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Other Fighting Games => Neo Geo Battle Coliseum => Topic started by: krazykone123 on July 27, 2010, 09:47:08 PM



Title: NGBC General Discussion thread
Post by: krazykone123 on July 27, 2010, 09:47:08 PM
Mirrored my post from SRK
http://shoryuken.com/f308/neogeo-battle-coliseum-ngbc-thread-214512/

NeoGeo Battle Coliseum? what the heck is that?

NeoGeo Battle Coliseum is a cross-over 2-on-2 fighting game by SNKPlaymore that consists of 39 playable characters (41 if you count the last boss Goodman, and the cpu only Shishioh/Red King Lion), but don't take the word "cross-over" lightly because this game is literally a bonafide mash-up with characters spanning from well known SNK universe's like "The King of Fighters" and "Samurai Showdown" to ADK series you never heard of such as "Aggressors of Dark Kombat" and "World Heroes"

It's available for PS2 (http://"http://image.com.com/gamespot/images/bigboxshots/8/929858_94917_front.jpg"), and Xbox 360 for 800 MS points on the Marketplace (as of June 9, 2010) (http://"http://marketplace.xbox.com/en-US/games/offers/00000000-0000-4000-8000-000058410a1f?cid=SLink")

Hey KrazyKone how is the netcode on xbox live?

So far the general consensus is pretty positive, for me it's been real smooth with little to no lag what so ever, it's definitely playable

So how do you play this game?

Here's a quick rundown on the basics of NGBC

Commands
(Player 1 side)
Taunt - Press Start 
Frontstep/Dash - Press f, f (hold to run) 
Backstep/Back Dash - Press b, b
Super Jump - Press db,d,df then ub,u,uf   
Just Defend - (press b) Block your opponents attack at the last moment 
Fallbreaker/Break Fall - Press a+b when knocked down 
Throw Escape - Press c+d when grabbed 
Tactical Step - Press a+b (uses half a stock) 
AC Tactical Step - Press a+b during normal attack (uses 1 stock) 
Guard Cancel Front Step - Press f, f during block (uses half a stock) 
Just Defense Front Step - Press f, f during Just Defend (uses 1/4 of a stock) 
Tag-Out - Press E 
Double Assault - qcf+E*   
Guard Cancel Tag Attack - Press E during block (uses 1 stock) 

*"D-Assault OK" must appear above your stock gauge before you can activate a D-Assault

Got any videos?

Sure do, check my sig for my youtube page and watch me win (and lose) against SRK peeps and randoms online, if you don't want to then just peep the vids below for some high level play

http://www.youtube.com/watch#!v=AgWATNdjMZE (http://www.youtube.com/watch#!v=AgWATNdjMZE)
http://www.youtube.com/watch#!v=HLgPf3vjvR4 (http://www.youtube.com/watch#!v=HLgPf3vjvR4)
http://www.youtube.com/watch#!v=asn5Pbh6xIU (http://www.youtube.com/watch#!v=asn5Pbh6xIU)
http://www.youtube.com/watch#!v=xSbFOnolIw8 (http://www.youtube.com/watch#!v=xSbFOnolIw8)
http://www.youtube.com/watch#!v=a52r1TNCJhU (http://www.youtube.com/watch#!v=a52r1TNCJhU)
http://www.youtube.com/watch#!v=25jiLu4Vv5w (http://www.youtube.com/watch#!v=25jiLu4Vv5w)
http://www.youtube.com/watch#!v=DbuwO0iAaA8 (http://www.youtube.com/watch#!v=DbuwO0iAaA8)
http://www.youtube.com/watch?v=Sfsd3eyBGuw (http://www.youtube.com/watch?v=Sfsd3eyBGuw)
http://www.youtube.com/watch?v=z9CIJnV-roo (http://www.youtube.com/watch?v=z9CIJnV-roo)
http://www.youtube.com/watch?v=38F0twLwdKc (http://www.youtube.com/watch?v=38F0twLwdKc)
http://www.youtube.com/watch?v=PBXyg2ACwJ0 (http://www.youtube.com/watch?v=PBXyg2ACwJ0)
http://www.youtube.com/watch?v=xHN5Mv5JJkY (http://www.youtube.com/watch?v=xHN5Mv5JJkY)
http://www.youtube.com/watch?v=wlJ7YCQ7pZA (http://www.youtube.com/watch?v=wlJ7YCQ7pZA)
http://www.youtube.com/watch?v=SLjqwnBu8n4 (http://www.youtube.com/watch?v=SLjqwnBu8n4)
http://www.youtube.com/watch?v=RmVB9WD-R7Y (http://www.youtube.com/watch?v=RmVB9WD-R7Y)
http://www.youtube.com/watch?v=YMPYLdAlyaU (http://www.youtube.com/watch?v=YMPYLdAlyaU)
http://www.youtube.com/watch?v=1c2VzD_Wx-0 (http://www.youtube.com/watch?v=1c2VzD_Wx-0)
http://www.youtube.com/watch?v=5RJRpuotgb8 (http://www.youtube.com/watch?v=5RJRpuotgb8)
http://www.youtube.com/watch#!v=tdGt1tPY-OU (http://www.youtube.com/watch#!v=tdGt1tPY-OU)
http://www.youtube.com/watch#!v=X7rNpTH98Xo (http://www.youtube.com/watch#!v=X7rNpTH98Xo)
http://www.youtube.com/watch#!v=bbikoCI0V2A (http://www.youtube.com/watch#!v=bbikoCI0V2A)
http://www.youtube.com/watch#!v=m3AR7UePaLk (http://www.youtube.com/watch#!v=m3AR7UePaLk)
http://www.youtube.com/watch#!v=PEvU5eDPDPo (http://www.youtube.com/watch#!v=PEvU5eDPDPo)
http://www.youtube.com/watch#!v=_8bXxQtB6OA (http://www.youtube.com/watch#!v=_8bXxQtB6OA)
http://www.youtube.com/watch#!v=TJHmgSNEk_4 (http://www.youtube.com/watch#!v=TJHmgSNEk_4)
http://www.youtube.com/watch#!v=NRr3LZXr5Yo (http://www.youtube.com/watch#!v=NRr3LZXr5Yo)
http://www.youtube.com/watch#!v=gvUNCHfSlRM (http://www.youtube.com/watch#!v=gvUNCHfSlRM)
http://www.youtube.com/watch#!v=GbK1EabD4Qc (http://www.youtube.com/watch#!v=GbK1EabD4Qc)
http://www.youtube.com/watch#!v=FUiEz_WLo8I (http://www.youtube.com/watch#!v=FUiEz_WLo8I)
http://www.youtube.com/watch#!v=uv9vBjvC-1w (http://www.youtube.com/watch#!v=uv9vBjvC-1w)
http://www.youtube.com/watch#!v=D_X_CXGUnsM (http://www.youtube.com/watch#!v=D_X_CXGUnsM)
http://www.youtube.com/watch#!v=Y4VoW1k--4w (http://www.youtube.com/watch#!v=Y4VoW1k--4w)
http://www.youtube.com/watch#!v=--FSWaOU56k (http://www.youtube.com/watch#!v=--FSWaOU56k)
http://www.youtube.com/watch#!v=Zc2nUfd7c30 (http://www.youtube.com/watch#!v=Zc2nUfd7c30)
http://www.youtube.com/watch#!v=LLg0yviC3c0 (http://www.youtube.com/watch#!v=LLg0yviC3c0)
http://www.youtube.com/watch?v=N44e3iy1JJY (http://www.youtube.com/watch?v=N44e3iy1JJY)
http://www.youtube.com/watch?v=cWa2JMSACsk (http://www.youtube.com/watch?v=cWa2JMSACsk)
http://www.youtube.com/watch?v=dKNxHw9lXo0 (http://www.youtube.com/watch?v=dKNxHw9lXo0)
http://www.youtube.com/watch?v=GTrlOr16o-M (http://www.youtube.com/watch?v=GTrlOr16o-M)


Title: Re: NGBC General Discussion thread
Post by: booty clapper on July 31, 2010, 03:38:13 AM
What is with the glowing and extra bar below the health in this video?

http://www.youtube.com/watch#!v=HLgPf3vjvR4 (http://www.youtube.com/watch#!v=HLgPf3vjvR4)


Title: Re: NGBC General Discussion thread
Post by: krazykone123 on July 31, 2010, 10:50:04 AM
What is with the glowing and extra bar below the health in this video?

[url]http://www.youtube.com/watch#[/url]!v=HLgPf3vjvR4 ([url]http://www.youtube.com/watch#[/url]!v=HLgPf3vjvR4)


I've watched that video over and over again and I still can't understand why they're glowing, it also looks like they're playing on a higher speed setting too


Title: Re: NGBC General Discussion thread
Post by: Cibernetico on August 01, 2010, 10:08:54 PM
I was talking to someone on a stream last night and this game came up on our discussion. According to him, the Xbox Live version of the game is a bit slower than the original version when it comes to execution. he told me he felt like he needed to input commands maybe a half second slower compared to when he played the game at the arcade.

Is this true or is this person full of it?


Title: Re: NGBC General Discussion thread
Post by: Remxi on August 02, 2010, 02:38:04 AM
I call bullshit.


Title: Re: NGBC General Discussion thread
Post by: krazykone123 on August 02, 2010, 10:17:29 PM
The game itself runs just fine, even during online play with capture card the game hardly slows down


Title: Re: NGBC General Discussion thread
Post by: KusoGaki on August 03, 2010, 01:53:19 AM
I was talking to someone on a stream last night and this game came up on our discussion. According to him, the Xbox Live version of the game is a bit slower than the original version when it comes to execution. he told me he felt like he needed to input commands maybe a half second slower compared to when he played the game at the arcade.

Is this true or is this person full of it?

His tv probably lags


Title: Re: NGBC General Discussion thread
Post by: Nocturnal on August 13, 2010, 03:22:11 AM
Game feels fine to me. I didn't notice any lag on inputs.


Title: Re: NGBC General Discussion thread
Post by: bourkenator on August 19, 2010, 08:18:35 PM
Hey guys, just wondering if this game could be helpful for people trying to learn KOF 13. Like are there any similarities between the games or are they too different for a comparison like that?


Title: Re: NGBC General Discussion thread
Post by: nilcam on August 19, 2010, 08:25:05 PM
From what I've read, 2K2UM is the closest to XIII in regards to system.


Title: Re: NGBC General Discussion thread
Post by: SAB-CA on August 23, 2010, 04:41:05 PM
Hey guys, just wondering if this game could be helpful for people trying to learn KOF 13. Like are there any similarities between the games or are they too different for a comparison like that?

The one standout oddity that NGBC shares with XIII is that you can actually follow up sweeps with swift "anywhere juggle" moves. (Like Yuki's Sweep->Buffed Submarine Screw, for example).


The second similarity would probably be, for me, the robust use of command normals. You'll find a good deal of Weak->command combos here, and a bit more comboability off them than in most KoFs.

2002UM seems like the preference, however (Kula and K' are almost transplanted directly from 02UM to XIII, BC mode = HD mode), but it's harder for one to get there hands on that... (-_-;;) (Hurry up XBLA port!)


Title: Re: NGBC General Discussion thread
Post by: Cibernetico on September 18, 2010, 05:40:46 PM
Always wanted to know, but which version of Geese is in this game? Is it his regular KOF version or some FF version of him?


Title: Re: NGBC General Discussion thread
Post by: TornAparT on September 21, 2010, 07:14:43 AM
How do you know if you have successfully done a just defend?  Ive been trying to do it but I still cant seem to get it.


Title: Re: NGBC General Discussion thread
Post by: Gravelneed on October 07, 2010, 07:43:59 AM
When playing against King Lion, he keeps doing a move not in the command list. He slides across the screen, then does two kicks with the same blue energy around his feet like in his punch super move.

Does anyone know how to perform this?


Title: Re: NGBC General Discussion thread
Post by: Remxi on October 07, 2010, 08:58:16 AM
Are you talking about CPU King Lion? If so, that move is exclusive to his boss version.


Title: Re: NGBC General Discussion thread
Post by: krazykone123 on October 07, 2010, 09:10:51 AM
How do you know if you have successfully done a just defend?  Ive been trying to do it but I still cant seem to get it.

Their isn't a message that displays it, the only way you can tell it worked is if the block-stun is dramatically reduced

Are you talking about CPU King Lion? If so, that move is exclusive to his boss version.

Yeah he's probably talking about the cpu boss


Title: Re: NGBC General Discussion thread
Post by: sibarraz on October 20, 2010, 02:43:16 PM
The other day I played wwith some guy some battles, really fun matches, he was slightly better than me, even though pissed me off that I picked Kim and win instantly

Anyway, sibarraz 4 life if somebody wants to play for live, with northamericans the matches run really well


Title: Re: NGBC General Discussion thread
Post by: Chowdizzle on October 21, 2010, 12:36:29 PM
Is this game super awkward in fights for anyone else? I'm assuming it's cuz I'm bad but it's really hard to get in on someone on the ground and jump ins are really hard to link after. I love the combos in this game though.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 21, 2010, 06:20:56 PM
Nah, matches are only arkward when there's lag (from either the tv or netcode)... As far as putting on an offense is concerned, it kinda depends on who you're playing with... Some characters don't have much of an offense depending on the situation... I know if I were to play with Mars People, I can't just constantly rushdown like I could with say Geese (and he's better at corner traps imo)... I would have to throw out a projectile (qcf+D), and react to what the opponent does (use s.D for anti-air at right range, maybe attempt for a crossup, or go for an overhead hoping that the fireball helps to keep me safe)... Other than that, I'd zone for a bit, then attempt to close in for the command throw when possible, and if I can't do it, hit confirm c.A to c.A, c.A, df+D and mixup from there...

