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Topics - jinxhand

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31
Last Blade 2 / Juzoh
« on: March 19, 2011, 08:02:10 AM »


Notation
;a  = Light Slash
;b  = Heavy Slash
;c = Kick
;d = Deflection

* = Power version only
** = Speed version only
*** = EX version only
^ = Super Cancel able


Throw
;c + ;d


Overhead(Speed/EX)/Unblockable(Power)
;b + ;c


Ground Hit
;c / ;up + ;b / ;dp + ;a or ;dp + ;b / running over the opponent


Special Moves
Bopper - ;qcf + ;a / ;b ( ;b has a short hop delay)
Yasegaman - charge ;fd , ;bk + ;c
 ~Tetsu Atama (follow up from Yasegaman) - ;qcf + ;c (can be done 3 times)
Violent Quake (^) - ;dp + ;a / ;b ( ;b goes farther than ;a )
Mozuhana - ;qcb + ;c (can be charged by holding ;c)
Pile Driver Burial - (in close) ;hcb + ;a
 ~Suritsubushi (follow up from P.D.B.) - ;qcf + ;a
 ~Bokunaguri (follow up from P.D.B.) - ;qcf + ;b
 ~Ranmoku (follow up from P.D.B. & is a DM) - ;hcb ;hcb + ;a ;b
 ~Chougeki Dou Ja (follow up from P.D.B. & is a SDM) - ;qcf ;qcf + ;b
Hammer Whop - (in close) ;hcb + ;b
 ~Kattobashi (follow up from H.W.) - ;qcf + ;b
 ~Futtobashi (follow up from H.W.) - ;qcf + ;c
 ~Homerun! (follow up from H.W. & is a DM) - ;qcf + ;a ;b


Desperation Move
"Just Dandy" Invincible - ;qcf ;qcf + ;a ;b


Super Desperation Move
Ultra-Violent Eruption (*/***) - ;qcf ;qcf + ;b


Super Speed Combos
;a --> ;b --> ;c +--> ;a --> ;b --> ;c +--> ;a --> ;b --> ;qcf + ;c
                        |                             |               
                        |                             |
                        |                            +>> ;c --> ;qcf + ;b
                        |                           
                        |
                       +>> ;dn + ;c +>> ;dn + ;c --> ;fd + ;b ;c
                                            | 
                                            |
                                           +>> ;b ;c --> ;qcf + ;b
                                   

32
Neo Geo Battle Coliseum / NGBC Video Thread
« on: February 11, 2011, 10:03:04 PM »
Any NGBC vid goes here... NicoNico vids are accepted as well... If you don't have an NicoNico account, you can't see vids, but you can use this link to view them:

http://mmcafe.com/nico.html

I will update this post as often as I come across match vids, tourney vids, tutorials, and combo vids... In the meantime, if you come across any new vids or channels, please feel free to share. Thanks!!!


Channels
http://www.youtube.com/user/ShinDarkGeese
http://www.youtube.com/user/Soh85
http://www.youtube.com/user/bsbmode
http://www.youtube.com/user/DarkGeeseVids2
http://www.youtube.com/user/DarkGeese
http://www.youtube.com/user/Taikoubou1984


Tutorials
Yuki Tutorial -
Cyber Woo Tutorial -
Kyo Tutorial -
Nakoruru Tutorial -


Tournaments






- This match has a very good Moriya for those interested. Check the 2nd match.
- Dark Geese in action with Athena setups.
- SRK's Keits plays NGBC!?!?!
- Inspiration for those wanting to learn Lee.


Casuals

- This has some Yuki tricks showcased.
- Good Marco rushdowns/setups


- Another set of Yuki setups as well as a potential unblockable setup for K'


Combo Vids





http://s520.photobucket.com/albums/w322/YaigaMamire/NGBC/ - K' combos including ACTS combos by KrazyKone123.


33
Neo Geo Battle Coliseum / NGBC - Hanzo
« on: February 10, 2011, 07:56:10 PM »
Normals

Close
* cl. ;a / ;b / ;c are cancel-able.

Standing
* st. ;a / ;b are cancel-able/whiff cancel-able.

Crouching
* ;dn ;a / ;b / ;c are cancel-able.
* ;dn ;a , ;dn ;b is the preferred link to connect specials, and supers.
* ;dn ;d causes tech-able knockdown.

Jumping
* a backwards ;ub / ;up / ;uf ;b can hit the opponent if the teleport trick is used.
* ;ub / ;up / ;uf ;d has a bit of priority.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Hanzo to do counter with a punch attack, and he will then tag out.


Throw
Ura Nage: ;bk / ;fd;c ;d
*Can be broken.


==Command Moves==
Tanagokoro: ;fd + ;c 
* Hanzo thrusts his palm forward while emitting an energy blast from his hand. This move can be canceled into either a special or super.
 
Izuna Kiri: while in the air ;dn + ;a
* While in the air, Hanzo drops with his arms stretched out and his kunai facing downward. This move has good priority against certain moves.


Special Moves
Rekkozan: ;qcf + ;a / ;c
* Hanzo shoots out a giant shuriken. The button strength determines the speed.

EX Rekkozan: ;qcf ;qcf + ;a / ;c (when 1 meter stock is 50% full)
* In this EX move, Hanzo throws two shuriken towards the opponent. The button strength determines the delay at which the second shuriken is thrown, as well as the speed.

Koryuha: ;dp + ;a / ;c
* Hanzo has a dragon punch-like move. The ;a version is pretty strong, as it can be used to follow up after an anti-air attack for a quick combo. The ;c version has a very strange arc when recovering, so it is not recommended that this version gets used much. 

Ninpo Korin Kazan: ;qca + ;a / ;b / ;c / ;d
* This is the "knock-off hurricane kick". It's not as great of a move as it was in Perfect Heroes, so it shouldn't be used frequently. It has its uses, but they're very few. The button strength determines the height at which Hanzo jumps and spins with his kunai.

Ninja Leg Lariat: ;rpd + ;b / ;d
* Hanzo does a jumping kick attack. The button strength determines the distance the kick travels. It is a very good move to use as a combo ender whenever there's no meter.

Mijin Komoru no Subi: ;dn ;up + ;a / ;b / ;c / ;d
* Hanzo has a teleport!!! The button strength determines where he actually teleports. This move can also be done in the air!!! There is a trick he has with this move, in where if the right teleport is done, Hanzo will teleport slightly behind the opponent but facing away from them. At this point, as Hanzo lands, he can utilize jumping ;b 's hitbox and connect with it hitting the opponent from a backwards position. From there, Hanzo can do a ;dn ;a, ;dn ;b, and finish the combo with a special or super of choice, or use that time to mixup with a throw or another teleport setup.


Desperation Moves
Iga Ninja Okugi Hachi Kadodan Hikari Kiri: ;qcf ;qcf + ;b / ;d
* Hanzo tosses a giant shuriken towards the opponent. If it connects, he follows up with a series of shuriken attacks. This super does a tremendous amount of damage, and sends the opponent flying.

Iga Ninja Okugi Banten Senkojin: in the air ;qcb ;qcb + ;a / ;c (when meter stock is at level 2)
* This is almost similar to Mai's air super. Hanzo does a series of strikes towards the opponent, while displaying a ninjitsu symbols for each hit. This super does good damage, but ;qcf ;qcf + ;b / ;d is the preferred super of choice since it can be done 3 separate times and also can be easily done from a combo.

34
Neo Geo Battle Coliseum / NGBC - Shishioh (King Lion)
« on: February 10, 2011, 06:48:58 PM »
Normals

Close
* cl. ;a / ;b / ;c are cancel-able.
* cl. ;a / ;b / ;c can chain into any command normal, standing ;b / ;c or a special move.

Standing
* st. ;c / ;d has a long reach.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able.
* ;dn ;a chains into itself up to 2~3 hits (depending on character) and ;dn ;b .
* ;dn ;d causes tech-able knockdown.

Jumping
* ;ub / ;up / ;uf ;c kinda works like Zangief chest attack.
* ;ub / ;up / ;uf ;d has ridiculously high priority, able to stop high priority normals, DMs, and even some SDMs.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Shishioh to do counter with a punch attack, and he will then tag out.


Throw
Body and Upper: ;bk / ;fd +  ;c ;d
*Can be broken. Normal knockdown.


Command Moves
Upper: ;fd + ;a  
* Shishioh does an uppercut. It launches on hit. This move can also be used in chain combos and is cancel-able.
 
Chopping Right: ;fd + ;c
* Shishioh does an overhead punch. This can also be used in chain combos, and is cancel-able.


