NO KAMAE: You can only enter this stance through the Sengeki Shu or
    b+BD while in Juurukushu no Kamae stance. Hotaru cannot move normally or
    block, and can only dash forward. You can press d+AC to switch back to the
    En Un Juurokushu stance. Hotaru will also end this stance after a while if
    no attack was made.

(A): Hotaru does the spin from her Soushou Shin. Using this puts Hotaru in
the En Un Juurokushu stance.
(B): Hotaru does her standing B.
©: Hotaru does a backward palm chop similar to her df+C, except she
performs it standing. She remains in stance after this move, and you can
combo another move after it hits. Move is also SCable, but only into the
Soushou Tenrenge.
(D): Hotaru does a kick similar to her Kobi Kyaku without the blue glow;
this move cannot reflect projectiles. This move juggles a hit opponent and
is Breakable. Surprisingly, her Hantentou air throw can combo from this if
you Break it.
(CD): Hotaru’s basic throw, usable in this stance.
(f,f+BD): Hotaru hops forward and flips with an overhead kick downwards.
This move cannot hit from up close, and does not hit until Hotaru kicks.
(b,b): Ends stance without attacking.

  1. SOUSHOU TENRENGE: Hotaru does 2 Shoushou Shin, followed by a Tenshin Shou
    before finishing with a diving knee attack. The last hit is an overhead if
    it connects on its own, but it will not knock down. This is the P Power
    version, and costs 2 stock bars to use.
  2. TENSHOU RANKI: The move can hit opponent while rising and descending,
    though it will do less damage if only the descending part hits. It’s
    possible for the descending attack to cross-up. D version descends at a
    shallower angle. The screen resets to center after this move hits.

Part I notes
-She has two stances like Ling Xiaoyu Tekken style…yes two AOP stance and Backturned stance…so count that and the default stance and thats three stances total.
-I know you want combos…but I think its better to get all this stuff down before I go any further with her. She is pretty damn deep.
-Hotaru is played practically ALL RUSHDOWN. Seriously…she can RTSD pretty good and guard break you before you know what happened to you!!!
-The hardest move in the game IMO to master is her Command Grab break (HCF+K~AB)

More Vids Enjoy

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