I'm still learning to play with him, so I don't know all the "tricks/shenanigans" per sť, but I do know enough to put him to good use. He's like a Dhalsim with better mixup options imo...

I tried that Jin Chonsu "infinite" last night (in practice mode), and when I canceled the dp+C to the super, I watched my opponent fly up, then swerved behind me, and I know that wasn't possible in the ps2 version (I bought the import back in 05/06 can't remember which year)... The motion was worse than the recovery animation for Hanzo's dp+C move... Was this SNK's attempt at fixing an infinite, and are there any other "anomalies" that are in this game that weren't in the previous versions??? Thanks for the input...

Not really into matchups, because I believe that anyone can win with any character depending on how much time they put into the character (I play some low tier in other games also), but what's the official matchup between Tung and Big??? I Know its probably not too great, but I'm trying to come up with some anti-Big (and eventually anti-Kim) strats... I play Big too, so I know a little bit about him, but I haven't played enough Bigs online or offline to truly figure out what moves Tung has that work (or has priority) against Big...

I forgot, GCFS = easy way to get in, depending on the situation...


Title: Re: NGBC General Discussion thread
Post by: Chowdizzle on October 28, 2010, 10:20:59 PM
When I played with my friend and there was no lag I was still having a lot of trouble with timing on pretty much...anything. I understand older games aren't as fluid as SFIV and some may say that's a good thing but I'll admit I'm a 4th generation SF player. I wasn't really into fighters until I played SFIV and now I'm a fanatic. Well I guess you can just help me out when we play.


Title: Re: NGBC General Discussion thread
Post by: sibarraz on October 29, 2010, 12:59:17 AM
Are Kim and Hotaru really THAT powerful?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 29, 2010, 04:30:43 PM
I can definitely speak for Hotaru (I used to play her and get beat by other Hotaru players)... Her combos lead to great oki, and if you mess up a combo, you can either fix it with an different ender, or use that fault as oki as it's still good... Her range isn't as great as Kim's imo, but you're still dangerous at long range, but her main game is in close... You can even cancel the command throw with her air kicks...

Kim, well he's Kim... I don't think he's ever been low tier, or even mid (maybe in CvS2, but I doubt that)... Same combos from SvC I believe, with a few additions... Someone drop some Kim knowledge on me, I don't use him...


Title: Re: NGBC General Discussion thread
Post by: GearaDoga on October 29, 2010, 08:58:33 PM
Don't know much about Kim myself, but I do know the main combo everyone seems to use is
cr.B, cr.B, qcb+A, qcb+C, d,u+A, super cancel into qcb, db, f+ B/D.  If you're near the corner, once the enemy falls to the ground after the super you can follow it up with his d,d +D footstomp move.
Kim's d,u +A move will connect after qcb+C since he'll be above the ground.

Also if you're close to a corner throw the opponent into it and follow it up with d,d +D.
Oh, yeah crossup with j. A.

Hope that helps.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 29, 2010, 09:28:32 PM
Yeah I remember most of those combos ending in d,d+D in the corner, since most of those combos seem to shoot you to it no matter where in the screen you are... I notice most just poke to hit check for the rekkas and tick throw to corner trap depending on whether or not the opponent is "gcfs-happy"... c.A is his best poke, and there's practically no way to stop it unless they screwed up a poke/bait attempt...

What happened to all the Shermie players??? When I got the xbl version, there were a bunch of them, now its like everyone is using Hanzo and tele-poking for a crossup, or using the typical Terry/Kyo combo...

Oh yeah, I just got my srk-wiki account activated, and will add some info to some characters' wiki, especially Tung Fu Rue, as his is practically empty... If there could be a ngbc wiki added here, I'll add some info as well... Even when 2K2UM drops (which I'll be playing) I'll be playing this still as its a great game and is a better example for Capcom to use whenever they decide to make Fighting Jam 2...



Title: Re: NGBC General Discussion thread
Post by: krazykone123 on November 03, 2010, 05:33:48 PM
If anyone wants to play send me a friend request


Title: Re: NGBC General Discussion thread
Post by: nilcam on November 06, 2010, 05:38:20 AM
This game seems slower on my 360 than on my PS2. I bought the 4gb model as I only planned on playing 2002UM and this game so I didn't see a need for a 250gb HD or an extra $100. Could the flash memory be slowing the game down?

Edit: Nevermind. I deleted the game and redownloaded and now it runs faster. Weird, I know.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on November 18, 2010, 09:31:18 PM
There are a ton of Japanese still playing this game. Apparently some play at that a-cho arcade, and there were some who simply have this game as their only xbox 360 game...

Anyway, I might be on tonight to play this game... I'm hoping to fight a good Yuki and Washizuka player... I'm willing to do mirror matches for people to help learn/teach how to play some characters (I don't know all the characters though)...


Title: Re: NGBC General Discussion thread
Post by: Xxenace on November 19, 2010, 12:28:14 AM
There are a ton of Japanese still playing this game. Apparently some play at that a-cho arcade, and there were some who simply have this game as their only xbox 360 game...

Anyway, I might be on tonight to play this game... I'm hoping to fight a good Yuki and Washizuka player... I'm willing to do mirror matches for people to help learn/teach how to play some characters (I don't know all the characters though)...
if you can show me a few kyo and kaede tricks i would be grateful


Title: Re: NGBC General Discussion thread
Post by: jinxhand on November 19, 2010, 12:39:22 AM
There are a ton of Japanese still playing this game. Apparently some play at that a-cho arcade, and there were some who simply have this game as their only xbox 360 game...

Anyway, I might be on tonight to play this game... I'm hoping to fight a good Yuki and Washizuka player... I'm willing to do mirror matches for people to help learn/teach how to play some characters (I don't know all the characters though)...
if you can show me a few kyo and kaede tricks i would be grateful

Kyo is kinda basic imo... Jumping down+C and overhead kicks have priority like normal... I'll tinker with him tonight and see what else I can remember with him - he's not my main though...

Kaede has one real trick, but in a high caliber match, it might not work... If you throw your opponent, as soon as he/she/it falls, do qcf+A... Its FREE!!! I tried it with several characters and it works... Other than that, its kinda like this:

1. build up meter
2. combo to sword super
3. if the jump and you have meter, sword super
4. if they're close, tick throw with low kick or hit confirm to free command grab then combo or sword super
5. if they try to anti air you, use counter special
6. DO NOT spam qcb+P


Title: Re: NGBC General Discussion thread
Post by: Xxenace on November 19, 2010, 05:04:56 AM
There are a ton of Japanese still playing this game. Apparently some play at that a-cho arcade, and there were some who simply have this game as their only xbox 360 game...

Anyway, I might be on tonight to play this game... I'm hoping to fight a good Yuki and Washizuka player... I'm willing to do mirror matches for people to help learn/teach how to play some characters (I don't know all the characters though)...
if you can show me a few kyo and kaede tricks i would be grateful

Kyo is kinda basic imo... Jumping down+C and overhead kicks have priority like normal... I'll tinker with him tonight and see what else I can remember with him - he's not my main though...

Kaede has one real trick, but in a high caliber match, it might not work... If you throw your opponent, as soon as he/she/it falls, do qcf+A... Its FREE!!! I tried it with several characters and it works... Other than that, its kinda like this:

1. build up meter
2. combo to sword super
3. if the jump and you have meter, sword super
4. if they're close, tick throw with low kick or hit confirm to free command grab then combo or sword super
5. if they try to anti air you, use counter special
6. DO NOT spam qcb+P
looks like i dont need much help then


Title: Re: NGBC General Discussion thread
Post by: jinxhand on November 19, 2010, 05:35:17 AM
The real issue with Kaede is getting in to do damage... He can't really fireball spam on the ground or in the air, and his dp+P while it's ok, its no Ryo dp+P... His crouching B his best poke, which is chains into itself... Standing B hits low... Aside from his throw being untechable, everything evolves around his sword super...

command throw, qcb+A xx Sword Super does a huge amount of damage... There's a few other things he can do combo-wise, but even still it evolves around his sword super (someone please tell me what the motion is I keep forgetting...).


Title: Re: NGBC General Discussion thread
Post by: Xxenace on November 19, 2010, 05:48:13 AM
The real issue with Kaede is getting in to do damage... He can't really fireball spam on the ground or in the air, and his dp+P while it's ok, its no Ryo dp+P... His crouching B his best poke, which is chains into itself... Standing B hits low... Aside from his throw being untechable, everything evolves around his sword super...

command throw, qcb+A xx Sword Super does a huge amount of damage... There's a few other things he can do combo-wise, but even still it evolves around his sword super (someone please tell me what the motion is I keep forgetting...).
qcf x2 punch (i always had a hard time with the abcd system in snk games so i just use simple terms)


Title: Re: NGBC General Discussion thread
Post by: jinxhand on November 19, 2010, 07:07:53 AM
I'm testing right now with Kaede and Kyo...

My bad, Kaede's crouching A chains into itself, not crouching B...

You can do crouching B, crouching A, qcb+P (one hit) xx qcf x2 + A/C...

I don't know if its a glitch or not, but hcb,f+P can also be done as hcb x2 + A/C... I didn't even really do that, I started from ;df and not ;fd so its more like ;df ;dn ;db ;bk ;df ;dn ;db ;bk ;a / ;c .

I forgot about his roll,  ;dn ;db ;bk ;b / ;d . You could poke with say  ;dn ;b , ;dn ;a and go right into the roll using  ;b which would make you close enough for  ;bk ;db ;dn ;df ;fd ;b / ;d ...

Air fireballs might have some use, kinda in a Gouki sort of turltling manner... They come out faster than his regular ground projectiles, and using C gives a small pause... Still would not recommend using fireballs as spam tactics...

Best block string I can come up with is  ;dn ;b , ;dn ;a , standing  ;a . Standing ;a comes out faster than standing ;d , but standing ;d I think locks the opponent down unless GCFS is available...

Safe jump option is with j. B., which can also be used as a crossup... It's rather difficult to land it sometimes because of the angle/hitbox...

Tripping the opponent, and canceling to the A fireball might work as a strat... I had the opponent tech roll, and immediately do a crouching guard, and it still hit... Can someone else confirm this works??? Ok, nevermind... It does NOT work... It does push back a bit though, but nothing more....


Now Kyo........... Well, there's this:

in the corner, standing ;d ,  ;dn ;df ;fd ;d ;d ,  ;fd ;df ;dn ;db ;bk ;b ,  ;fd ;dn ;df ;a x3... Does tons of damage...

Off of crouching hard attacks, and standing hard attacks, you can bust this combo out:

 ;dn ;df ;fd ;c , ;dn ;df ;fd ;c , ;dn ;df ;fd ;a , ;dn ;df ;fd ;b ,  ;fd ;df ;dn ;db ;bk ;c

If this takes them to the corner, and you're close after the explosion, you can add either a  ;fd ;dn ;df ;a or  ;fd ;df ;dn ;db ;bk ;d .

 ;bk ;dn ;db ;b / ;d has priority also...


Can't think of anything else... I'm pretty sure you know at least the majority of this...



Title: Re: NGBC General Discussion thread
Post by: Xxenace on November 19, 2010, 08:17:12 AM
thanx jinx ill have to try some of this out tomorrow


Title: Re: NGBC General Discussion thread
Post by: jinxhand on November 30, 2010, 11:14:39 PM
Here's the current tier listing:

God Tier: Goodman (banned)
S + Class: Mr Big, Kim
S- Tung, Marco, Hotaru
A Class: Iori, Robert, Lee, Haohmaru, Mizuchi, Hanzo, Kyo.
B Class: Mai, Fuma, Shiki, Kaede, Moriya, Washizuka.
C Class: Athena, K', Shermie, Mr. Karate, Neo Dio,Cyber Woo, Shishioh, Terry, Akari
D Class: Rock, Geese, Mudman, Asura, Mars People (and Rising), Chonrei, Ai
E Class: Yuki, Chonshu, Nakoruru, Genjyuro

As you can see, all the bosses, minus Goodman, are playable and acceptable in tournaments... Supposedly from what I've been reading, there's a different tier listing in Japan for the game, which puts people like Kisarah (who is missing from this list) from C to A tier...

ref: http://round2.18.forumer.com/a/snk-tier-list_post19.html

SRK's tier listing is slightly similar, but the S tiers are consolidated, and Marco is listed under A tier... Kisarah is missing from this list as well...


Title: Re: NGBC General Discussion thread
Post by: krazykone123 on December 12, 2010, 06:38:17 PM
If you guys still play, hit me up on Wednesday or Thursday.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on December 12, 2010, 08:06:48 PM
Cool, I'll be on leave for about 15 days, so I'll be down for leveling up on this...


Title: Re: NGBC General Discussion thread
Post by: krazykone123 on January 18, 2011, 04:27:46 AM
http://s520.photobucket.com/albums/w322/YaigaMamire/NGBC/

I ripped the character and winning art from the 360 port today, looks a little tinted though but enjoy.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on January 19, 2011, 11:04:40 PM
That's dope!!! We need as much support as we can get for this game so things like that are pretty dope!!! Wish the stages were available as desktops for pcs and ps3s...