Special Moves
Silent Storm: ;qcf + ;a / ;c
* Shishioh swings his sword out producing a swoosh-like projectile. Using ;a shoots out a swoosh that goes disappears simultaneously. Using ;c shoots out an upward moving swoosh that launches and can also be used as an anti-air move.

Beast Blow (a.k.a. Dynamite Punch): ;qcb + ;a / ;c
* This is Shishioh's move that's both loved by some and hated by others. Shishioh does a slide attack that if connects, turns into a grab and punch attack, with Shishioh saying the famous "Dynamite" quote. The button strength determines the distance that Shishioh slides. This is a strange move because it hits low and can stop opponents from jumping (under certain circumstances) so it can technically hit mid/high. This is the best ender for most of his combos.

Earth Chopper: ;dp + ;a / ;c
* Shishioh takes his Lion Sword to the air and slashes the ground. His ;a is the faster move, while ;c has a slight delay, but does slightly more damage. This move is an OTG move. Most times you can do a ;dn ;c to ;dp + ;a and combo.

Nightmare: ;qcf + ;b / ;d
* This is Shishioh's counter move. He turns into a silhouette and darkens the background. If he is hit at any point in this animation, he counters with a punch combo that can be canceled into his super. This move does not counter lows, so he can be tripped out of it.

Hunter Killer: no command
* This is the CPU-only special for the CPU controlled Shishioh (which is referred to as Shin Shishioh).


Desperation Moves
King Straight: ;hcb ;fd + ;a / ;c
* Shishioh does a straight punch that emits a wave of energy from his fist. Button strength determines the distance that the wave travels. Using ;a is the shortest, as the wave stops a bit past his fist, whereas using ;c creates a wave that travels almost full screen. This is the only super that non-CPU Shishioh players have access to. It can be canceled from his counter move.

King Upper: no command
* This is the CPU-only super for the CPU controlled Shishioh (which is referred to as Shin Shishioh).

35
SNK Games / SNK vs Capcom Chaos (SvC)
« on: February 08, 2011, 05:28:51 PM »
I know this game is quite old, but I was wondering if any of you guys here ever (or still) play this game??? And if so, what are (were) your thoughts about the game???

36
Neo Geo Battle Coliseum / NGBC - Mars People
« on: February 08, 2011, 02:43:35 AM »
Normals

Close
* cl. ;a / ;b / ;c  are cancel-able.
* cl. ;c does two hits.
* cl. ;a / ;b are chain-able.

Standing
* st. ;a / ;b are cancel-able/whiff cancel-able.
* st. ;c / ;d are good long range pokes.
* st. ;d can sometimes act as a good anti-air.
* st. ;a / ;b are chain-able.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able/whiff cancel-able.
* ;dn ;a /;b are chain-able, but ;dn ;a is his best ground poke ( ;dn ;b is slower so its harder to chain).
* ;dn ;c can sometimes be used as an anti-air, but most times its used in air juggles that lead to mixups.
* ;dn ;d does a substantial amount of guard damage. It has been known to take up to 50% guard damage. This move has changed from his SvC Chaos version (;df ;d ), as he only moves forward about halfway before retreating, instead of moving forward about a full sweep distance.

Jumping
* ;uf ;c is a good way to counter a jump attack if you want to get in close for a command grab or mixups.
* ;uf ;d can be used to pressure the opponent from above, or punish a whiff move while in the air. Jumping back and using ;ub ;d can be used to punish and also allows for keep-away depending on the range.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Mars People to do counter with a headbutt attack, and he will then tag out.


Throw
Million Leg Lariat - ;bk / ;fd +  ;c  ;d
*Can be broken. Regular knockdown.


Command Moves
Mars Snap: ;df + ;c
*Mars People uses his tentacles to trip the opponent with a long swipe motion. It is a good ender to his frequently used combo ( ;dn ;a [x2~3], ;dn ;d ).
 

Special Moves
Mars Shot: ;qcf + ;a / ;c
* Mars shoots a projectile. The ;a version is a purple ball that moves straight and increases speed overtime. The ;c version is a yellow ball that travels in a wave motion. If the ;c projectile does not hit the opponent, it continues to travel for a bit and then disappears. This is a really good move to use for setups and rushdowns. The most common setup one will see is ;qcf ;c and if the opponent jumps, Mars can counter with a far st. ;d .
  
Roswell Vanish: ;rdp + ;a / ;c
* Mars does a medium explosion and teleports. The ;a version keeps him in the same spot, while the ;c version makes Mars travel behind the opponent. It's not always a good move to use, as he can easily get hit out of it. If the opponent is close enough, they can take damage if not blocked or countered. Its not recommended for use in getting out of the corner.

Plasma Abduction: ;hcb ;a / ;c
* Mars People grabs the opponent and shoots a bolt of lightning from the sky. It is not known if the button strength changes anything, but it will be tested. This is what makes Mars People dangerous in close. The throw range is smaller than in SvC Chaos, and you can't combo this from any normal; however, you can buffer this move from a standing ;a and grab, but it won't count as a combo.

Area 801: ;qcf ;b / ;d
* Mars People does a jump attack in an arc motion. Button strength determines the distance jumped and the number of hits. ;b does 1 hit, while ;d does 2 hits. If Area 801 is done while a Mars Shot is out, they can all connect to make a 3 hit combo. This setup also keeps Mars People safe if timed right.

Plasma Spin: ;dp ;b / ;d
* Mars People does a jumping spin attack going upward off screen, and falls downward doing a different spinning attack. Anyone who is familiar with Billy Kane's ;dp ;b / ;d move will know how this works. There is a slight difference in that both versions have a slight delay to them, with ;d having the most delay. If the upward attack hits, the followup most likely won't connect. However, if the followup is the move that connects, Mars People can followup with a move to continue the juggle. Most times, this move can be used to cross up the opponent, and followup with a combo or setup of choice. This move can be super-canceled into.


Desperation Moves
Independence Day My Bleem!: ;hcf ;hcf ;a / ;c
* Mars People summons a flying saucer that shoots 3 rings down to the ground as it moves forward or backward. The button strength determines which direction the flying saucer travels. This move has a long recovery time.

MP12: ;hcb ;hcb ;a / ;c
* Mars People summons 3 sets of little mini versions of him that travel in a certain pattern. They have been known to appear off-screen at times, and all of the aliens don't always combo if they hit. It provides a good amount of block damage, however, just like the previous super, this too has a long recovery time.

Bronze After: ;qcb ;qcb + ;b / ;d
* This is Mars People's best super!!! He does a quick hop over the opponent, and shoots an energy ring right above the opponent, thus making it a good cross up tool. If the move hits, the opponent is launched towards Mars People, and he can then combo the opponent. This allows Mars People to do all kinds of mixups against the opponent and make up for his rather lack of strong combos.

Flatwoods March: ;dn ;dn ;b ;d (when stock is at level 2)
* Mars People opens his mouth and lets out about 10-12 eggs. If Mars is hit at any point of this super, the eggs stop dropping, and the remaining eggs will continue to hatch. Once the eggs hatch, little Mars People babies run towards the opponent. Upon impact, they do damage to the opponent. These babies are unblockable, and do a considerable amount of damage. Not only that, they can extend any character's combo (there are videos on YouTube showcasing this). Be careful though- if Mars let the eggs drop and he jumps off screen, whatever eggs go off screen don't hatch at all!!!

Tungus Incident: ;dn ;dn ;a ;c (when stock is at level 3)
* Mars People summons a flying saucer to drop directly above the opponent. SvC Chaos players will remember this as his Exceed. The block damage and regular damage is pretty decent. If desired, this super can be used in a combo. There's slight recovery time with this move, but if done far enough, Mars should be safe (with some exceptions).

A/D Assault
Mars People does not have an A/D Assault.

Strats and combos can be found here: http://dreamcancel.com/wiki/index.php?title=Mars_People_(NGBC)


UPDATE: MP anti st.D info will be posted here for easier viewing, and will be updated more with new info. Any extra input is welcomed, and will be added here, with props given also.

I'm going to make a list of character's moves that can avoid or stop MP's st. ;d . This move causes a problem for some characters, and I felt it should be listed... Note that there might be some moves that trade, I'll make a note of that and who its in favor for the trade-off... This list will be updated accordingly... If it doesn't beat, trade, or avoid, assume that it loses to MP's st. ;d . Also take note that standing half a character's distance in front of MP right before st. ;d its considered a cl. ;d will completely whiff.

ANTI MARS PEOPLE STANDING ;d LIST

Kyo:
BEATS
* ;hcb + ;d
* air ;qcb + ;b / ;d
* ;dp + ;a / ;c
* ;uf , ;dn ;c - This can trade depending on the timing. Has to be done somewhat late to truly benefit from it ***

AVOIDS
* ;df ;d - Good in the corner, because with 1 stock you can GCFS and quickly do ;dp + ;a about 2~3 times for some good quick damage.
* ;dn ;d
* ;dn ;a / ;b

TRADES
* ;dn ;c - Evens out both characters. Same dmg trade-off.
* st ;c - MP's st. ;d seems faster somehow, but at max range, this move can trade, but the timing is too strict to rely on this.
* ;uf , ;dn ;c - If not timed right, it trades in favor of MP because of the gap created allowing him to zone again.

===================================

Kim:
BEATS
* ;qcf ;qcf ;b / ;d
* ;qcb ;fd + ;b / ;d

AVOIDS
* ;bk ~ ;fd + ;b / ;d (only the first part)


TRADES
* ;uf + ;d - in favor of Kim; higher priority and more damage


===================================

Mudman

BEATS
* ;uf , ;dn + ;b at max distance - At anything past that it will trade in favor of MP.
* lvl 2 Super (any button but ;a )

AVOIDS
* ;dn ;d
* ;df ;d


TRADES
* ;uf , ;dn + ;b at any distance other than max
* ;fd ;d (sometimes trades)

===================================

Geese

BEATS
* cl. ;b at about 1 1/2 character distance - The hitbox is kinda out there, and is fast, so
* charge ;bk ~ ;fd + ;b / ;d - If this move is done before MP executes st. ;d , it can beat it out
* ;hcb + ;b - counter... Cancel it into Raging Storm whenever there's 2 stocks of meter available.
* Raging Storm - duh
* st. ;a at max range - It does have the possibility to trade, but either way, having the option to do this might not always occur, and with the constant movement of a good MP player, max distance will always change, making a short attack like st. ;a harder to hit with.

AVOIDS
* ;dn ;a / ;b
* ;dn ;d

TRADES
* ;dn ;c - Both characters are about even in favor.
* ;up ;c - About even
* ;uf ;c - In MP's favor
* Deadly Rave - This move is weird, only because technically it can beat st. ;d out, but the end result could be Geese completely whiffing the initial hits of Deadly Rave because of the distance of MP's st. ;d . So at that point, MP could do another st. ;d or something else, but that's probably the best thing, unless of course he's close to Geese, which in that case he would be eating the rest of the Deadly Rave that would've whiffed in any other situation.

===================================

Rock

BEATS
* (none at the moment)

AVOIDS
* ;qcf ;d
* ;dn ;d - (you can use this to dodge, then whiff cancel into either ;qcb ;a / ;c [at the right range], or ;qcf ;qcf ;b / ;d )
* ;qcf ;a / ;c - (this can give Rock the option to close in while MP is in block stun, if he hasn't used his Bronze After to escape)

TRADES
* ;qcf ;b - (at the right range, it can cancel, but Rock won't hit with his kick) it will just whiff, and basically put both characters at a 0f state)
* DeadlyRave Neo - This trades and puts both characters at 0f, but if you continue to do the inputs, well MP can basically capitalize.
* ;uf ;b
* ;uf ;d

===================================

Tung Fu Rue

BEATS
* ;bk ~ ;fd + ;c - It's just a range battle

AVOIDS
* ;dn ;d
* run

TRADES
* ;qcb + ;c - Sometimes this can beat out MP's st.D, but more often it will trade. From my personal experience, EX version trades, too.

===================================

Shishioh

BEATS
* ;qcf ;a
* ;hcb ;fd ;c

AVOIDS
* ;dn ;d (needs testing)

TRADES
* ;qcf ;b - the counter can work, but depending on the range, it might not connect, like Rock's counter. I've only seen it work once, but I'll do some testing on it to be sure.
* ;uf ;c
* ;uf ;d

37
Neo Geo Battle Coliseum / NGBC - Asura
« on: February 04, 2011, 07:42:02 PM »
Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.
* cl. ;a / ;b can chain into itself up to 2 hits.
* cl. ;b can hit up to 4 hits if not canceled with another ;b .
* cl. ;c knocks back but does not knock down.

Standing
* st. ;d is the only normal that is cancel-able and that can be whiff canceled.
* st. ;d knocks back but does not knock down.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able.
* ;dn ;c has a slight delay when canceling into a special.
* ;dn ;a can chain into itself up to 3 hits.
* ;dn ;b can hit up to 2 times if not canceled into a special normal or special move.
* ;dn ;c can hit up to 2 times if close enough to opponent.
* ;dn ;d causes tech-able knockdown.

Jumping
* ;ub / ;up / ;uf ;a / ;d have low hit boxes, but  ;ub / ;up / ;uf ;a is further out in distance.
* ;ub / ;up / ;uf ;b is a crazy scythe attack that has okay range.
* ;ub / ;up / ;uf ;c is a spin attack that has good range. Good move to use for retreating.

Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Asura to do counter with st. D, and he will then tag out.


Throw
Iuvart: ;bk / ;fd +  ;c ;d
*Can be broken. Does 2 hits and puts the opponent far enough to zone.


==Command Moves==
Soroinen: ;db + ;c  
* Asura does a low sword swipe that trips the opponent. The opponent can tech from this move. Soroinen also has a slight delay but comes out slightly faster when used in a combo (i.e. - ;dn ;c , ;db + ;c ).
 
Ueriel: ;bk + ;d
* Asura does a standing low kick that can only cancel into either ;db + ;d , ;fd + ;d , ;qcf + ;e or a DM/SDM of choice.

Lostel: ;db + ;d
* Asura does a low kick that can only cancel into either ;db + ;d , ;fd + ;d , ;qcf + ;e or a DM/SDM of choice.

Uerine: ;fd + ;d
* Asura does a standing forward kick that doesn't cancel into anything at all, not even an AC Tactical Step.

Gresiru: in the air, ;dn + ;d
* Asura does a variant of ;ub / ;up / ;uf ;d . The only benefit is that there's another way to cross up instead of using ;ub / ;up / ;uf ;d , although nothing is guaranteed.


Special Moves
Asmodeus: ;qcf + ;a / ;b / ;c
* Asura shoots energy arrows. The button strength determines the number of arrows ( ;a =1, ;b =2, and ;c =3), and the speed ( ;a =fastest, ;b =fast, ;c =moderate).

Belphegor: ;dp + ;a / ;b / ;c
* Asura stabs the ground with his sword, while summoning a lance that shoots upward before going back into the ground. The button strength determines the distance that the lance appears on the screen ( ;a =close, ;b =mid-range, ;c =far). This move can relaunch the opponent and is used heavily in his infinite. This move can be super canceled.

Mammon: ;hcb + ;a / ;b / ;c
* Asura quickly throws a shield out that acts as a counter. If the opponent hits Asura, spikes shoot out of the shield. Only the ;b version of this move can be canceled into specials or supers. One thing to note, this shield can reflect projectiles!!!

Seere: ;qcb ;qcb + ;a / ;b
* Asura makes the screen turn black as he takes his sword out slowly and slashes the opponent. The only difference between ;a and ;b is that Asura dashes further with ;b . This move is unblockable.

Beelzebub: ;qcb ;qcb + ;c
* Asura makes the screen turn black, but he brings out his axe and pounds the ground, producing energy that shoots out around the axe. This move knocks the opponent down and is unblockable. This move can also hit the opponent at any range.

Desperation Moves
Archangel: ;qcb ;hcf + ;d
* Asura does a super unblockable version of ;dp + ;a / ;b / ;c . If the move hits the opponent, it stuns them long enough to cancel into another super or to do a combo of choice. If the super isn't canceled into, Asura will continue with the regular super animation of a Seere ( ;qcb ;qcb + ;a / ;b ) follow up. The lance that shoots out is closer to Asura than the ;dp + ;a version.

Satan: ;qcb ;hcf + ;a / ;b / ;c (requires 2 stocks of meter)
* Asura brings that massive axe out and hits the opponent. If the move hits, Asura continues with a series of attacks with lances.


Combos and strats are found here: http://dreamcancel.com/wiki/index.php?title=Asura_(NGBC)

Here's the color palettes for Asura which are also found on that website:

38
Neo Geo Battle Coliseum / NGBC - K'
« on: January 18, 2011, 07:16:11 PM »
Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.
* cl. ;a is a standing elbow that can chain up to 2 hits and can combo into ;dp + ;a or ;fd + ;b .
* cl. ;b is a low kick that can chain up to 2 hits and can combo into ;dp + ;a or ;fd + ;b .
* cl. ;c is a 2-hit uppercut. This move can be canceled at any point of execution.
* cl. ;d is a move that deceivingly looks like a low trip, but it is a special mid (can be blocked with either standing or crouching block).