I've been constant on practicing with my Mars People/Neo Dio team, and I noticed strange things like when you execute Mars' level 3 super ( ;dn ;dn + ;b ;d ) and tag to Dio, the "baby kamikazes" can still hit the opponent even while Dio does his command grab, and some moves combo in depending on what's done and at what time the aliens hit when you do a specific move... So granted, the setups are rather limited to a degree, you can do things like:

Mars' lvl 3 super, ;e , ;dn ;c , ;fd ;c , ;b , ;qcf ;c and it all combo because of Mars' super hitting constantly even during the grab...

Just realized the grab knocks the opponent down on hit because of the "baby kamikazes"... Normally, that command throw allows you to extend a combo... I could've sworn I got some other things to combo previously...

I was able to do a few combos here and there, but didn't have enough time to thoroughly dive into it... I'll try some things out today, and see what I come up with... (That info will be put in Dio's thread...)

I also noticed that those extra hits also apply to other characters with command throws (maybe with an exception to a few)...

Now, all this time playing this game, and I never came across this "Tung Fu Rue glitch"... I know in the import ps2 and arcade versions, he could stack a 40hit combo with his muscleman move, but that didn't seem like the glitch, or was it, 'cause I honestly don't know... I stated that he can't do 40 hits on the xbl version and that he was toned down in that sense, but apparently this glitch can be repeated in the game... Anyone care to take a crack at explaining this???


Title: Re: NGBC General Discussion thread
Post by: krazykone123 on January 20, 2011, 11:20:18 PM
Your friend list on xbla is full jinx, I wanna fight you yo.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on January 20, 2011, 11:41:53 PM
I'll make some room when I get home today... I'm more than likely gonna see how my "fairly new" team does, especially against the 3 K's (Kyo, K', and Kim)...


Title: Re: NGBC General Discussion thread
Post by: Shinra Shiranui on January 23, 2011, 04:02:30 AM
Hey guys i was watching some vids of NGBC and i noticed Kyo turned into his BC state like in KOF 2k2. How do you go into that mode?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on January 24, 2011, 10:32:51 PM
Supposedly, from what I've been reading, that's something that only he can do which acts as a powerup that allows him to cancel certain moves... Some of the other characters that glow are for show (I guess based on the player's rank/wins)...

However, I did see matches where both characters started off with the glow and max-da, so I'm not sure if those were dip siwtches what were used to get that effect or what...

Makes me wonder if this can be repeated on the ps2/xbl versions...


Title: Re: NGBC General Discussion thread
Post by: the_judge on February 07, 2011, 01:49:33 AM
Kyo gets Max Mode after using his qcfx2+K super (at least I think that is the notation)
After the super I believe you mash kick, and he taunts then glows orange. He has Max Mode for a certain amount of time. I don't know how long it lasts though.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on February 07, 2011, 09:14:27 AM
I believe that one lasts for 10 counts... I'll test it sometime this week...

The other "glow" scenario I have yet to figure out...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on February 07, 2011, 07:13:46 PM
What the hell does "and rising" mean? Does that mean that Mars People is progressively moving up the tier list?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on February 07, 2011, 08:43:24 PM
What the hell does "and rising" mean? Does that mean that Mars People is progressively moving up the tier list?

I believe that per region he's considered lower mid-tier, but because of his somewhat "new-found" potential, he can be raised in the tier listings a bit higher than where he was placed... Most tier lists as you might find overtime will "evolve" either because of something new that was found, or because they differ based on how strong that character is in a particular region (like how Angel is strong in Mexico, but not so in US or Japan [check me on the Japan part]).

After putting a great amount of time into him (and Neo-Dio), I feel he's pretty strong of a character... Granted, he's not as strong as he was in SvC Chaos (some move properties have changed), but Mars People has alot of mixups that allow him to rush down somewhat safely to get in close for a command grab, or retreat and zone if needed... His ;hcb ;hcb + ;b / ;d super allows him to get out of the corner, and it serves as a starter in his mixup game... There are a few people with moves that can stop this like Kyo's air kick special, but for the most part, if Mars can keep a projectile (preferably ;qcf + ;c ) he can do a few things to either zone, or get in close...

His real problem is getting caught in the corner... He doesn't have a standard method for getting out of it, and you can hit him out of his teleports... Both teleports if done in the corner will keep Mars close to the opponent, which isn't always a good thing, because he can either get thrown back in the corner (if the throw isn't broken), or a massive combo can ensue, probably killing him in the process...

As far as the other characters go, Mr. Big can also vary in the listing. He's considered strong for alot of reasons. His combos alone do massive damage, his lariat ( ;a + ;c / ;b + ;d ) has high priority which makes it a great anti-air move... His ;dn + ;d doesn't trip, which can make it a good poke, because it can cancel into anything to either keep him safe, or if it his he can link it to anything else... His torpedo move ( ;qcb + ;a / ;c ) is good too; however, there are ways to beating him out on certain moves, and some characters have tricks or counters that can stop him in his tracks at times, so he can technically be notched down a bit in the tier...

Kisarah, although missing from the list, is about A tier in Japan, and C tier pretty much elsewhere in the world... She's a really solid character, but takes tons of time to really get good with her, so the skill level between Japan and elsewhere is different. Japanese players have broken her down so much that they know all about her in terms of what to use for punishing moves, combos, mixups, etc... But in America, there may be quite a bit of Kisarah players (and maybe 1 or 2 really strong Kisarah players) but overall she's not that strong of a character in the American region... Hopefully that can change...

Also, even though there is a tier list, and you'll find people who automatically go with the "Kim/Big" team that doesn't mean they're unbeatable... Hanzo is a solid character that in the right hands can OCV a Kim/Big team...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on February 08, 2011, 05:15:49 AM
Mars People has 5 freaking DMs in the game. Isn't that a world record?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on February 08, 2011, 06:44:32 AM
Mars People has 5 freaking DMs in the game. Isn't that a world record?

For an SNK game, maybe... But either way, the only one worth mentioning would be After Bronze and Flatwoods March for 2nd place...


Title: Re: NGBC General Discussion thread
Post by: jinxhand on February 08, 2011, 07:28:43 AM
Now I've never come across this before, but how is this even possible!?!?!?!?

http://www.youtube.com/watch?v=aCG3zVXceTI


Title: Re: NGBC General Discussion thread
Post by: marchefelix on February 08, 2011, 07:19:03 PM
Mars People has 5 freaking DMs in the game. Isn't that a world record?

For an SNK game, maybe... But either way, the only one worth mentioning would be After Bronze and Flatwoods March for 2nd place...

I'm pretty sure it's not just for an SNK game. I'm sure it's for all fighting games.


Title: Re: NGBC General Discussion thread
Post by: the_judge on February 10, 2011, 04:17:23 AM
Now I've never come across this before, but how is this even possible!?!?!?!?

[url]http://www.youtube.com/watch?v=aCG3zVXceTI[/url]


lol, limit break combo vids.
90% of the time it requires some kind of inhuman effort between both players to initiate those glitches.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on February 10, 2011, 08:00:04 PM
Now I've never come across this before, but how is this even possible!?!?!?!?

[url]http://www.youtube.com/watch?v=aCG3zVXceTI[/url]


lol, limit break combo vids.
90% of the time it requires some kind of inhuman effort between both players to initiate those glitches.


That's for sure, but it would be kinda cool to execute this, if its even possible... Chonsu's infinite has been removed, so I'm wondering what else has been removed or "fixed"...


Title: Re: NGBC General Discussion thread
Post by: Zabel on February 26, 2011, 11:43:57 PM
Getting back into the game again, looking to try out Shiki and Moriya, anyone got any tips?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on February 28, 2011, 07:59:30 PM
Getting back into the game again, looking to try out Shiki and Moriya, anyone got any tips?

Most Shiki's that I fight tend to teleport quite a lot... You definitely want to know when and where each teleport move takes you, because even if you think you're out of range, a simple dash to combo can put a huge dent in Shiki's life...

One of her strong points is that she can drain life from her opponent... So at any point in which you can hit confirm a combo, and there's meter, go for it, unless of course the opponent has alot of red health and at that point, I would easily go for an A/D assault in case they try to tag out later. However, you will find people trying to drain as much life as posisble, because in the arcade version, and in ranked matches, time up wins can occur quite frequently if the defense on both teams are solid.

As far as Moriya goes... Well I think he's kinda like Iori with a sword, and a bit of Johnny (GGXX) in there... His ;qcf + ;a / ;b / ;c moves allow him to zone without too much fear of retaliation (Geese, Shishioh, and some ;dp characters can either counter or trade off against these moves)... You can bait jump ins by cancelling his move with ;d , al though you might not see too many people use it, because of the recovery time. You can also buffer in the other versions of this move as well which can serve a purpose at times... This real strong point is its anti-air combo ability, as well as his teleports, since it allows him to get in close, as his primary game isn't  keep-away, its more of rushing down and situational positioning to stay safe...

Because of his rushing tactics, you will probably find yourself hit confirming with a low attack to his rekkas... I believe this is where he truly shines... These rekkas allow him to mix up, and also allows for resets. His counter allows him to combo with a high hitting ;qcf + ;a (I believe this is the high hitting one) to his ;qcb ;qcb + ;a / ;c super.

Moriya's throw is great also. I believe you can't tech it (I will confirm), but it does allow for 2 down attacks (;df + ;c when opponent is grounded), and that does a pretty good amount of damage...

I'm no real expert of Moriya (or Shiki), I wouldn't expect anyone to directly use this playstyle, but its more of a template I guess... Moriya is probably the most solid Last Blade character in this game (and I'm willing to put him over Akari and stand by that decision!!!) because he can be played in so many different ways imo... Even without a projectile or high priority ;dp move, he can still turn the tides of a match as long as the player knows what certain characters are capable of doing... I believe he can even stop Kim and Big if enough time and effort is put into him... Most people don't use the LB characters' counter, so most people don't expect it... Learn the timing of that, because that can lead to so much damage in combos, especially for Moriya...


Title: Re: NGBC General Discussion thread
Post by: sibarraz on March 07, 2011, 11:43:13 PM
It's me or is nearly imposible to press 2 buttons, less 3 at the same time in NGBC with a normal xbox controller??


Title: Re: NGBC General Discussion thread
Post by: steamwolf on March 08, 2011, 06:17:33 PM
I'm getting into this game myself for the first time really. My best team thus far appears to be Terry/Mr. Karate but I like using almost the entire cast. And I'm liking the sheer knowledge Jinx has on this game. Deffinantly something I wanna be playing more of! Any of you guys hit me up with a PM or Aim or something sometime and ask if I wanna play.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 08, 2011, 07:38:30 PM
I'm getting into this game myself for the first time really. My best team thus far appears to be Terry/Mr. Karate but I like using almost the entire cast. And I'm liking the sheer knowledge Jinx has on this game. Deffinantly something I wanna be playing more of! Any of you guys hit me up with a PM or Aim or something sometime and ask if I wanna play.

We'll more than likely hold another session in the near future, maybe with the FT10 setup...

I'm always willing to help out and learn from anyone with this game... I'm actually trying to learn some new characters right now, while beefing up Team Kool-aid and putting up info about those characters... Feel free to share what you come across as well...


Title: Re: NGBC General Discussion thread
Post by: FreeRunner on March 09, 2011, 08:32:44 AM
I think I found a few things with Mai. I don't know if it's new or anything. Just something to take note of, I pulled it off a few times during our sessions. If I have the time, I'll help out with her Wiki.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 09, 2011, 09:05:25 AM
I think I found a few things with Mai. I don't know if it's new or anything. Just something to take note of, I pulled it off a few times during our sessions. If I have the time, I'll help out with her Wiki.

Any info is welcomed... Especially since there's not that many Mai players here...


Title: Re: NGBC General Discussion thread
Post by: Xxenace on March 09, 2011, 05:51:31 PM
i need to get one of those fancy team names that dont make any sense


Title: Re: NGBC General Discussion thread
Post by: Shinra Shiranui on March 10, 2011, 04:22:14 AM
Any of you guys down for a match tomorrow around 5 or 6?


Title: Re: NGBC General Discussion thread
Post by: Xxenace on March 10, 2011, 07:12:34 AM
Any of you guys down for a match tomorrow around 5 or 6?
would 6:30 or 7:00 be ok?


Title: Re: NGBC General Discussion thread
Post by: FreeRunner on March 10, 2011, 07:19:59 AM
Ok I think it's time to let you guys in about a few things on Mai. Had no idea she was underused lol. Here are my findings (again my bad if this isn't anything new).

Non-Obivious things you need to know about Mai:

(This is assuming your buttons are default)

Let's start with her  ;dn (charge)  ;up  ;a or  ;c.
I'm sure anyone who played with her knows about her options with this. Hold either  ;a or  ;c for a dive, or don't hold them to just jump off the wall which allows you to do either or her air command attacks or grab them with  ;c ;d.

Did you know that you can use her  ;dn ;db ;bk  ;a or  ;c and her aerial super (which is  ;dn ;df ;fd ;dn ;df ;fd  ;a or  ;c in air) from  ;dn (charge)  ;up  ;a/;c ? Just input the motions like you normally would. When your going foward (towards the opponent) though, remember that she will turn around and go straight for the opponents direction. Great for mindgames and can be a good punish from any angle.

Also take note that if you corner the opponent and you decide to jump over them to wall jump, her aerial specials will make her dive away from the wall. For example, if you jump from the left and initiate a wall jump from the right, you'll dive to the left. (Be sure you input the move as if you are on the left to pull this off. Take my previous example, when coming off the wall press  ;dn ;db ;bk  ;a/ ;c.) Just something to keep in mind, you probably won't do this very much.

Other discoveries with moves, tricks and combos

- Jumping  ;b combos into all command aerials ( ;dn ;a is questionable, could combo on bigger characters). A trick you can do is cross-up with jumping  ;b and immediately do  ;dn  ;b. This makes it a bit harder to block her cross-ups since  ;dn ;b brings her back to the other side. I need to test this trick a bit more but so far so good :).

-  ;dn ;db ;bk  ;a/;c combos from  ;dn ;a, and  ;fd ;d. All dives combos into her air super. So if you catch your opponent jumping in the air with a dive, it's basically a free super. All other aerials (except  ;dn ;b and  ;dn ;d) cancel to her dive but it doesn't combo.

- Use  ;dn ;df ;fd ;a, you'll be able to recover fast enough so you can follow the fan. A good trick players tend to forget in the heat of battle, for it covers up your approach. I'm sure there are other creative ways to use this as well.

- If you hit with  ;fd ;b, you can juggle with another move. This only works in the corner.

As far as combos is concerned, I think I'll wait until I post it on the wiki or make another post with it if requested.

Final tips

- Practice!! You will be going at a fast pace so keep your execution solid.

- Learn how to store charges while dashing. That way you can leap away at a moments notice.

- Don't use any ground specials unless it's in a combo or you are sure it will hit. Alot of her moves are unsafe and you will be punished hard for it.

- Mix it up!! A predictable Mai will get nowhere. She has many options in the air and mobility department, so no excuses.

- Get them in the corner. This is where your offense gets scary.

Any questions feel free to ask. Her wiki will be updated hopefully sometime this week. It will take some time, but I'll cover everything you need to know. First time explaining things in-depth I hope I did alright :).



Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 10, 2011, 07:24:40 AM
i need to get one of those fancy team names that dont make any sense

Team Kool-aid is named that because of my color scheme (Mars People - purple [grape] and Neo Dio - red/purple [cherry])...


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 10, 2011, 07:33:29 AM
Good info FreeRunner!!! That's definitely wiki material!!! I think you're the only Mai player I've come across for this game. Plus you have a wealth of good info to share, so hats off to ya!!!

I don't play Mai as much, but I know when I do play I try to catch people off guard with her air ;qcb ;a / ;c and if it connects and I have at least 1 stock, I'll cancel to the super...

Yeah she's really good when she's ridiculously moving all over the stage strategically... I think she's slightly slower than Lee in terms of movement in general, but she has more options than he does... Plus she has so many ways to combo into a special and super if available...



Title: Re: NGBC General Discussion thread
Post by: sibarraz on March 10, 2011, 03:56:23 PM
The Ain't Ryu team (Hanzo/Ryo)

Oddly enough, half of the roster could be a member, I hate the fact that this game has lots of shotos or variations of them : (


Title: Re: NGBC General Discussion thread
Post by: Ashspiralingblood on March 10, 2011, 09:20:41 PM
Guys is it okay if I sent you a freind request ......


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 10, 2011, 09:33:22 PM
The Ain't Ryu team (Hanzo/Ryo)

Oddly enough, half of the roster could be a member, I hate the fact that this game has lots of shotos or variations of them : (

I think its about 1/4 really... Having a fireball and anti-air doesn't technically make you a shoto... It's more of the gameplay that does... Like you can't really zone with Ryo, nor can you truly anti-air with Yuki's ;dp ;a / ;c ... Try to play Haohmaru like a shoto, and its curtains for him easily...


Title: Re: NGBC General Discussion thread
Post by: Shinra Shiranui on March 10, 2011, 11:41:11 PM
Any of you guys down for a match tomorrow around 5 or 6?
would 6:30 or 7:00 be ok?

Yea its ok.


Title: Re: NGBC General Discussion thread
Post by: Custle on March 11, 2011, 04:23:44 PM
Hello

I just recently started to play NGBC again (alone... on my PS2... PAL version). My problem has always been, what team I use.

I like using Mr. Karate (or Ryo), but partner for him... sigh. Robert would make sense because they have that special partner attack (or what was it called?), but problem is that this version of Robert sucks.

So my choice is between Terry, Rock and Asura. Terry has been my favorite character for a long time, but I just don't like him Garou outfit and moves. Only good thing is Busta Wolf and that's about it. But I'm still pretty good with him.

Rock is an intresting character. I like the fact that he is mix between Tery and Geese, but he is just hard to use.

Asura seems fancy, but he is just so damn slow.

Does anyone have some hints how to play with these three and/or with Mr. Karate?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 11, 2011, 09:24:47 PM
Hello

I just recently started to play NGBC again (alone... on my PS2... PAL version). My problem has always been, what team I use.

I like using Mr. Karate (or Ryo), but partner for him... sigh. Robert would make sense because they have that special partner attack (or what was it called?), but problem is that this version of Robert sucks.

So my choice is between Terry, Rock and Asura. Terry has been my favorite character for a long time, but I just don't like him Garou outfit and moves. Only good thing is Busta Wolf and that's about it. But I'm still pretty good with him.

Rock is an intresting character. I like the fact that he is mix between Tery and Geese, but he is just hard to use.

Asura seems fancy, but he is just so damn slow.

Does anyone have some hints how to play with these three and/or with Mr. Karate?

Greetings!!! It's nice to hear about people that play this game regardless no netcode... /thumbsup

Ok, we have some info on the wiki for these characters (Terry's needs work because I think its empty though)... Now, picking the characters kinda depends on your play style or preference... Both Ryo and Terry have good rushdown options, especially Terry since he can break his Power Dunk with ;a + ;b , and his combos are good, and allow for some good mixup... Ryo has easier basic combos compared to his KoF version, but if you really want to benefit from him combo-wise, you need to learn how to buffer ;qcb + ;a ~ ;db ;fd ;b from ;dn ;b ;dn ;c (the timing isn't too bad though)... With Ryo, his counters stop so much this time around, and his ;dp ;a has tons of priority...

Now for Robert... I don't actually think he's bad of a character... He has a low/high mixup with his fireball... In the corner, he can combo a couple flash kicks, or a flash kick to the super version... His mixups allow him to go from zoning to straight up rushdown in a matter of 1-3 moves...

Rock, well, he is fun to play as, but he requires a bit of time and practice... Learn to buffer his 360 throw on the ground, and to cancel it, as his ;qcb ;a is his best option from that move instead of the beam... His counters are good, but there are some moves that he can counter successfully but the attack will whiff, so look out for that... Like his dad, his best combos are only in the corner...

Asura is considered D tier, which is the lowest, but he still does a ton of damage and can be a threat if in the right hands... He has good long range pokes and keep away tactics, but his true strength lies when he's in close. Asura has several chain combos when in close, and his counter allows him to combo in his super... Speaking of supers, he's the only character in the game that can cancel a super with another super... His air game is ok, but not as strong as Terry or Robert...

Geese is C tier, but its primarily because he doesn't really have combos except for in the corner... His ;bk charge ;fd ;d is safe on block, but be weary of gcfs... He can't really get his ;df ;c on grounded opponents because most moves allow the opponent to either tech, or the ground grab just whiffs... Aside from that, you can't extend the Deadly Rave combo by stopping at the last ;d and doing something else, so if you get the first hit to connect, finish the whole thing...

Again, a good chunk of this info and more are on the ever-growing wiki... There's still tons of work to be done on the wiki though, so if you don't see anything for a character, just ask and anyone will be glad to give good info... Dark Geese is an even greater source of info for this game, so you can ask him about some things, and he'll drop a few gems...


Title: Re: NGBC General Discussion thread
Post by: Shinra Shiranui on March 12, 2011, 05:09:28 AM
Today i found out that Rock can link his Shine knuckle (B version) after you connect the A version of his hard edge during the 360 command throw (shortened) from anywhere on the screen.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 13, 2011, 10:59:38 AM
Today i found out that Rock can link his Shine knuckle (B version) after you connect the A version of his hard edge during the 360 command throw (shortened) from anywhere on the screen.

There's a few other things that can also connect with his 360 throw if you break the throw with ;a ;b ... You can do an ;uf ;c and on landing, buffer another 360 throw... Technically, doing a standing ;a and inputting a buffered throw while hitting standing ;a will throw immediately after the hit, somewhat making it seem like a "combo"... ;uf ;d sometimes connects with the 360 throw, so that can also be an option if there's either lag, or you want to setup the right spacing for a setup on landing... If possible, you can also make ;qcf ;qcf ;d connect and take the opponent to the corner, at which you might be able to finish the combo with a rising tackle or raging storm... I've gotta test it, because I can't remember if it connects fully or whiffs at a certain point... His rising tackle counts as an ultimate juggle move, too...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on March 14, 2011, 05:58:50 AM
720 throw motions and  ;db charge ;df ;db ;uf motions...

Am I secretly playing Street Fighter?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 14, 2011, 08:11:32 AM
720 throw motions and  ;db charge ;df ;db ;uf motions...

Am I secretly playing Street Fighter?

SF borrowed alot of motions and such from SNK, but that's for another thread...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on March 14, 2011, 06:06:53 PM
720 throw motions and  ;db charge ;df ;db ;uf motions...

Am I secretly playing Street Fighter?

SF borrowed alot of motions and such from SNK, but that's for another thread...

I just said that because I'm not used to seeing such motions on SNK games.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 14, 2011, 10:52:24 PM
Yeah I personally think they should've changed ;db ;df ;db ;uf to simply ;db ;qcf ;uf so that canceling the super from ;dn charge ;up would be quicker and easier... It still takes skill to juggle with those flash kicks in the corner though...

I do like this version of Robert... He's not as stylish in terms of animation as say KoFXII or KoFXIII's Robert, but still stylish at least in terms of garb, ;fd ;bk ;fd ;b , and projectile throwing...

Oh you know what, his glow effect was pretty dope... I think he had that also in NeoWave...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on March 15, 2011, 06:16:37 PM
Yeah I personally think they should've changed ;db ;df ;db ;uf to simply ;db ;qcf ;uf so that canceling the super from ;dn charge ;up would be quicker and easier... It still takes skill to juggle with those flash kicks in the corner though...

I do like this version of Robert... He's not as stylish in terms of animation as say KoFXII or KoFXIII's Robert, but still stylish at least in terms of garb, ;fd ;bk ;fd ;b , and projectile throwing...

Oh you know what, his glow effect was pretty dope... I think he had that also in NeoWave...

That glowing effect made me think he had turned evil!


Title: Re: NGBC General Discussion thread
Post by: jinxhand on March 29, 2011, 08:37:53 AM
Any Rock players here???

I'm testing something out here with both him and Geese, but mainly Rock, since his standing ;a doesn't push back as much... If timed right, with Rock you can do a standing ;a and buffer a 360 throw... I'm trying to test to see if the throw can be avoided or not and if blocking the standing ;a keeps the throw from being whiffed... It obviously won't read as a combo, but it's still something worth noting, as I think he has the fastest command throw in terms of animation speed, and execution... So you could technically dash in and throw a jab out, and quickly bust out with a I think the 2nd fastest is tied with either Neo Dio or Geese... Cyber Woo has the slowest command throw, but it has an armor attribute that allows him/her to take a few hits before throwing... I believe I was thrown once after throwing out a Muscle Man special with Tung, but this was back in 05/06 so I can't remember...


Title: Re: NGBC General Discussion thread
Post by: jinxhand on April 07, 2011, 06:04:46 PM
- If you hit with  ;fd ;b, you can juggle with another move. This only works in the corner.

You can do a solid hit like standing ;c or standing ;d and cancel to ;fd ;b and link that with a special and/or super...

I'm not sure if I mentioned this, but off of a ;dn ;d , if there's 2 stocks of meter, you can AC Tactical Step and quickly input her air ;d super but it requires Tiger Kneeing to get it to link... You have to be fast though or your opponent will tech... It takes some practice, but if you have the frames to punish, and aren't in range to do a standard combo, then this would work... Not only that, it does so much damage, so killing off one of your opponent's characters can happen if they decide to do something risky...

I believe that it is also possible to do a GCFS and quickly get a ;dn ;d in to link the combo, but it would be easier to spend 2 stocks by just doing a BnB combo to a super, rather than GCFS, to ;dn ;d, ACTS, then TK super which would end up being 3 stocks... Granted meter can be built quickly, but with the distance ACTS makes you move, you're already in close to do something stronger and "cheaper"...


Title: Re: NGBC General Discussion thread
Post by: FreeRunner on April 14, 2011, 10:52:33 PM
I'm not sure if I mentioned this, but off of a ;dn ;d , if there's 2 stocks of meter, you can AC Tactical Step and quickly input her air ;d super but it requires Tiger Kneeing to get it to link... You have to be fast though or your opponent will tech... It takes some practice, but if you have the frames to punish, and aren't in range to do a standard combo, then this would work... Not only that, it does so much damage, so killing off one of your opponent's characters can happen if they decide to do something risky...

I believe that it is also possible to do a GCFS and quickly get a ;dn ;d in to link the combo, but it would be easier to spend 2 stocks by just doing a BnB combo to a super, rather than GCFS, to ;dn ;d, ACTS, then TK super which would end up being 3 stocks... Granted meter can be built quickly, but with the distance ACTS makes you move, you're already in close to do something stronger and "cheaper"...

I'm gonna master this. This sounds too awesome to pass up.


Title: Re: NGBC General Discussion thread
Post by: DaBlueShadow on May 04, 2011, 04:48:04 PM
I've gotten some good practice on this game, but still learning more combos. Any good combos for any of these characters; Ai, Tong Fu, Athena and Nakumaru.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 04, 2011, 08:51:49 PM
I've gotten some good practice on this game, but still learning more combos. Any good combos for any of these characters; Ai, Tong Fu, Athena and Nakumaru.