Standing
* st. ;a is a straight jab. This move is actually pretty fast, as it comes out about as fast as jabs in Fighter's History Dynamite. This move cannot be canceled into anything.
* st. ;b is a mid kick, which can be used as a mid-range poke. This move cannot be canceled into anything.
* st. ;c is a standing hook. This is the only move that can be canceled into a special.
* st. ;d is roundhouse kick.

Crouching
* ;dn ;a is a ducking punch with special-mid properties. It can chain up to 2 hits and can combo into ;dp + ;a or ;fd + ;b .
* ;dn ;b is a low hitting kick that can chain up to 3 hits. If desired, ;dn ;b can chain into ;dn + ;a and into either ;dp + ;a or ;fd + ;b .
* ;dn ;c is a slow moving uppercut that can be canceled into ;fd + ;c and/or any special for a combo.
* ;dn ;d is a long sweep. Nothing is guaranteed after this move.

Jumping
* All jumping attacks can be canceled into aerial specials ( ;qcb + ;b / ;d or ;qcf + ;b / ;d ).
* ;ub / ;up / ;uf + ;a is an air punch attack that can be used to cross up, safe jump in, or it can be canceled into an aerial move for some mixup potential.
* ;ub / ;up / ;uf + ;b is a jumping knee attack. The hitbox is higher than ;ub / ;up / ;uf + ;a, so it can't be used to cross up.
* ;ub / ;up / ;uf + ;c is an alternate version of j. A, in where K' drops his other hand lower than the ;ub / ;up / ;uf + ;a version. There are a few options here just as there are in ;ub / ;up / ;uf + ;a , but there's a slight difference. Because the hitbox is lower, this move hits quicker when attempting a safe jump in, allowing the mixups to be applied with no real fear of GCFS, unless the opponent has a full bar. This is obviously not a good move to use against characters with dp reversal potential.
* ;ub / ;up / ;uf + ;d is a fly kick that can be canceled into an aerial special.

Blowback Attack
Pressing the ;e button while blocking will allow K' to do counter with ;fd + ;a , and he will then tag out.


Throw
Shot Pile: ;bk / ;fd + ;c ;d
*Can be broken. Normal knockdown. From this throw, ;qcf + ;b / ;d can be used to apply mixups if desired.


Command Moves
One Inch: ;fd + ;a
* K' steps forward and does a punch similar to Bruce Lee's "One Inch Punch". On a normal hit this move knocks down, but on counter hit, it causes a counter wire in which the opponent bounces off of the wall. K' can combo from counter wire hits. If this move is used in a link (i.e. - cl. ;c to ;fd + ;a ) it just acts as a normal hit that can be canceled into a special.
 
Knee Assault: ;fd + ;b
* K' does a short jumping knee that can be canceled into an aerial special.

Special Moves
Iron Trigger: ;qcf + ;a / ;c
* K' throws his arm out, and emits a giant circular flame. Button strength only determines the damage for the initial hit. There are different moves that can be done from this move.
 
Second Shot: ''During Iron Trigger'', ;fd + ;b
* K' kicks that flame he just threw out from ;qcf + ;a / ;c . There's no damage distinction here, nor is there a difference in projectile speed.

Second Shell: ''During Iron Trigger'', ;fd + ;d
* K' does a flaming kick that launches the opponent and allows for a combo.

Black Out: ''During Iron Trigger'', ;bk + ;b / ;d
* K' cancels his flame with a teleport dash. Button strength determines whether he teleports in front of ( ;b ) or behind ( ;d ) the opponent.

Crow Bites: ;dp + ;a / ;c
* K' does an uppercut attack. Button strength determines the arc, and the number of hits. A does 1 hit, and C does 4 hits. If ;dp + ;c is used, pressing ;fd + ;b / ;d will add an extra hit.

Minutes Spike: ;qcb + ;b / ;d
* K' does an air kick attack. This move can be done in the air, and be canceled into either air ;qcb + ;b / ;d or air ;qcf + ;b / ;d .

Narrow Spike: ''During Ground Minute Spike'' ;qcb + ;b / ;d
* K' does his dash teleport, but it actually hits, allowing him to combo this move with a DM.

Air Trigger: ''During Ground Minute Spike'' or ''in the air'' ;qcf + ;b / ;d
* K' throws a fireball from the air. Button strength determines the angle at which the fireball flies to the ground.


Desperation Moves
Heaven's Drive: ;qcf ;qcf + ;b / ;d
* K' does a series of ;dp + ;a / ;c and finishes with an air kick.

Heat Drive: ;qcf ;qcf ;a / ;c (hold button to charge)
* K' does a dashing punch that launches the opponent in the sky. This is a very good move, as it allows K' to combo with this move. This move can be charged by holding either ;a or ;c . At max charge, this move becomes unblockable. It also does a considerable amount of guard damage.

Chain Drive: ;qcf ;hcb + ;a / ;c
* K' tosses his shades towards the opponent. If they hit, he continues with a ranbu combo ending with a ;fd + ;a attack. If the shades do not hit, or if they're blocked, there's a very long recovery time, allowing the opponent to get a free combo.


Combos and strats on the wiki (http://dreamcancel.com/wiki/index.php?title=K%27_(NGBC)) are currently being worked on... Stay tuned til then...

39
Neo Geo Battle Coliseum / NGBC - Yuki
« on: December 13, 2010, 11:35:04 PM »
Note: Yuki is a character that can a move called "Memory Card Slash" that can charge moves depending on the button pressed (  ;a ;b ;c ;d ). These types of charges will be referred to as charges, and will have a punch/kick distinction ( i.e. - ;a / ;c charge for punch specials, ;b / ;d charge for kicks).

Normals

Close
* cl. ;a / ;c / ;d are cancel-able.
* cl. ;a is a small elbow attack. It comes out pretty fast, and does allow it to link with cl. ;a , ;dn ;a and st. ;a , but nothing is really guaranteed with the move.
* cl. ;b is a low clip attack with the foot. It does not knockdown, and does not provide a link to combo with. The only known benefit it has is that the move hits low.
* cl. ;c is a standing gut punch. It can be canceled with any special or super. If can also be linked with ;fd + ;c which will also cancel into any special or super. If cl. ;c is canceled into ;dn ;db ;bk + ;a / ;c , Yuki does an air dash. This can be used for applied pressure if desired.
* cl. ;d is a punt kick that can be canceled into a special or super. If this move connects, ;fd ;dn ;df + ;a / ;c can combo, allowing the opponent to fly in the air for a quick ;dn + ;d or if the opponent is in the corner (or you’re feeling lucky while at mid screen) a charged ;fd ;dn ;df + ;a / ;c will connect also.

Standing
* st. ;c / ;d are cancel-able.
* st. ;a is a standing jab. It’s a simple poke, but Yuki has other moves that prove as better pokes.
* st. ;b is a high kick. It can sometimes be used as a poke, but more than likely it won’t be used too often.
* st. ;c is a wild hook punch with an energy trail. This move can be canceled into another special or super. When attempting to combo with st. ;c , use cl. ;c to an AC Tactical Step ( ;a + ;b during normal attack), and then do st. ;c to ;dn ;db ;bk + ;a for the best combo. If full meter is available, ;dn ;db ;bk ;dn ;db ;bk + ;a + ;b + ;c will combo into it, and if there’s an ;a / ;c charge, use a charge ;fd ;dn ;df + ;a / ;c to get that extra hit in.
* st. ;d is a falling kick that starts off in a twisting motion. There’s no real good use for this move, so its recommended to avoid this move. If a hard kick is desired, use cl. ;d and be sure that Yuki is in range so the right move is executed. Moves can be canceled out of st. ;d up until the point where Yuki throws his foot in the air and begins to fall.