On the wiki, there are combos for Ai, and Tung... Athena and Nakoruru will be updated soon...

Athena doesn't really have much until you mix in her mini fireball/tornado super... I'll come up with some more things for her in though, but here's a basic one for her.

Athena:
* ;dn ;b , ;dn ;b , ;dp ;b

Nakoruru:
* standing ;c , ;c , ;qcf ;a
* (in the corner) close ;c , ;c , ;qcb  ;d , (fly) ;a (4 times), ;b , ;hcf ;hcf ;a 


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on May 06, 2011, 03:31:19 PM
I've gotten some good practice on this game, but still learning more combos. Any good combos for any of these characters; Ai, Tong Fu, Athena and Nakumaru.

Anything you want to know about Athena OR Tung (Since that used to be my main team) feel free to ask me.


Title: Re: NGBC General Discussion thread
Post by: DaBlueShadow on May 06, 2011, 04:40:07 PM
I've gotten some good practice on this game, but still learning more combos. Any good combos for any of these characters; Ai, Tong Fu, Athena and Nakumaru.

On the wiki, there are combos for Ai, and Tung... Athena and Nakoruru will be updated soon...

Athena doesn't really have much until you mix in her mini fireball/tornado super... I'll come up with some more things for her in though, but here's a basic one for her.

Athena:
* ;dn ;b , ;dn ;b , ;dp ;b

Nakoruru:
* standing ;c , ;c , ;qcf ;a
* (in the corner) close ;c , ;c , ;qcb  ;d , (fly) ;a (4 times), ;b , ;hcf ;hcf ;a 
Thanks I'll try to learn that.


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on May 06, 2011, 06:24:27 PM
I've gotten some good practice on this game, but still learning more combos. Any good combos for any of these characters; Ai, Tong Fu, Athena and Nakumaru.

On the wiki, there are combos for Ai, and Tung... Athena and Nakoruru will be updated soon...

Athena doesn't really have much until you mix in her mini fireball/tornado super... I'll come up with some more things for her in though, but here's a basic one for her.

Athena:
* ;dn ;b , ;dn ;b , ;dp ;b

Nakoruru:
* standing ;c , ;c , ;qcf ;a
* (in the corner) close ;c , ;c , ;qcb  ;d , (fly) ;a (4 times), ;b , ;hcf ;hcf ;a 
Thanks I'll try to learn that.

Athena can also combo cr.bx3 into dp+b or D.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 06, 2011, 08:40:55 PM
Doesn't the number of ;dn ;b s vary with the character??? I mean I stick with 2 ;dn ;b s vice 3 only because of the chances of whiffing increase... Plus ;dp ;b works better for me I believe the hitbox is better than ;d or do I have it in reverse???


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on May 06, 2011, 11:40:25 PM
Doesn't the number of ;dn ;b s vary with the character??? I mean I stick with 2 ;dn ;b s vice 3 only because of the chances of whiffing increase... Plus ;dp ;b works better for me I believe the hitbox is better than ;d or do I have it in reverse???

It depends on how fast you do it, if you do it fast enough you can land it 3, but normally yeah I stick with 2 just to be safe, but you can land three. dp+D covers more range thus thats why I use it...


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 09, 2011, 10:59:31 PM
Yeah I forgot til ayer, the ;d version is the "side swipe" so the hitbox is wider... The ;b is the "backflip" so yeah the hitbox for that is I think slightly taller, but not wider of course...

From playing Athena, she seems more about setups and mixups than just actual combos though...


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on May 10, 2011, 02:18:28 AM
Yeah I forgot til ayer, the ;d version is the "side swipe" so the hitbox is wider... The ;b is the "backflip" so yeah the hitbox for that is I think slightly taller, but not wider of course...

From playing Athena, she seems more about setups and mixups than just actual combos though...

She does, she has more setups than actual combos in NGBC. The thing with her though that is the problem, is that once you figure her out she is not nearly as effective. She is good for catching people off guard that have very little experience fighting against her, but if people know how to fight her she is not as effective.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 10, 2011, 08:37:05 PM
Yeah I forgot til ayer, the ;d version is the "side swipe" so the hitbox is wider... The ;b is the "backflip" so yeah the hitbox for that is I think slightly taller, but not wider of course...

From playing Athena, she seems more about setups and mixups than just actual combos though...

She does, she has more setups than actual combos in NGBC. The thing with her though that is the problem, is that once you figure her out she is not nearly as effective. She is good for catching people off guard that have very little experience fighting against her, but if people know how to fight her she is not as effective.

I'm thinking since that's the case with Athena, having a character who can act as battery from rushdown and combos would then serve as a plus in supporting her, because her real setups and strats require meter... Like for instance, Kisarah probably can do well without using a whole lot of meter (maybe 1 if needed). She could be the point character to build meter, then ;qcf ;e and change to Athena... She'll be able to do extra damage, plus have meter to work with...


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on May 11, 2011, 12:57:22 AM
Yeah I forgot til ayer, the ;d version is the "side swipe" so the hitbox is wider... The ;b is the "backflip" so yeah the hitbox for that is I think slightly taller, but not wider of course...

From playing Athena, she seems more about setups and mixups than just actual combos though...

She does, she has more setups than actual combos in NGBC. The thing with her though that is the problem, is that once you figure her out she is not nearly as effective. She is good for catching people off guard that have very little experience fighting against her, but if people know how to fight her she is not as effective.

I'm thinking since that's the case with Athena, having a character who can act as battery from rushdown and combos would then serve as a plus in supporting her, because her real setups and strats require meter... Like for instance, Kisarah probably can do well without using a whole lot of meter (maybe 1 if needed). She could be the point character to build meter, then ;qcf ;e and change to Athena... She'll be able to do extra damage, plus have meter to work with...

Yes exactly, that's why Tung-Athena work beautifully because Tung builds meter the fastest in the game, and he doesn't really need it, and Athena needs it.


Athena-Kisarah doesn't work nearly as well because well- both use the meter given to them and neither of them builds meter that fast...

Even Kisarah Karacanceling Slide to qcb+C~D  (or just qcb+c~D) over and over doesnt build meter as fast as Tung landing one dive kick to muscleman!


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 12, 2011, 07:00:37 PM
Yeah Tung I think builds meter even faster than Marco, and I know he can just throw stuff out and build meter...


How do the Mexican players feel about NGBC??? Is it solid enough to them for tournament play, or is it just something to play to kill time???


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on May 12, 2011, 07:27:21 PM
Yeah Tung I think builds meter even faster than Marco, and I know he can just throw stuff out and build meter...


How do the Mexican players feel about NGBC??? Is it solid enough to them for tournament play, or is it just something to play to kill time???

Just to kill time, I'm trying to get Kula to play it seriously that way I can have some solid competition...


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 12, 2011, 07:45:30 PM
That's cool... It would be nice to see a part 2 to this, as SNK was going in the right direction, they just need to refine the engine imo...


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 12, 2011, 07:46:10 PM
Found a nugget just now...

http://wiki.livedoor.jp/ngbc/ has some good information, albeit in Japanese... It's got frame data for some characters (YES!!!) and some other strats and tidbits of info... Good luck in trying to read this in google translate, as its quite horrible in many areas... I'll try to do a bit of translation (I still suck at JP though for the most part)... Anyone else willing to translate please feel free to help. Thanks!!!


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on May 12, 2011, 08:03:22 PM
That's cool... It would be nice to see a part 2 to this, as SNK was going in the right direction, they just need to refine the engine imo...

I agree if they actually made a NGBC2 it would be stellar as it is headed in the right direction.


Title: Re: NGBC General Discussion thread
Post by: krazykone123 on May 13, 2011, 06:00:44 AM
Found a nugget just now...

[url]http://wiki.livedoor.jp/ngbc/[/url] has some good information, albeit in Japanese... It's got frame data for some characters (YES!!!) and some other strats and tidbits of info... Good luck in trying to read this in google translate, as its quite horrible in many areas... I'll try to do a bit of translation (I still suck at JP though for the most part)... Anyone else willing to translate please feel free to help. Thanks!!!


Thanks Jinx, I'm gonna peep that link and see what's good.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 24, 2011, 05:33:24 PM
Outside of a teleport, and the ability to combo a ;dp ;a off of an anti air, what else makes Hanzo better than Fuma??? From what I see, Fuma has better combos, and can build meter faster. Plus his regular combos alone do a good amount of damage, they're good hit confirm combos for punishing with a quick light attack, and some of them knock down for some spacing... His supers aren't great, but they make for good chip damage. Hanzo has to teleport all of the time, and successfully execute his backward ;uf ;b in a mixup to be a real threat. Not only that, his ;dp ;c isn't great, and it has a weird arc to it that hasn't been fixed at all since the arcade version... He has combos, too, but the real ones require meter, and the backwards teleport kick at times to really do damage... What do you think???


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 31, 2011, 09:11:24 PM
I keep coming across matches like this one here:

http://youtu.be/RtnnZAQk8HE

Notice Haohmaru is glowing at the start of a match. I was told awhile ago that this was based on arcade settings, and I was also told that this depends on whether or not you were a certain level (there was leveling in this game per sť)...

I'm trying to see if this is possible on either the ps2 (jps2) or xbla version of this game... Now I know that there's no leveling in these versions, but has anyone come across this mode in any of the console versions???


Title: Re: NGBC General Discussion thread
Post by: jinxhand on June 02, 2011, 05:00:38 PM
GGs to J0EJUSTICE last night... Great Mudman/Shishioh you got there... Learned a few things during the session and in practice mode that I'll also post on in the individual threads:

* Asura's ;qcb + ;a / ;b / ;c is height-specific. So fighting someone like Mudman, or anyone with a ground fireball should be countered with ;qcb + ;c , which is the low counter.

* Shishioh's ;uf + ;c beats out Mr. Big's ;a + ;c / ;b + ;d lariat move. It can beat out Mars People's st. ;c and st. ;d . Outside of a counter, Neo Dio's ;dn ;c can beat it out.

* Shishioh's ;qcb + ;a / ;c can be teched, but the timing is ridiculous, if that's screwed up, then Shishioh gets the free ;dp + ;a / ;c.

* Yuki's sengoku counter has a short window, meaning that the actual period in which he can counter ends way before the moves animation ends.

* I'm not sure if this was already on the Asura thread, but st. ;d , ACTS, st ;c is a strong combo, especially because the st ;c can't be avoided, unless the player does the move late. Even if that's the case, Asura is still safe.

* Rock is really underrated!!!

* You can't really tick throw Geese's 360 command throw or 720 super throw like you can with Rock's 360 throw.

* Speaking of Rock, that st. ;d works wonders as a good poke vs the right character.

* Lee's ;dn ;c can only be used in a combo on counter hit, in which the best option is his ;qcf ;qcf + ;a / ;c super, or the ;qcb ;qcb + ;a / ;c super in the corner.

I can't think of anything else right now...


Title: Re: NGBC General Discussion thread
Post by: FreeRunner on June 10, 2011, 12:23:32 AM
Phew.

Updated a bulk of Mai's page. Who would have though wikis took a bunch of work x_x. Won't complain about wiki's ever again after this XD.

All I have to do is fill in the general strategy section. Probably gonna do that a little later, trust me it will be done  ;). Maybe work on another page after this O_O? Hope my contribution helps you dream cancel (SNK rather) heads out.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on June 11, 2011, 12:34:30 AM
Yeah I checked that stuff out, and yeah its dope!!!

I did some testing with Mai myself, and also have some answers to some of the info on the wiki...

Mai's ;fd ;b doesn't go into ;a or ;b simply because she doesn't have enough frame advantage for those move to connect. ;c and ;d naturally hit harder, and have allow to connect with ;fd ;b just on numbers alone (I'm looking for that frame data actually). I though the best usage for it would probably be for mixups leading to quick overheads, but as I'm testing it out, neither ;fd ;b or ;fd ;d count as overheads at all, even if done by themselves. Doing ;uf ;qcb + ;a / ;c after a string doesn't even count as an overhead if the opponent is crouching and blocking, so I see why she's not as strong in general. You can, however, use ;a or ;b (not ;dn ;a / ;dn ;b ) to hit confirm for a link to ;df + ;b , and cancel out from there.

Mai also has a very bad backdash. Granted, not everyone's backdash is like a 98 EX mode backdash, but hers barely makes her go back, so in a sense you're forced to do all kinds of aerial movement to gain any type of gap.

Hats off to finding a meter saving method to get ;dn ;d to link with air ;qcf ;qcf + ;a / ;c !!! I did notice that it works regardless of distance, but it gets a bit hard to cancel if you're right at that point in which ;dn ;d will hit.

Her standing ;b is somehow looking like Athena's standing ;d , as they're both good pokes.

One strange anomaly with her though is her ;qcf ;a / ;c . I understand the whole speed difference, where using ;c shoots a faster fan, but I feel that both versions should've been able to link in a combo. I'm not sure where they were going with this, maybe have her ;a version slow enough to act as a delay and use it for mixups or whatever. I'm not sure.


Title: Re: NGBC General Discussion thread
Post by: FreeRunner on June 11, 2011, 07:54:19 AM
Yeah I checked that stuff out, and yeah its dope!!!

I did some testing with Mai myself, and also have some answers to some of the info on the wiki...

Mai's ;fd ;b doesn't go into ;a or ;b simply because she doesn't have enough frame advantage for those move to connect. ;c and ;d naturally hit harder, and have allow to connect with ;fd ;b just on numbers alone (I'm looking for that frame data actually). I though the best usage for it would probably be for mixups leading to quick overheads, but as I'm testing it out, neither ;fd ;b or ;fd ;d count as overheads at all, even if done by themselves. Doing ;uf ;qcb + ;a / ;c after a string doesn't even count as an overhead if the opponent is crouching and blocking, so I see why she's not as strong in general. You can, however, use ;a or ;b (not ;dn ;a / ;dn ;b ) to hit confirm for a link to ;df + ;b , and cancel out from there.

Mai also has a very bad backdash. Granted, not everyone's backdash is like a 98 EX mode backdash, but hers barely makes her go back, so in a sense you're forced to do all kinds of aerial movement to gain any type of gap.

Hats off to finding a meter saving method to get ;dn ;d to link with air ;qcf ;qcf + ;a / ;c !!! I did notice that it works regardless of distance, but it gets a bit hard to cancel if you're right at that point in which ;dn ;d will hit.

Her standing ;b is somehow looking like Athena's standing ;d , as they're both good pokes.

One strange anomaly with her though is her ;qcf ;a / ;c . I understand the whole speed difference, where using ;c shoots a faster fan, but I feel that both versions should've been able to link in a combo. I'm not sure where they were going with this, maybe have her ;a version slow enough to act as a delay and use it for mixups or whatever. I'm not sure.

Don't worry too much about  ;fd  ;b. It's not that useful by itself anyway. I just posted the properties I noticed about it. I'm also aware of her lack of an overhead (and her backdash), they will be addressed too :).

Edit: Ah no wonder there was confusion with  ;fd  ;b! I didn't mention that what I was talking about only worked in the corner, silly me >_<. That's why you couldn't connect moves after it, remember it's a juggle. Still not very useful though, Close  ;c to  ;fd  ;b is the better option.


Title: Re: NGBC General Discussion thread
Post by: Remzi on June 18, 2011, 04:31:40 AM
According to what I know, you can j.2D loop with Mai after a 236236A/C. You can do this many times, but it's extremely tight if you want more than two, as you need to do j.2D the very frame you leave the ground. In corner, start it off with 6B (1 hit) 236236A j.2D j.2D j.2D j.2D j.2D etc. 6B is also pretty good on wakeup, considering it's safe and it's two hit, so GCFS is semi-unsafe, plus you can cancel it into her meter if they do GCFS. :3
You can get an instant overhead into meter by doing an instant j.B into her 236236A.
Cancels from 5C 3B are very good, you can cancel into her super-deadly bees midscreen and in corner you can go for 214C -> super-deadly bees and also into her DA.

Edit : I've been editing my site lots, updating to new software. Actually deleted the old wiki software, so I'll back this up here. It'll be back on my site once some other stuff is updated, though.

Backwards Throws
Asura - Archangel
Kaede - Regular Throw
Washizuka - Regular Throw
Kim Kaphwan - Regular Throw
Kyo - Regular Throw
Mai Shiranui - Regular Throw
Mr. Karate - Regular Throw
Robert Garcia - Regular Throw
Rock Howard - Regular Throw
Shermie: - Busty Suplex, Shermie Spiral, Shermie Clutch, Shermie Whip
Terry - Regular Throw
Yuki - Fire Suplex Hold


Title: Re: NGBC General Discussion thread
Post by: jinxhand on June 21, 2011, 06:41:16 PM
Yeah Tung I think builds meter even faster than Marco, and I know he can just throw stuff out and build meter...


How do the Mexican players feel about NGBC??? Is it solid enough to them for tournament play, or is it just something to play to kill time???

Just to kill time, I'm trying to get Kula to play it seriously that way I can have some solid competition...

I can't wait to see what you guys can come up with in your battles.

You can get an instant overhead into meter by doing an instant j.B into her 236236A.

You should be able to tiger knee that while doing ;uf ;b , since I don't think she has any air specials using ;b (or ;d for that matter). I know some characters can do certain moves using the tiger knee method, so she should be one of them.


Title: Re: NGBC General Discussion thread
Post by: Remzi on June 30, 2011, 12:58:26 AM
You can buffer TK her j.236236A/C with 2362369A/C.
Her j.B can also link into her j.2D to make it even safer.

Ryo can link his 2B into his 2C. In corner this has practical uses such as 2B 2C 236A, and midscreeen / corner it has uses such as 2B 2C 63214A -> DM


Title: Re: NGBC General Discussion thread
Post by: jinxhand on June 30, 2011, 02:01:24 AM
Ryo's link connects anywhere in screen. His strongest meterless combo is:

;dn ;b , ;dn ;c , ;hcb ;a , ;db ;fd ;b

I have to buffer in the ;hcb in order to get it to connect. Once the timing is down with this combo, you can start ending matches quickly. His link to ;qcf ;a is still good though, and from the link, you can do mixups, especially with his throw, which if done in the corner allows for a free OTG ;dp ;b / ;d .

Oh yeah, Geese can TK his Shippuken, Dio can TK his Meteor Smash, Yuki can TK his air dash special, and Robert can TK his air ;qcb ;b / ;d . Robert's TK kinda sucks though, because of the delay in the move, but it allows you to charge for a flash kick with ;b .


Title: Re: NGBC General Discussion thread
Post by: Remzi on June 30, 2011, 02:14:20 AM
The 16B won't connect midscreen or in corner. It's stronger in corner because of the meterless 236A after the 2C.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on June 30, 2011, 04:43:43 AM
The 16B won't connect midscreen or in corner. It's stronger in corner because of the meterless 236A after the 2C.


If close it can connect midscreen... It's very range dependent. I never try doing those combos at standing range; I always go in, since he has the ;fd ;b (?) counter and if you anticipate a reversal ;dp or something similar, you can readily throw that out, and punish accordingly.

EDIT: I just tested the 2B, 2C, 214A, 16B combo out, and it all connects as a 4 hit combo. (http://youtu.be/zBWyjd5LHsI) The 16B normally does 2 hits, but in the combo, it only does 1. It's still stronger than the regular BnB combo, and it allows Ryo to put the opponent in the corner...


Title: Re: NGBC General Discussion thread
Post by: Remzi on July 01, 2011, 04:58:06 AM
Oh wow, that's extremely tight and you need seriously close spacing. Still nice to see it actually working though.

Also, Ryo has a double-OTG after his sweep. Use 2D 623B 623B. It does seriously good damage for a sweep, plus 2D and 623B are fine mixups.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on July 01, 2011, 08:16:25 PM
Oh wow, that's extremely tight and you need seriously close spacing. Still nice to see it actually working though.

You need close spacing to do his bnb combo normally. In the vid, I was showing the range that ;dn ;b to ;dn ;c needs to be in order to connect it and how far he needs to be to whiff it. There are some instances where ;dn ;b will hit, and ;dn ;c will whiff completely.


Title: Re: NGBC General Discussion thread
Post by: Remzi on July 02, 2011, 05:32:54 AM
Yeah, the spacing is close. Just because execution, I definitely prefer 2BC 16D.

Found out Moriya has some really weird tricks to him too. 2D can be cancel'd into a bunch of things including his teleport and 623C to change sides with them. You cannot OTG after it without a bluecancel or in corner.
You can make his 214 moves safe by hitting the button again and then getting out of that stance by hitting D. You can also repeat the move again via re-standby as much as you want.
His 2B is gdlk, you can combo out of it for easy damage. You cannot OTG after a third 2B, though. 2BB 236A 236A 236A 5B, or you can do 2BB 236A 236A 2363214C. His parries are super-tight on frames, they're also seriously dangerous. Try to avoid them unless they're doing really obvious stuff. Same as Kaede, you can SC the moves into his d-assault. 6 parry is for high and mid, 4 parry is for mid and low. You can use 3C to OTG an enemy twice on the ground when you throw them into corner. aside from that, there aren't many things that will allow use of that move in a game. Save for his lv2, his lv1 is only good for resetting pressure.

Edit : Found out more stupid Moriya stuff. He's most like his Power counterpart. Akari is probably the only Speed character in NGBC. Maybe Washizuka, but I'm pretty sure he's mostly like power.
Anyways, Moriya probably has his teleport combos although I don't actually know how to do them in LB2. Just like in LB2, you can use his 5B and cancel into teleport to start some mixups / confusion. There is no teleport glitch in this game, be careful about that. If you want to use him in NGBC, though, I suggest picking up LB2. After all, he still has the strong spacing and whatnot (j.A, j.C, 2A). His 623C can link into 5A if it crosses through them, allowing you to cancel that into a shitton of mixups as well. I'm going to try to find out how Japan combos into the ADA so easily, for some stupid reason I can't find a video including his ADA.

Edit 2 : There's a shitton of methods to combo into ADA if you really look for them, his best is probably off 2BB / 2A. I also found out this little combo : 2A 236A 236A 623C 5A 236A (whiff) 236A (whiff) 236A It's corner-only, but it's really stylin' and provides position to 5B -> Teleport cancel -> Do a mixup into an ADA combo. You can replace the 5A in the combo with his ADA for even more stylin'.


Title: Re: NGBC General Discussion thread
Post by: Remzi on July 11, 2011, 09:28:49 AM
Marco punishment combo is 5D [BD] 3D 236236[AC]
It's extremely hard but yeah, it's very effective.
He has a dash-in grab semi-mixup with his light grenade at mid-range. Throw his light grenade, run in and attempt to grab them. They'll normally think it's a grab and attempt to tech until they get smarter. This totally fakes them out and forces them to get hit by the grenade safely. Even on block, it's very safe, and if you time it correctly you can actually run-in and grab.
Safe approach with Marco would be heavy grenade -> jetpack (jumping or on ground, jumping is a bit safer)
You can make an unblockable with a light iron-lizard and j.C by delaying the jump just enough so that j.C will hit about the same time that the iron lizard does. Techically it's blockable, although it would be extremely hard and it would take a good read of which one comes first.

Marco taught me a lot, actually. The game has similar crossup protection as Melty Blood. Fuck yeah, another reason I love them both. I tested this by doing Marco's lizard and crossed up with j.D, you only have to block away from the enemy and not where the projectile came from (like it should be. Ahem, aegis reflector unblockable.)


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on July 28, 2011, 04:34:58 AM
FYI since I am going to hopefully doing some NGBC battles at Sanji's Birthday Bash this weekend, just FYI more stuff about Big that people don't explore enough as an Anti Air:

Dp+A (both sides he has are covered as an anti air)
-Neutral Jump A (The best one for sure if Lariat doesn't work, has the best priority/speed even better than Lariat!!!)
-forward jump b (A good one for jumping in)
-Light punch/A Torpedo (YES it does work as an anti air)
-Neutral jump C (you have to know when to use this one)
-Neutral Jump D( Very fast, not as fast as neutral Jump A, but does more damage.

These are just some food for thought and some things I will be testing out further this Saturday.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on July 28, 2011, 09:43:24 PM
FYI since I am going to hopefully doing some NGBC battles at Sanji's Birthday Bash this weekend, just FYI more stuff about Big that people don't explore enough as an Anti Air:

Dp+A (both sides he has are covered as an anti air)
-Neutral Jump A (The best one for sure if Lariat doesn't work, has the best priority/speed even better than Lariat!!!)
-forward jump b (A good one for jumping in)
-Light punch/A Torpedo (YES it does work as an anti air)
-Neutral jump C (you have to know when to use this one)
-Neutral Jump D( Very fast, not as fast as neutral Jump A, but does more damage.

These are just some food for thought and some things I will be testing out further this Saturday.

I tend to not use 623A only because it has a tendancy to whiff sometimes. Maybe I jump the gun, I' m not sure... Standing A as an AA seems like the good ole KOF strat how sometimes 5A can beat out a jump attack.

I need to see if Lariat can beat out Ryo's 623A/C (or trade in favor of Big). I haven't gone really in-depth with Big in awhile, and I want to find out some things. I definitely want to know what can be done with 9C since it hits twice a la Dictator. I also need to figure out property changes with moves on counter hit, to see if things that normally can't combo will do so like Lee's 2C xx 236236A.

Anyway, speaking of Marco, and after last Sunday's NGBC Session+other matches, I'm definitely convinced Mudman is Marco's worst matchup. The only thing Marco has over Mudman is that his grenades go through Mudman's projectiles, but can still trade in favor of Mudman, since will have enough time to dodge the grenade accordingly. 3C works wonders against Marco. You definitely need to bait those air dashes with Marco, or even better, throw out that UFO beam. Marco won't be able to block it since he would be air dashing with his special. Mudman has better wake up options with 236236K and the beam super. Mudman would just have to dodge quite a bit if he gets knocked down, since most Marcos tend to run away and start throwing grenades out. Up close, Marco can't do too much, unless he's in knife stance, which he won't have time to go into because Mudman should be rushing with those diving knees, and mixing up.


Title: Re: NGBC General Discussion thread
Post by: Dark Geese on July 29, 2011, 02:56:53 AM
See Jinxhand thats what I was saying..pick Marco and Hotaru and now you see why I choose Mudman if people choose Hotaru and/or Marco. Too hard for Marco to do anything if he gets corned....Also man Tung is very very close next to Mudman.

Tung may be Marcos worst matchup with Mudman right next to it. Tung can run UNDER grenades....


Title: Re: NGBC General Discussion thread
Post by: jinxhand on August 04, 2011, 06:51:37 PM
See Jinxhand thats what I was saying..pick Marco and Hotaru and now you see why I choose Mudman if people choose Hotaru and/or Marco. Too hard for Marco to do anything if he gets corned....Also man Tung is very very close next to Mudman.