Crouching
* ;dn ;a / ;b / ;d are cancel-able. Nothing is guaranteed from ;dn ;a and ;dn ;b other than ;dn ;df ;fd + ;e .
* ;dn ;a is a low punch that looks like Johnny Cage’s split punch from Mortal Kombat. The range is rather short for a low poke.
* ;dn ;b is a low kick that stretches out a bit further than ;dn ;a .
* ;dn ;a / ;b come out rather slower than most characters ;dn ;a / ;b attacks; ;dn ;a does not chain or allow for 2-in-1 links. Out of the two moves available, ;dn ;a isn’t too good for a poke—or at least a constant poke. If Yuki has to pushback with a move, ;dn ;b hits the furthest and comes out faster than ;dn ;a . Plus ;dn ;b chains up to 2 hits.
* ;dn ;c is a strange flip attack. Nothing is guaranteed from this move whatsoever. No regular attacks, supers, nor D-Assaults are guaranteed from landing this move either on normal or counter hit.
* ;dn ;d is a really great trip attack. If there’s an ;a / ;c charge and Yuki trips the opponent, he can quickly move in and buffer a charged ;fd ;dn ;df + ;a / ;c , for a few extra hits, and possibly some okizeme. If ;dn ;db ;bk + ;a / ;c is done after the trip, Yuki air dashes, allow him to use a charged air ;dn ;db ;bk + ;b / ;d to combo and possibly follow up with a charged ;fd ;dn ;df + ;a / ;c  in the corner.

Jumping
* ;ub / ;up / ;uf ;a is a waste of time. It looks like a pose more than an actual move. It's a jumping headbutt attack that has a very high hitbox.
* ;ub / ;up / ;uf ;b is a somewhat normal looking jump kick, except the hitbox is smaller than it should be. The foot that's extended outward doesn't hit the opponent at all, whether jumping, or just standing. The hitbox starts right before the other foot that points towards the actual tv screen. It has some cross up potential, but just like Yuki's ;ub / ;up / ;uf ;d , it requires too much effort to properly use it as a cross up attack.
* ;ub / ;up / ;uf ;c is an upward punch that has a rather large energy trail. This move has a very strange hitbox because it's from Yuki's fist to about half of the energy trail, and has very few uses. At the most, jumping back and doing ;up / ;ub ;c as an anti-air might work at times, but because of the strange hitbox it can produce strange results. Some players tend to use it after an IAD with air ;dn ;db ;bk + ;a / ;c, as it can hit often since Yuki will be air dashing at a low altitude.  
* ;ub / ;up / ;uf ;d makes Yuki really small, but can still be used as somewhat of a cross up move. His positioning makes it hard to land because it needs to be a very deep cross up. It’s a very difficult move to really use, and probably should only be used rarely.

Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Yuki to do counter with a punch similar to the ;dn ;db ;bk + ;a / ;c , and he will then tag out.


Throw
Fire Suplex: ;bk / ;fd + ;c ;d
*Can be broken. Regular knockdown. This throw looks similar to Yuki’s command throw (Memory Card Slash [ ;dn , ;dn , + taunt] ~  ;fd ;df ;dn ;db ;bk ;fd + ;a / ;c ), without the extra damage, or mashing animation above his head. Yuki does a flying German Suplex, which travels a good distance. Use this to set up for corner traps, or to get out of the corner, since there are no “evasive rolls” in the game.


Command Moves
Mutation Combination: ;fd + ;a ~ ;df + ;c ~ ;bk + ;b ~ ;fd + ;d  
* Yuki does a combination of attacks, starting with a punch to uppercut, a high kick, and then another kick attack. This attack string can be stopped at any point in the string. Normally, stopping at ;bk + ;b keeps Yuki somewhat safe from most characters’ attacks. If an attempt is made, ;dn + ;d can trip the opponent. If Yuki happens to have a ;a / ;c charge ( ;dn , ;dn , + ;a / ;c ) and gets ;fd + ;a ~ ;df + ;c ~ ;bk + ;b to hit, quickly dash in and use ;fd ;dn ;df + ;a / ;c for a combo.

Dogou Sou Ken: (close) ;c , ;fd + ;c
* Yuki does a quick gut punch to a short uppercut. This combination can be canceled into a move, most common one being ;dn ;db ;bk + ;a .


Special Moves
Note: All of Yuki’s moves can be charged by pressing ;dn , ;dn and a punch ( ;a / ;c ) or kick ( ;b / ;d ) button of choice. The charge can change the damage output and/or the properties of the move inputted. Doing charge moves cost no meter whatsoever.

Memory Card Slash: ;dn , ;dn + ;a / ;b / ;c / ;d / Taunt
* Yuki points to the sky and touches the ground, charging energy into his armband. The button determines what types of moves get charged. Using ;dn , ;dn , + ;a / ;c charges moves that require either ;a or ;c , and ;dn , ;dn + ;b / ;d charge kick type moves. The taunt only charges his Fire Suplex Hold, and his Special Dual Assault attack done with Ai. Depending on the type of move, it may receive a damage boost, or a brand new move with better properties. This is the basis of Yuki’s game.

Beast Buster: ;dn ;df ;fd + ;a / ;c
* This is Yuki’s strange projectile. Yuki thrusts his arm forward, while his armband does a quick bursting animation. The projectile then shoots across the screen, while somewhat invisible in appearance. This move can go across the screen. If Memory Card Slash ( ;dn , ;dn , + ;a / ;c ) is used before executing the move, the projectile does multiple hits and does more damage. The button strength determines the speed of the projectile.
  
Bakuretsuken: ;dn ;db ;bk + ;a / ;c
* This move is one of the primary means to combo with. Yuki does a dashing punch with energy emanating from his armband. This move can be canceled into a super, primarily ;dn ;db ;bk ;dn ;db ;bk + ;a + ;b + ;c . This move can be done in the air, and can be buffered so that Yuki can do a pseudo instant air dash (IAD) – see Riding Hero . The air dash version of this move and regular version are both whiff cancel-able with any special or super. This move does a pretty good amount of guard damage. Another worthy tidbit of info, this move can eat projectiles!!! Not only that, but you can do the ;c version and follow up with the ;a version, and it can stop the opponent's attacks. The ;c version can combo with Yuki's ;qcb ;qcb + ;a / ;c . If charged with Memory Card Slash ( ;dn , ;dn + ;b / ;d ), the enegry ball that emits out of Yuki's fist gets bigger and does more damage...

Submarine Screw: ;fd ;dn ;df + ;a / ;c
* Yuki does an upward version of ;dn ;df ;fd + ;a / ;c , but he does a spinning upward hook motion before the beam comes out. The energy shot out can be well seen unlike that of ;dn ;df ;fd + ;a / ;c. This move causes knockdown. If timed right, Yuki can follow up this move with a ;dn ;d , a Double Assault ( ;dn ;df ;fd + ;e – requires “D-Assault OK”), or an even trickier/flashier charged ;fd ;dn ;df + ;a / ;c  if timed right. The non-charged move is great in the corner, as Yuki can apply pressure without stopping. This move does a moderate amount of guard damage. If charged using Memory Card Slash ( ;dn , ;dn + ;b / ;d ), Yuki turns into Duke and does the real submarine screw, which can catch aerial opponents and combo where most moves won't combo... If fast enough, Yuki can charge one more time and do another submarine screw to get an extra hit, and will still remain safe, as that final move extends the knockdown of the opponent.

Lightning Fist: in the air, ;dn  ;db ;bk + ;b / ;d
* Yuki dives down to the ground and punches the ground, causing lightning to come out of the ground. This move can be done from a simple jump, or by using an air ;dn ;db ;bk + ;a / ;c and canceling it to ;dn  ;db ;bk + ;b / ;d at any point in the air animation. If Memory Card Slash ( ;dn , ;dn + ;b / ;d ) is used before doing an air ;dn ;db ;bk + ;b / ;d , the lightning is bigger in size and launches. This allows Yuki to do things like charged ;dn ;db ;bk + ;b / ;d , charged ;fd ;dn ;df + ;a / ;c . The button strength determines the side of the opponent that Yuki lands on. ;b lands in front of the opponent, and ;d lands behind the opponent.

Riding Hero: in the air, ;dn ;db ;bk + ;a / ;c
* This is the name for the air version of Bakuresuken ( ;dn ;db ;bk + ;a / ;c ). Yuki does the dash minus the punch. Again this move can be used to execute an IAD.

Sengoku (Denshou): ;fd ;df ;dn ;db ;bk + ;b / ;d
* Yuki does a slow, but short hop with a little animation behind it. If the opponent attacks, Yuki quickly counters with a blade attack. This move launches the opponent in the air. The timing for getting this counter move to connect is rather strict, so it’s not recommended for use unless timing and execution skills are on point. The button strength determines the distance of the hop, and ;b counters mid/high attacks, whereas ;d counters low hits. Both counters do 2 hits, but if charged with Memory Card Slash ( ;dn , ;dn + ;b / ;d ) it does 4 hits. Either type of counter allows for a charged ;fd ;dn ;df + ;a / ;c or ;dn ;db ;bk ;dn ;db ;bk + ;a + ;b + ;c to connect. This move is only good if you put enough time into understanding the move and have a good reaction time...

Fire Suplex Hold: Memory Card Slash [ ;dn , ;dn , + taunt] ~ ;fd ;df ;dn ;db ;bk ;fd + ;a / ;c
* Yuki does a command throw that’s similar to his regular Fire Suplex ( ;bk / ;fd + ;c ;d ), but he holds the opponent longer, doing more damage. As soon as the opponent gets slammed, a hand icon appears above the two, mashing a button. At that point, any attack button can be mashed to do extra damage. This portion lasts for about 1½ - 2 seconds.


Desperation Moves
Chodokyu Mega Beam 100: ;dn  ;db ;bk ;dn ;db ;bk + ;a / ;c
* Yuki jumps in the air and shoots a quick but massive beam across the screen. This move can fly the opponent across the screen.

Chodokyu MAX 330 Mega Beam: ;dn ;db ;bk ;dn ;db ;bk + ;a + ;b + ;c (when meter stock is at level 3)
* Yuki does a powered version of ;dn ;db ;bk ;dn ;db ;bk + ;a / ;c . This beam is different in color, and does a huge amount of damage. This move can be used in combos where ;dn ;db ;bk ;dn ;db ;bk + ;a / ;c won’t work.

Chodokyu Neo Geo: ;dn ;df ;fd ;df ;dn ;db ;bk + ;a / ;c (when meter stock is at level 2)
* This is Yuki’s “ranbu” super. He dashes towards the opponent, and does a series of attacks to the opponent. It has its uses, but for the most part ;dn ;db ;bk ;dn ;db ;bk + ;a / ;c / ;a + ;b + ;c are the best supers to use.

Chodokyu Status Up: ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d
* This super gives Yuki a super charged boost. Most Yuki players will tell you that this is a waste of a super, as there aren’t any real “benefits” in using it versus the other supers available to him.


A/D Assault
Change Atomic-Guy "NEOS": ;dn ;df ;fd ;df ;dn ;db ;bk + ;a ;e (When partner is Ai and within 10 counts after Memory Card Slash [ ;a , ;b , and taunt types])
* Ai and Yuki perform a hit and transform into Atomic Guy from King of Monsters. All of his moves are unblockable. This transformation only lasts for about 5-7 seconds. Here's the movelist for this alternate form:
** Atomic Punch: ;a / ;c
** Atomic Sliding: ;b / ;d
** Atomic Crush: in the air, ;a / ;b / ;c / ;d
** Mega Spark: ;a + ;b + ;c
** Cancel "Change": ;bk , ;bk

All strats and combos can be found here: http://dreamcancel.com/wiki/index.php?title=Yuki_(NGBC)

40
Neo Geo Battle Coliseum / NGBC - Ai
« on: December 13, 2010, 10:38:27 PM »
Normals

Close
* All of Ai's attacks are the same whether close or standing. All of the properties listed for those moves are the same as well.

Standing
;a / ;b/ ;c are cancel-able and whiff cancel-able.
* st. ;a is a high attack in which Ai shoves her badge in the air. There is a small burst of energy surrounding it. It can chain up to 2 hits and can be canceled with ;df + ;c , a special or super. It can cancel into ;df + ;a , but no combo is guaranteed.
* st. ;b is a low kick. It can be canceled with ;df + ;c , a special or super. It can cancel into ;df + ;a , but no combo is guaranteed.
* st. ;c is Ai's regular spinning lariat. It can be canceled into ;df + ;a , ;df + ;c , a special or super. This move will hit twice, but in order to combo, the move must be canceled after the first hit.
* st. ;d is a hop spin kick that has good range but should be used at a distance. This causes knockdown, but a tech roll is possible.

Crouching
* ;dn ;a is a low jab. This can chain to itself for 2 hits.
* ;dn ;b is a low kick that can link to ;dn + ;a . This move has range and hits low.
* ;dn ;c is a weird move in which Ai falls on her butt while a huge explosion flashes in front of her. Nothing is guaranteed from this move.
* ;dn ;d is her Hyper Tackle (see command moves)

Jumping
;ub / ;up / ;uf ;a is a silly jumping punch that looks a striking pose.
;ub / ;up / ;uf ;b is a "butt attack" that's similar in looks to ;dn ;c minus the explosion. The hitbox is small.
;ub / ;up / ;uf ;c is a move similar to Kyo's ;ub / ;up / ;uf ;dn + ;c move in terms of animation. Ai does a double fist attack in the air that has an energy blast to it. This move is good for applying pressure.
;ub / ;up / ;uf ;d is a strange animated kick. The hitbox is rather large and is around the big foot.

Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Ai to do counter with Hyper Tackle ( ;df + ;c ), and she will then tag out.


Throw
Top Hunting Throw: ;bk / ;fd + ;c ;d
*Can be broken. Normal knockdown.


Command Moves
Robo Arm: ;df + ;a
* Ai crouches and drops a robotic arm in front of her. This move can be canceled into a special, and is apart of her standard bread-n-butter combo ( ;dn ;b , ;df + ;a , ;df + ;d;dn  ;db ;bk + ;c ).

Whirlwind Fist: ;bk / ;fd + ;c
* Ai does a spinning lariat that can be controlled by holding back or forward. This move can help in terms of getting space to bait a move, or to simply stay at a safe distance to avoid a possible GCFS.

Hyper Tackle: ;db / ;dn / ;df + ;d
* Ai does a running tackle. This move can be canceled into a special or super move. It's not a safe move to use on its own, as most times the move is canceled with qcb + C, or qcf + B/D. Pressing  ;dn or ;db while attempting to combo the move will result in the tackle to hit, but not the move it was canceled into. For best results, use the ;df + ;d for doing combos on 1p side, or ;db + ;d for combos on 2p side.


Special Moves
Joy Joy Block: ;dn  ;df ;fd + ;a / ;c / ;a ;c (Hold d to increase the speed)
* Ai calls for a Tetris piece to fall from the sky. Using ;a calls for square shaped pieces at a close range. ;c will call for "z", "s", and "L" shaped Tetris pieces at midscreen. Using both ;a and ;c together will call for "L", "I", and "t" shaped Tetris pieces at long range. While holding the button, press down to increase the speed. This move causes knockdown.
 
Baseball Stars: ;dn ;db ;bk + ;a
* Ai swings with a baseball bat. This does one hit, and can be canceled into a super. This causes knockdown.

Baseball Stars Professional: ;dn ;db ;bk + ;c
* Ai does her baseball bat swing, but instead it hits for 2 hits instead of one. All of the properties for this move are the same as in ;dn ;db ;bk + ;a . Both moves can deflect projectiles.

Baseball Stars 2: ;dn ;db ;bk + ;a ;c
* Ai calls for a square shaped Tetris piece, then swings her bat to hit it towards her opponent. The block will go across the whole screen towards the opponent.

Joy Joy Balloon: ;a + ;b + ;c (possible in the air)
* Ai jumps in the air into a balloon that materializes as she jumps. Her movement is minimized, but she gains a few different moves also.

Joy Joy Treasure: ;a + ;b + ;c ~ ;a ;c
* While Ai is in the balloon, she will throw out projectiles. The button strength determines the type of projectiles. ;a shoots out small ones, and ;c shoots out big projectiles.

Joy Joy Kick: ;a + ;b + ;c ~ ;b
* While Ai is in the balloon, she will do a kick. There's nothing really special about this move.

Joy Joy Block: ;a + ;b + ;c ~ ;dn ;df ;fd + ;a / ;c
* While Ai is in the balloon, she will call out a square shaped Tetris piece that stays in the air for a few seconds. This is one of her only real defensive move while in Joy Joy Balloon mode.

Lightning Ball: ;a + ;b + ;c ~ ;a + ;b + ;c
* While Ai is in the balloon, her character will turn black while energy emits from behind the balloon, causing a huge ball of energy to do damage.

Cancel Balloon: ;a + ;b + ;c ~ ;d
* While Ai is in the balloon, she will jump out, and the balloon will disappear. She can do 2 moves after this jump.

Fire Spinning Top: ;a + ;b + ;c ~ ;d ~ ;a / ;c
* While Ai jumps out of the balloon, she attacks with a jump attack that does fire damage. This move knocks down.

Moon-Sault: ;a + ;b + ;c ~ ;d ~ ;b / ;d
* Ai does the same move as Fire Spinning Top, except it doesn't do fire damage, and does not knock down.

Alter Ego: ;dn ;df ;fd + ;b / ;d
* Ai does a pose while a doppelganger image dashes in front of her. Using ;b keeps Ai in place, while the image moves. She can still attack while the image moves. Using ;d teleports Ai forward, and/or to the other side of the opponent.