Tung may be Marcos worst matchup with Mudman right next to it. Tung can run UNDER grenades....

Seems like that's the only thing Tung can do that Mudman can't though, and that's only for the high grenades... Well, Tung can also use air ;hcb ;c which can cover some ground, but at a certain range, even EX dash punch can only help out in certain situations.

I think Mudman can do slightly better that Tung, only because he can trade more often, and in some cases, he can hit Marco from long range, and have enough time to block if the right projectile was used, especially into his super. Not only that, but once Mudman gets 2 stocks, Marco's gotta respect that level 2 super. Marco can't even air dash past it, thus ultimately changing the pace of the game in favor of Mudman.

The hitbox for Tung's ;bk ~ ;fd ;c doesn't extend far enough to pose as much of a threat as it should. There have been times where a character was literally standing a little bit into the tip of the projectile, where it overlapped the opponent's character, and he still didn't get hit. It's still a great projectile imo, it just doesn't help Tung the way it should vs zoning characters, mostly Marco. That doesn't mean Tung can't give Marco a hard time. It's just that I think they equally have a hard time, one with rushing, and the other with zoning.

Mudman can't really outzone Marco, but I feel he has an easier time to close in on him, especially with that slide -n- bait tactic.

As for Hotaru, well. I think that's not too easy for Mudman (but he can still win), but easier for Tung. Hotaru's projectile can be beaten with EX dash punch. Hotaru's gonna want to close in, because that's where she shines, so one wrong move on Hotaru's part, and its Muscle Maaaaaaaaaaan!!! So yeah, even with Mudman's zoning abilities, he's gonna have to be careful up close, simply because he can't do too much against her. He does have the knee dive, but with her dp being pretty decent, he's gonna have to bait with a super jump to his hover move, and kinda play things by sight...

Even after all of that, I do feel that Tung is overall stronger than Mudman, and that's merely because Mudman doesn't have any really strong combos per sť. Outside of MuscleMan, EX combos and 236236P, Tung would probably be weaker than Mudman.


Title: Re: NGBC General Discussion thread
Post by: Zabel on August 04, 2011, 07:13:49 PM
HOw do you feel about Nakorur and Cyber Woo? BEen thinking about giving those two a twirl.


Title: Re: NGBC General Discussion thread
Post by: krazykone123 on August 04, 2011, 07:30:30 PM
Nakoruru


Nako IIRC (didn't use her too much) is mediocre in this game, but here's a player showing off some gimmicks with her. Space with st.C then go from there and watch out for projectiles.

NGBC Japanese Match 4 (http://www.youtube.com/watch?v=QwfNk5XGv1o#)


Title: Re: NGBC General Discussion thread
Post by: jinxhand on August 04, 2011, 07:57:36 PM
Nako is good if enough time is invested in learning her. She has bad matchups, but there are things that can turn those around sorta... For instance, she can go under projectiles with 236P, but its not just a move to be throwing around, so you gotta learn how to be on point when it comes to countering with her. She has a good corner combo, too. Other than that, you have to constantly stay on the move, be ready to counter attack, and be very creative in setups. She does have range with some normals though, and her flip kick does have priority. I also noticed that vs Lee the ZanRetsuKen finisher whiffed a few times. That's happened to me before offline, and I thought it was a fluke, so she might have specific matchups that favor her because of strange things like that...

Cyber Woo... Well, she's the most "grappler-esque" character, so she's gonna have a hard time vs some characters. Her command throw does have armor, so that's something good to know. You don't have to be too creative though... Her air grab stops a bunch of jump ins. From the people I've fought that used her, she just baits for a jump in and counters, and if she's close enough, grab grab grab. Oh yeah, her machine gun super is unblockable, so there's setups in that too... I have a match or two somewhere on my youtube page.


Title: Re: NGBC General Discussion thread
Post by: AM2 on September 14, 2011, 02:24:19 AM
How are Rock and Iori in this game?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on September 14, 2011, 06:33:03 AM
How are Rock and Iori in this game?

Personally, I feel that Rock is strong, not in the "tier list" sort of way, but that he requires some good time and patience to really take out the stronger characters. I say that because while he has good moves like his counters, they don't always serve him well vs some characters like Mars People and Moriya due to their ranged attacks. He's way better than Geese, but he still suffers because his strong combos are really in the corner. Not only that, but even though he can combo off of his Deadly Rave Neo if you end it at the 2nd to last hit, you'd be better off just finishing it because it does that much more damage. That isn't to say that he sucks, but its not always gonna be an uphill battle with him once you see his potential. There's just some things that you can't translate over from MoTW though...

Iori is more solid than Rock, I feel its primarily because he has better hit confirms which lead to better mid-screen combos, his command throw is still in, and his level 1 supers are better. He has a mini juggle with his dp move as well, but its not Kyo's crazy super combo. He still has good priority with his air attacks (jumping b, c, and d), and he still has range with his standing d. To top it off, he can end a combo with his fireball as an OTG finisher. He still doesn't "truly" play like his KOF version, but its just as good...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on September 29, 2011, 07:42:17 PM
So when do we get a list of moves that hit OTG?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 01, 2011, 06:21:03 AM
So when do we get a list of moves that hit OTG?

I didn't forget about you guys and what I said awhile back. I'm actually working/testing out a list of moves that OTG for each character and some extra notes for them... I planned on just dumping a huge detailed list, but for those that can't wait :) here ya go... This list will be updated, and if there's any new finds or changes, let me know. I don't have all the characters yet, but this should hold it down for now. All of these OTGs hit if the opponent doesn't tech, unless specified. I'll try to annotate if they're guaranteed, and under what conditions, too. Here we go:

KYO - None

TERRY - ;qcf + ;a / ;c
     * His projectile combos on hard and soft knockdowns.

RYO - ;dp + b / ;d (in the corner only)
     * This move still counts as an OTG because he can literally hits you as you hit the ground, preventing you from teching. This has to be done early after the throw, otherwise it won't connect.

ANY LAST BLADE CHAR, EXCEPT AKARI - ;df + ;c
     * This is the "universal" down attack that was in the Last Blade system.
     * Akari's down attack is st. ;b as mentioned later in this list.

HAOHMARU - ;qcb + ;a / ;c
     * This connects on both hard and soft knockdowns.
     * ;qcf + ;c produces a hard knockdown, which guarantees a free ;qcb + ;a / ;c

YUKI - charged air ;qcb + ;b / ;d , charged ;dp + ;c
     * charged ;dp + ;c can literally hit OTG, but it only does 1 hit
     * charged air ;qcb + ;b / ;d lifts the opponent up high to do his lvl 3 super

AI - None (still testing this. She has some weird moves, and I'm testing to see if she has anything from her Joy Joy Balloon stance that hits OTG) [UPDATE - no OTGs from JJB stance... Testing other moves still...]

GENJYURO - None

ROBERT - None

ROCK - None

IORI - ;qcf + ;c
     * Works off of rekkas. This is actually the ender to most of his combos involving the rekkas.

K' - None

MAI - None

LEE - None

AKARI - ;qcb ;hcf + ;a / ;c (timed OTG), st. ;b , whiffed ;rdp + ;a / ;b / ;c
     * Akari's ;qcb ;hcf + ;a / ;c has to be done right as the opponent hits, or it will actually whiff even if the opponent doesn't tech
     * st. ;b was her down attack in the Last Blade series
     * if ;rdp + ;a / ;b / ;c is whiffed, she trips and falls, thus causing the OTG

ASURA - ;dp + ;a / ;b / ;c
     * There's currently no real guarantee way of getting these to hit OTG unless the opponent decides not to tech.

HANZO - None

FUMA - None

SHIKI - None

WASHIZUKA - None

TUNG - None

KIM - ;dn ;dn + ;d
     * The infamous stomp: this move is the finisher for most combos that lead to the corner. Kim can get this to connect outside of the corner, but only if the opponent doesn't tech.

SHERMIE - None

MIZUCHI - ;qcf ;qcf + ;a / ;c (only does like 1 hit though so its really worthless unless you're out to humiliate someone).
     * This super is similar to Yuki's charged ;dp + ;c move, where the higher the opponent, the higher the number of hits that can be done making this a good move. It's not really great as an OTG, but this is an OTG list, so it's listed. What won't be listed are moves that guarantee this, since quite honestly, it's only good for juggle combos.

MARCO - ;hcf ;hcf + ;b / ;d
     * Depending on how soon you use his Metal Slug Attack, it will determine the number of hits. I've been able to get from about one hit to 5-6 hits. I'm not much of a Marco player, but I managed to get this off of a corner throw, Iron Lizard, and some grenade setups. He just benefits off of a non-tech situation.

ATHENA - ;qcf ;hcb + ;b / ;d
     * This only works off of throws, any attack from Hovering (especially Typhon Swing), and Life Flower-Puroboros if and only if the opponent doesn't tech. If he doesn't tech, then that's like 1/2 life gone if you're willing to waste 3 meters. I thought that this only worked in the corner, but this tactic actually works anywhere on the screen.

MUDMAN - None

CYBER WOO - ;hcf + ;c
     * This is usually the follow up from ;hcf + ;a , making it a good 2 hit combo. You can't use the ;c version twice in a row, however, as the opponent will be able to tech. If you've trained the opponent not to tech since ;hcf + ;a causes a hard knockdown, Cyber Woo can use this as a setup for her unblockable chaingun super.

CHONREI - None

CHONSHU - None (although I'm still testing)

NEO DIO - None

SHISHIOH - ;dp + ;a / ;c
     * Using ;a comes out way faster, but still requires some timing when attempting to hit an OTG. It's best to use if your opponent doesn't tech from ;qcb + ;a / ;c . Although the ;c version is slow, I've managed to hit OTG with it, but I had to do the move while the opponent was falling (chain into ;fd + ;a works).

GEESE - ;df + ;c (on a downed opponent), ;db ;hcb ;df + ;a + ;b (after a successful ;hcb + ;b )
     * ;df + ;c is the down grab, which rarely works unless the opponent doesn't tech. There's no real way for Geese to do a hard knockdown on an opponent to get this grab off, since almost all of his moves allow the opponent to tech. Testing to see what works on CH though.
     * Geese's 2 meter version of his Raging Storm is pretty much guaranteed after successfully countering with ;hcb + ;b . The only way to not get this is by messing up the input.

MARS PEOPLE - ;dn ;dn + ;a + ;c
     * Not only can this super be used as a combo, this also hits OTG whether or not the opponent techs. It is possible to land this move very late, right before the opponent has the opportunity to tech. A plus with this is that the move follows the opponent, meaning it drops right above them, and has a good hitbox, so there's no chance to whiff.

~~~~To Be Continued~~~


Title: Re: NGBC General Discussion thread
Post by: marchefelix on October 01, 2011, 08:01:23 AM
Ikari? Don't you mean Akari? =P

Also, doesn't Marco's Metal Slug Attack hit OTG?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 01, 2011, 09:03:25 AM
Ikari? Don't you mean Akari? =P

Also, doesn't Marco's Metal Slug Attack hit OTG?

I'm only human :( . I actually started on the list in notepad a few nights ago, and I think the error started there, since I copied the list over, and edited the move list and put the names in bold. My bad to those Last Blade devouts out there...

I haven't gotten to Marco yet, but you're right though, it does hit OTG.


Title: Re: NGBC General Discussion thread
Post by: Rex Dart on October 02, 2011, 09:34:25 PM
Nice info. Thanks for the write-up!


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 03, 2011, 10:24:50 AM
Nice info. Thanks for the write-up!


You're welcome!!! I was going over this list and ended up making a video over the weekend. I just finish uploading it to my page if you wanna check it out. You can get a gauge on how much some of the moves do in actual combos.

The premise however is "if one doesn't techroll", be it from a throw, or a knockdown. Learn to tech, and alot of these things become null and void, unless its a followup from a hard knockdown.

Edit: Ok, I figured I throw it up here. What do you guys think???

NGBC Tip #1 - Learn to Techroll!!! (http://www.youtube.com/watch?v=GdvHSLOK_KA#)

I came up with a bunch of other retarded combos after making this, so maybe a part 2 is in the works... Iunno... I wanna put some other things up like maybe a "Combo of the Week" perhaps...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on October 06, 2011, 03:52:56 AM
That was a great video! It made me laugh in some parts (mostly in the part with Asura). I shall definitely tech roll from now on. =P

Also, shouldn't you change the date in your sig?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 06, 2011, 05:38:59 AM
That was a great video! It made me laugh in some parts (mostly in the part with Asura). I shall definitely tech roll from now on. =P

Also, shouldn't you change the date in your sig?

Thanks... There are some cases where the character can do a hard knockdown, and then those followups become guaranteed so you can't tech. The thing that you also have to keep in mind is that some characters have throws that produce a hard knockdown, like Kim. The good thing is that he can't get much out of it, except a stomp.

I do need to change my sig, but I keep forgetting to do it...


Title: Re: NGBC General Discussion thread
Post by: Rex Dart on October 06, 2011, 06:54:26 PM
That was a great video. I really hope you continue the series.


Title: Re: NGBC General Discussion thread
Post by: marchefelix on October 08, 2011, 11:06:49 PM
I think Marco's Iron Lizard can also hit OTG. And possibly his grenades too (I'm not too sure about the grenades, but I'm almost 100% positive about the Iron Lizard).

Also, still no date change? =P It doesn't take that long to change a sig.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 11, 2011, 06:59:30 PM
I think Marco's Iron Lizard can also hit OTG. And possibly his grenades too (I'm not too sure about the grenades, but I'm almost 100% positive about the Iron Lizard).

Also, still no date change? =P It doesn't take that long to change a sig.

I tested out the grenades and they weren't able to hit OTG, and I used both versions... Iron Lizard, I didn't get to test yet, but all versions of his Metal Slug attack hit OTG. I was too busy testing his knife stance seeing what I could get from that.

I'm definitely gonna make a part 2 to the "Techroll" vid now... I think there are creative things that can be done with some other characters, but I'll test it out.

I'm convinced that Asura's ;qcb ;qcb + ;c hits OTG, but it comes out too slow, so I'm gonna try to figure out a unique way to test that...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on October 13, 2011, 07:28:01 PM
I'm definitely gonna make a part 2 to the "Techroll" vid now... I think there are creative things that can be done with some other characters, but I'll test it out.

If it's just going to remind people to techroll again, I don't see the point in doing it. But if you have some other purpose for it, then go for it.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 14, 2011, 12:20:56 AM
I'm definitely gonna make a part 2 to the "Techroll" vid now... I think there are creative things that can be done with some other characters, but I'll test it out.

If it's just going to remind people to techroll again, I don't see the point in doing it. But if you have some other purpose for it, then go for it.

Nah, its not a "re-reminder", its just more of a collection of other OTG combos that I came across with other characters that didn't get put on the video...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on November 07, 2011, 07:17:03 PM
How's that "techroll" vid coming?  :)


Title: Re: NGBC General Discussion thread
Post by: jinxhand on November 07, 2011, 07:48:53 PM
How's that "techroll" vid coming?  :)

I got a few things recorded, but I haven't compiled it. Some combos aren't really fancy though, so I gotta come up with something to spice it up (I still think the Athena 1/2 life OTG took the cake). I've been busy recently trying to get casuals setup in my area.

I also got a gangload of video/music editing software, and I'm pretty anxious to test it out and see how well it works for my recordings...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on November 08, 2011, 06:59:42 PM
How's that "techroll" vid coming?  :)

I got a few things recorded, but I haven't compiled it. Some combos aren't really fancy though, so I gotta come up with something to spice it up (I still think the Athena 1/2 life OTG took the cake). I've been busy recently trying to get casuals setup in my area.

I also got a gangload of video/music editing software, and I'm pretty anxious to test it out and see how well it works for my recordings...

Damage-wise, Athena's combo does take the cake. But nothing beats Asura's OTG juggle in terms of hilarity! xD


Title: Re: NGBC General Discussion thread
Post by: Custle on November 17, 2011, 02:04:37 PM
Been playing on PC lately, so I decided to play Battle Coliseum after a long break. Didn't remember much of it.

Game is good (not KOF XI good), but I say that it is most fun SNK game to play. Some hilarious stuff, fast gameplay, music is good, nice graphics and arguably most "loose" controls ever in a fighting game.

But I also remembered the main thing that bothered me. And it was the 360-throws, the thing I hate the most in a fighting game.


Title: Re: NGBC General Discussion thread
Post by: marchefelix on November 17, 2011, 06:34:54 PM
Been playing on PC lately, so I decided to play Battle Coliseum after a long break. Didn't remember much of it.

Game is good (not KOF XI good), but I say that it is most fun SNK game to play. Some hilarious stuff, fast gameplay, music is good, nice graphics and arguably most "loose" controls ever in a fighting game.

But I also remembered the main thing that bothered me. And it was the 360-throws, the thing I hate the most in a fighting game.

AMEN!!!!


Title: Re: NGBC General Discussion thread
Post by: jinxhand on November 17, 2011, 08:05:56 PM
Sadly, KOFXI was the reason the game didn't last too long in the arcades... I mean it's still getting some play, but most scenes are about as big as the FHD or Breakers Revenge scenes...

Custle why do you hate 360 throws?


Title: Re: NGBC General Discussion thread
Post by: marchefelix on November 17, 2011, 08:33:51 PM
Sadly, KOFXI was the reason the game didn't last too long in the arcades... I mean it's still getting some play, but most scenes are about as big as the FHD or Breakers Revenge scenes...

Custle why do you hate 360 throws?

I may or may not be speaking for Custle here, but...

Because shit's hard, that's why.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on November 17, 2011, 10:51:16 PM
Sadly, KOFXI was the reason the game didn't last too long in the arcades... I mean it's still getting some play, but most scenes are about as big as the FHD or Breakers Revenge scenes...

Custle why do you hate 360 throws?

I may or may not be speaking for Custle here, but...

Because shit's hard, that's why.

Understood... There are tons of shortcuts though... I will say this, 360 commands online are hard at times... You'll see me mess up some 360 throws with Rock quite a bit if I'm not careful with the shortcut...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on November 17, 2011, 11:34:13 PM
Even with shortcuts I still find it hard. In fact, sometimes the shortcuts are harder themselves! There's always that risk that they won't work...


Title: Re: NGBC General Discussion thread
Post by: Custle on November 18, 2011, 08:12:33 AM
Sadly, KOFXI was the reason the game didn't last too long in the arcades... I mean it's still getting some play, but most scenes are about as big as the FHD or Breakers Revenge scenes...

Custle why do you hate 360 throws?

I may or may not be speaking for Custle here, but...

Because shit's hard, that's why.

Yep, you said it. It is one hell of a gamble does it work or not. And about 90% of time it doesn't work. And don't get me started with 720-motions.


Title: Re: NGBC General Discussion thread
Post by: marchefelix on November 18, 2011, 06:18:15 PM
Sadly, KOFXI was the reason the game didn't last too long in the arcades... I mean it's still getting some play, but most scenes are about as big as the FHD or Breakers Revenge scenes...

Custle why do you hate 360 throws?

I may or may not be speaking for Custle here, but...

Because shit's hard, that's why.

Yep, you said it. It is one hell of a gamble does it work or not. And about 90% of time it doesn't work. And don't get me started with 720-motions.

I won't get you started with those horrors.

THEY HAUNT ME IN MY DREAMS!


Title: Re: NGBC General Discussion thread
Post by: nightmoves on November 18, 2011, 10:44:37 PM
You know, 360 commands aren't that hard to do.

All you need is something to buffer it, just like charge buffering.


Title: Re: NGBC General Discussion thread
Post by: marchefelix on November 23, 2011, 04:05:04 AM
You know, 360 commands aren't that hard to do.

All you need is something to buffer it, just like charge buffering.

Even with buffers, it's still a gamble for me.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on May 10, 2012, 06:51:31 PM
There's several tactics to getting 360's... You don't even have to truly do a 360 tbh... Throw a jab that will whiff, and while the jab is out, do ;hcf ;ub .

There's always the empty jump tactic.

You can also 360 off of GCFS or just dashing...

I have to use the first method most times when playing Rock. Offline I'm consistant, but online, I'll get it about 80% of the time...

What character on NGBC do you use that has 360's??? I can think of a few, but some characters have "specific" tricks in landing one...


Title: Re: NGBC General Discussion thread
Post by: marchefelix on June 30, 2012, 07:27:27 AM
I bought this game for PS2 a few weeks ago and I have a question:

Is it possible to play this game with the analog stick? I only seem to be able to play it on the directional pad... and yes, the stick does work. I'm just wondering if this game allows you to use it at all :/


Title: Re: NGBC General Discussion thread
Post by: jinxhand on July 03, 2012, 06:55:44 PM
I couldn't use the analog on my import version. I dunno if it's the same for the NTSC or PAL versions.

Anyone able to confirm this???


Title: Re: NGBC General Discussion thread
Post by: marchefelix on July 07, 2012, 08:23:06 PM
I couldn't use the analog on my import version. I dunno if it's the same for the NTSC or PAL versions.

Anyone able to confirm this???

I think I can. I just found out the version I got is French (at least the manual is; the game is entirely in English). That may be why I can't use analog stick...


Title: Re: NGBC General Discussion thread
Post by: LouisCipher on October 09, 2012, 07:27:59 AM
Copy/Paste:

I finally got this to work on Demul (I don't have a 360 but if NGBCHD comes out for PSN/Steam I'm there) and I'm digging it. Or as much as you can without access to a real training mode. My one complaint would be a lack of diverse characters. There's plenty of characters but not enough different playstyles. There's Marco, Cyber Woo, Mars People and that's about it. Where's the grapplers? I guess you have the Last Blade characters and Hoahamaru but there's not enough diversity. That said I'm digging Hanzo, Fuuma, Mr Karate, and Mr. Big. I tried Asura and he plays so differently it takes a while to get into him, I've seen some tournament footage with him and it seems like your best bet is zoning with him. Once I get more comfortable with the game I'll try him out.

Damn good tag fighter though.


Title: Re: NGBC General Discussion thread
Post by: marchefelix on October 10, 2012, 02:17:29 AM
I finally got this to work on Demul

You have no idea how many times I've downloaded Demul and rage-deleted it because I could never get it to work.

You think you could teach me? Pretty please?


Title: Re: NGBC General Discussion thread
Post by: Mr Bakaboy on October 11, 2012, 06:43:19 AM
Silly question. Demul is just a emulator and not something that can go online right? Looking it up I was confused since they call it a dreamcast emulator, but NGBC is a Naomi game. Guessing it does arcade too


Title: Re: NGBC General Discussion thread
Post by: LouisCipher on October 11, 2012, 07:46:02 AM
It emulates Dreamcast, Naomi, and Atomiswave games. It can play online through Kaillera but it's kind of a pain to set up. It seemed pretty playable though.

If it becomes more stable maybe Damdai will use hook it up with Supercade.


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 13, 2012, 04:53:42 PM
Copy/Paste:

I finally got this to work on Demul (I don't have a 360 but if NGBCHD comes out for PSN/Steam I'm there) and I'm digging it. Or as much as you can without access to a real training mode. My one complaint would be a lack of diverse characters. There's plenty of characters but not enough different playstyles. There's Marco, Cyber Woo, Mars People and that's about it. Where's the grapplers? I guess you have the Last Blade characters and Hoahamaru but there's not enough diversity. That said I'm digging Hanzo, Fuuma, Mr Karate, and Mr. Big. I tried Asura and he plays so differently it takes a while to get into him, I've seen some tournament footage with him and it seems like your best bet is zoning with him. Once I get more comfortable with the game I'll try him out.

Damn good tag fighter though.


copy/paste from srk

Cyber Woo is considered a grappler. She actually has good setups for her throws, too, especially since one of them has armor. Plenty of characters have command grabs, but that doesn't necessarily make them grapplers.

Asura... Well, he's fun, but alot of his moves have a long startup, so he's limited in a sense. Yeah, he's kinda made for zoning, but then you have characters like Mudman, and Marco (damn grenades), and they outshine him ... Asura's got some nice tricks though.


Title: Re: NGBC General Discussion thread
Post by: Laocorn on April 29, 2016, 04:19:58 AM
I'm just wondering if anyone has a guide to all 4 bosses anywhere? I'd like to take them on but they're so overwhelming. Can't find any written guides anywhere.


Title: Re: NGBC General Discussion thread
Post by: Custle on April 29, 2016, 06:57:39 AM
I'm just wondering if anyone has a guide to all 4 bosses anywhere? I'd like to take them on but they're so overwhelming. Can't find any written guides anywhere.
Problems beating them or want to know how to fight them?

(click to show/hide)


Title: Re: NGBC General Discussion thread
Post by: Laocorn on April 29, 2016, 03:11:04 PM
Yea, problems beating them. Mizuchi seems doable at least but I get outplayed eventually.


Title: Re: NGBC General Discussion thread
Post by: Custle on April 30, 2016, 06:03:36 AM
Hmmm, I haven't played NGBC for a while, but I guess keeping the preassure on might be a good idea. If you manage knock them down, don't let them do anything when they rise up. And keep blocking.


Title: Re: NGBC General Discussion thread
Post by: Mr Bakaboy on May 14, 2016, 08:14:58 AM
Steady pressure doesn't wprk the greatest against King Lion since he has the counter. I mostly play Mizuchi or Goodman. Goodman, to me, is way easier then Mizuchi cause the trick to him is hitting him when he is going for the whip. If he doesn't get it off then the beast won't attack. Mizuchi is annoying. A full screen move seems to help since approaching him is a pain.
 


Title: Re: NGBC General Discussion thread
Post by: Laocorn on May 15, 2016, 08:22:00 PM
I hate Goodman all because of that damn reflector he can use anytime to knock you across the screen. Idk how to even get passed that.

Tried King Lion mostly last night. He seems to hate Joy Joy Block & Balloon.


Title: Re: NGBC General Discussion thread
Post by: Laocorn on September 09, 2016, 03:13:41 PM
Alright so I've had this problem in the game for some time. Thought it only applied to Joy Joy Balloon but it happens with Hotaru's stances too..

It seems that at times, there are instances where I can't even stay in one of the said stances. The animation for entering the stances only stays for the first frame then automatically cancels itself out, without pressing anything. This stops when I do reset the stage though.... is this an intended mechanic or is there something wrong with my controller?


Title: Re: NGBC General Discussion thread
Post by: jinxhand on October 25, 2016, 03:28:29 PM
Alright so I've had this problem in the game for some time. Thought it only applied to Joy Joy Balloon but it happens with Hotaru's stances too..

It seems that at times, there are instances where I can't even stay in one of the said stances. The animation for entering the stances only stays for the first frame then automatically cancels itself out, without pressing anything. This stops when I do reset the stage though.... is this an intended mechanic or is there something wrong with my controller?

I believe it has something to do with the actual button inputs. I remember having to hold buttons for the stances to remain and I could let go and do whatever afterwards. I'll do some testing today.