2020 Super Catch: ;fd ;df ;dn ;db ;bk + ;b / ;d
* Ai uses a robotic glove to catch projectiles. This move does not counter anything, it just absorbs the projectile into her meter. Using ;b catches high projectiles, and using ;d catches low projectiles. 


Desperation Moves
Joy Joy Party: ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c
* Ai shoots out lightning from her handheld while a massive amount of Tetris blocks fall from the sky. The lightning does no damage whatsoever. All of the damage comes from the blocks.

Last Resort: ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk + ;a / ;c
* Ai summons a robotic sphere (think of the Phantasm) that shoots out pea-like projectiles. This move is considered an ultimate juggle, and can be used to setup very strong combos.

Charge Power! Shoot the Unit!: During Last Resort, ;dn ;db ;bk + ;a / ;c
* Ai shoots that robotic sphere in a massive projectile. This move can be done with the tiger knee method to shoot from a low area without being on the ground.


A/D Assault
ASO2 Last Guardian: ;dn ;db ;bk ;dn ;db ;bk + ;c ;e (When partner is Yuki and within 10 counts after Lightning Ball)
* Ai summons a massive gun and shoots the opponent into the air towards a ship that appears in the sky. While Ai hides behind a shield, a target scope appears shooting tons of lighting towards the opponent.

All strats and combos can be found here: http://dreamcancel.com/wiki/index.php?title=Ai_(NGBC)

41
Neo Geo Battle Coliseum / NGBC - Tung Fu Rue
« on: December 08, 2010, 09:36:38 PM »
Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.
* cl ;d does two hits making it very easy to hit-confirm into command moves or special attacks only after the first hit.

Standing
* st. ;a / ;b / ;c / ;d is cancel-able/whiff cancel-able.

Crouching
* cr. ;a / ;b / ;c / ;d are cancel-able/whiff cancel-able.
* cr. ;b is chain-able and his best ground poke.
* cr. ;c is a moderately good anti-air if used early enough, it can canceled but only before her arm extends into the air
* cr. ;d is great in the corner, and can be canceled into his ;fd ;dn ;df + ;b ;d move (costs 1/2 of 1 stock in meter).

Jumping
* j. ;d is a great crossup tool that allows Tung's rapid P move to be used as an easy follow up.
(more to be updated)


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Tung to do counter with a standing ;c , and he will then tag out.


Throw
Thousand Palms - ;bk / ;fd +  ;c  ;d
*Can be broken. Regular knockdown.


Command Moves
Kourin Hazaki: ;fd + ;c
* Tung does an overhead chop with an energy ball. This move can be linked to a special move or a desperation move. This move counts as an overhead.
 
Overhead Kick: ;fd + ;d
* Tung does a small jumping roundhouse towards the opponent. This move can be linked, but this move ends the combo. It is primarily used for mixups and closing in on the opponent. This move counts as an overhead.


Special Moves
Note: Moves that have an EX option will have the term "EX" in parentheses next to the command. In order to do the EX moves, both punches or both kicks need to be pressed together for the move to be executed. EX moves cost 1/2 of 1 full stock of meter.

Senshippo: qcb + ;a / ;c (EX)
* Tung does a dash punch like Gato from MOTW, or Yun from Street Fighter 3. The button strength determines the distance. The EX version does multiple hits and can nullify several hits from certain moves.
  
Ressen Kyaku: ;fd ;dn ;df + ;b / ;d (EX)
* Tung shoots upward, feet first while doing several air kicks. The button strength determines the arc and the number of hits. The EX version does multiple hits and slightly follows the arc that the ;d version makes.

Shou Ha: charge ;bk , ;fd + ;a
* Tung throws out a medium-sized fireball. This move can be used in a combo, but its not a great poking tool.

Geki Ha: charge ;bk , ;fd + ;c
* Tung throws out an even bigger fireball with enlarged arm. This move is the better fireball to use in terms of poking and zoning. It can push opponents back, and even if they decide to GCFS, you are still at a safe distance.

Gekihou: ;a / ;c rapidly
* This is the move to use often. Tung can combo easily with this move, allowing him to not only build meter, but do combos ranging from 15-30+ hits. It has a huge hitbox, as some opponents that attempt to jump over will not be able to; however, this move can be stopped by projectiles, and a few normal moves. This version of NeoGeo Battle Coliseum doesn't allow Tung to reach 40 hits off of this move anymore.

Raimei Kyaku: in the air, ;dn ;db ;bk + ;b
* This is Tung's dive kick. It can be a combo starter, or it can be used to bait out attack moves or specials. This move cannot be done using the tiger knee method, and this move can only be done with ;b .

Joujiken: in the air, ;dn ;df ;fd + ;a / ;c
* This is another air dash attack that Tung is capable of doing. This time, he dives head first with fist out. At its best, its only good to use as a counter to fireball pressure. The button strength determines the slant/distance at which Tung travels.

Kuuchuu Senpuuken: in the air, ;dn ;db ;bk + ;c
* Tung does a spinning attack with his chi-enfused arms. This move can be executed with the tiger knee method. The button strength determines the distance.


Desperation Moves
Teigekiken: ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d
* Tung grows into his massive form and does a wide range attack. This move counts as an overhead.

Senpuu Gouken:  ;fd ;bk ;db ;dn ;df ;fd + ;a / ;c
* Tung does a super version of his Kuuchuu Senpuuken. The button strength determines whether he stays in place ( ;a ) or moves forward ( ;c ).

Chou Shou Nami: ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c (when meter stock is at level 3)
* Tung uses all his chi to shoot a massive blast of energy (like a Kamehameha). This move has a very slow start-up, but does a considerable amount of damage, as well as chip damage.


A/D Assault
* Tung Fu Rue has no A/D Assault.


Strats and combos can be found here: http://dreamcancel.com/wiki/index.php?title=Tung_Fu_Rue_(NGBC)

42
Neo Geo Battle Coliseum / NGBC - Iori Yagami
« on: December 08, 2010, 09:00:47 PM »
Normals

Close
* cl.  ;a / ;b / ;c / ;d are cancel-able.
* cl. ;b hits low.

Standing
* Stand  ;a / ;b / ;c / ;d is cancel-able.

Crouching
* ;dn  ;a / ;b / ;c  are cancel-able/whiff cancel-able.
* ;dn ;a / ;b are chain-able and his best low ground pokes.
* ;dn ;c is a moderately good anti-air if  ;fd ;dn ;df + ;a / ;c doesn’t suit your style. Iori can still cancel this move even if it hits an airborne opponent.
* ;dn ;d has bad recovery, so only use it when it’s guaranteed.

Jumping
* ;ub ;up ;uf ;c is a great move to use in combos. It’s not as great as it is in KoF games, primarily due to the lack of a short hop to  ;ub ;up ;uf ;c pressure, but it still has its uses.
*  ;ub ;up ;uf ;d can be used to counter some aerial moves if timed right.
(more to be updated)


Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Iori to do counter with a headbutt attack similar to his CD attack from KoF, and he will then tag out.


Throw
Sakahagi: ;bk / ;fd + CD
*Can be broken. Regular knockdown.


Command Moves
Ge Shiki Goufu In Shinigami: ;fd + ;b
* Iori does an overhead kick. This move comes out kind of slow, but can still be used in mixups.
 
Ge Shiki Yuri Ori: in the air ;bk + ;b
* Iori does a backward kick. This is also an excellent crossup tool that will help with combos, or if desired, a throw attempt.

Ge Shiki Yumebiki: ;fd + ;a , ;a
* Iori does a punch to backhand combination. This counts for two hits, and can be canceled into a special or super move.


Special Moves
Oniyaki: ;fd ;dn ;df + ;a / ;c
* Iori does an uppercut attack similar to Kyo’s  ;fd ;dn ;df + ;a / ;c . The button strength determines the height of the uppercut, as well as the number of hits. The ;a version has high priority. The ;c version can be canceled to a super.
  
Yamai Barai: ;dn ;df ;fd + ;a / ;c
* Iori throws a projectile that runs to the ground. The button strength determines the speed of the projectile. This move can hit opponents that hit the ground depending on the move they got hit with that made them grounded.

Koto Tsuki In: ;fd ;df ;dn ;db ;bk + ;b / ;d
* Iori does a crouching run to a single-hand takedown. If Iori is not in range, it simply turns into a run without the takedown.

Aoi Hana: ;dn  ;db ;bk + ;a / ;c (up to 3 times)
* Iori does a small slide forwards while doing an uppercut on the first hit. The second hit is the same, but slightly launches the opponent. The third hit is a small hop with an overhead hammer strike with both hands together. The third hit causes knockdown, and can be followed up with ;dn ;df ;fd + ;a / ;c . On block, this move is not good at all, but can be used as mixups (although risky) if delayed. Each part of this 3 part move can be delayed slightly. The button strength determines the distance traveled, which gives a slight delay in the moves done with ;c .

Scum Gale: ;fd ;df ;dn ;db ;bk , ;fd + ;a / ;c
* Iori grabs the opponent, and shifts them to the other side of the screen. This move has a whiff animation. Scum Gale can also be used in combos, but the combo counter doesn’t necessarily consider it part of a combo.


Desperation Moves
Maiden Masher: ;dn ;df ;fd , ;fd ;df ;dn ;db ;bk + ;a / ;c
* Iori quick dashes towards the opponent and does a series of strikes to the opponent, and follows it with an explosive one hand takedown.

Eight Wine Cups: ;dn ;db ;bk , ;bk ;db ;dn ;df ;fd + ;a / ;c
* Iori throws out a super projectile that rides the ground, while shooting bursts upward. If it connects, the opponent is stunned for a few seconds, allowing a combo attempt. This move can be charged, thus adding a bit of a mind game to this move.

Chi no Bousou:  ;dn  ;df ;fd ;df ;dn ;db ;bk + ;b / ;d
* Iori does a flips forward with hand in the air moving in an arc towards the ground. If the move connects, Iori grabs the opponent and does a series of slices each time the screen flashes from black to red, doing damage to the opponent. This move has some uses, but it can't be used in a combo. It has mixup and setup potential.


A/D Assault
Final Showdown:  ;dn ;df ;fd ;dn ;df ;fd + ;c ;e (When partner is Kyo and within 10 counts after Chi no Bousou [ ;dn ;db ;bk ;db ;dn ;df ;fd + ;a / ;c ])
* Iori does an spinning jump towards the opponent, while swinging his hand from the air towards the opponent's head. He grabs the opponent, raising him and releasing Orochi energy. Kyo jumps in and does a super charged punch for the finish.


Strats and combos can be found here: http://dreamcancel.com/wiki/index.php?title=Iori_Yagami_(NGBC)

43
Neo Geo Battle Coliseum / NGBC - Geese
« on: November 30, 2010, 11:01:51 PM »
Normals

Close
* cl. ;a / ;c / ;d are cancel-able.
* cl. ;b has a rather large hitbox.
* cl. ;d does two hits making it very easy to hit-confirm into command moves or special attacks only after the first hit.

Standing
* st. ;a / ;b / ;d is cancel-able/whiff cancel-able.
* st. ;c is a good normal that can sometimes be used as an anti-air, depending on the distance of the opponent.
* st. ;d is a advancing reverse roundhouse kick that can be canceled into a move almost instantly.

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able/whiff cancel-able.
* ;dn ;a is chain-able and his best ground poke.
* ;dn ;c is a moderately good anti-air if used early enough, it can canceled but only before her arm extends into the air
* ;dn ;d is a great trip primarily because it can be canceled into his ;dn ;df ;fd + ;a / ;c move, so even if the opponent blocks the trip, Geese can go straight into a Reppuken, or a reversal move.

Jumping
* ;uf ;c hits twice, and can be used to start a combo if done deep enough in the jump.
* ;uf ;d is a great crossup tool.
* ;up ;c can be canceled into his air ;qcb ;a / ;c .


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Geese to do counter with a standing  ;fd + ;c , and he will then tag out.


Throw
Katate Nage - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown. This throw tosses the opponent quite some distance, allowing for zoning tactics to get put back into play. This move is great for throwing opponents in the corner from the center of the screen.


Command Moves
Kourin Hazaki - ;fd + ;c
* Geese does an arm smash attack. This move can be linked from a close standing attack, and will also knock down.
 

Special Moves
Reppuken: ;dn ;df ;fd + ;a
* Geese throws a projectile that rides the ground. It's rather slow, but can be used to put pressure on the opponent.

Double Reppuken: ;dn ;df ;fd + ;c
* Geese throws two reppukens together to form a bigger projectile that rides the ground. This projectile moves fast. Also note that if the opponent is close to Geese, this move hits twice.

Shippuken: ;dn ;db ;bk + ;a / ;c in air
* This is Geese's air projectile. The button strength determines the angle of the projectile, and the speed. There is a slight delay when Geese does this move.

Atemi Nage (Gedan): ;fd ;df ;dn ;db ;bk + ;a
* Geese's high counter.

Atemi Nage (Joudan): ;fd ;df ;dn ;db ;bk + ;b
* Geese's mid counter.

Atemi Nage (Chuudan): ;fd ;df ;dn ;db ;bk + ;c
* Geese's low counter.

Jaei Ken: charge ;bk , ;fd + ;b / ;d
* Geese dashes towards the opponent and does a series of attacks that ends in a palm strike. The button strength determines the distance, and the delay. Using ;d instead of ;b leaves Geese rather safe. This move cannot be used directly in a combo.

Raimei Gouha Nage: ;df + ;c (on downed opponent)
* This is Geese's down attack. It only works on a few moves, as most attacks that land either do not knockdown, or if they do knockdown, the opponent can tech roll. Use this move if the opponent forgets to tech roll. Be careful, however, as the recovery for this move is not fast. Here are the moves that can "guarantee" a ;df + ;c if the opponent does not tech:
** ;fd + ;c
** charge ;bk , ;fd + ;b / ;d (the timing is strict)
** ;hcb + ;b

Shinkuu Nage: 360 + ;a / ;c
* Geese's command throw. This move tosses the opponent behind Geese and across the screen. This move is good for corner trapping.


Desperation Moves
Raging Storm: ;db ;fd ;df ;dn ;db ;bk ;df + ;a / ;c / ;a + ;c
* This is Geese's classic super. He crouches down and throws both hands to the ground, causing a geyser of energy to shoot up and around him. This super stops projectiles, but is not recommended to use for that purpose. It is possible to cancel a strong attack with this move, but doing so pushes Geese back just enough for this super to whiff sometimes. Pressing ;a + ;c together does a stronger version, but costs 2 stocks instead of 1. This super can be done after his ;fd ;df ;dn ;db ;bk + ;b .

Rashoumon: 720 + ;c
* This is the super version of Geese's command throw. This move can be done with an empty jump, or from doing a GCFS/JDFS, but the timing is rather strict.

Deadly Rave: ;fd ;df ;dn ;db ;bk ;fd + ;a , ;a , ;a , ;b , ;b , ;c , ;c , ;d , ;d , ;dn ;db ;bk + ;c
* Geese's "ranbu" super costs 3 stocks, and does take time to learn. This super can be used in a combo, and can also be used to extend a combo. In order to extend the combo, this super has to be stopped at the 1st ;d attack. There are other points in which this move can be stopped at to extend a combo and will be added soon.

Strats and combos are found here: http://dreamcancel.com/wiki/index.php?title=Geese_Howard_(NGBC)

44
Neo Geo Battle Coliseum / NGBC - Rock Howard
« on: November 30, 2010, 10:48:06 PM »
Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.


Standing
* Stand ;a / ;b / ;d are cancel-able.


Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able.
* ;dn ;b links with ;dn ;a.
* ;dn ;c is a moderately good anti-air if Rising Tackle (charge d~u + A/C) can't be done quick enough, or if there's no meter for Raging Storm ( ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c ).
* ;dn ;d is good only for the fact that it has range, and it can be canceled into a single or double reppuuken ( ;qcf + ;a / ;c ).

Jumping
* ;up ;uf ;c can be used in combos if the move hits deep enough.
* ;ub ;up ;uf ;d has a weird angle to it, so depending on the opponent, it can hit very low.


Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Rock to do an attack, and he will then tag out.


Throw
Kokuusen - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown. This throw leaves the opponent close enough for applied pressure or for a command throw.


Command Moves
Upper Parry: ;a + ;c
* Rock does an elbow attack. This move can be canceled into a special or super if timed right.

Lower Parry: ;b + ;d
* Rock does a spinning axe kick.
 
Combination: ;d , ;fd + ;d
* Rock does a kick to an axe kick combination. The first kick comes out pretty fast, but the other kick comes out a bit slower. The second kick does count as an overhead. This can be used for mixups, as the first kick by itself can be canceled into a special move of choice.


Special Moves
Reppuken:  ;dn ;df ;fd + ;a
* Rock throws a projectile that rides the ground. It's rather slow, but can be used to put pressure on the opponent.

Double Reppuken: ;dn ;df ;fd + ;c
* Rock throws two reppukens together to form a bigger projectile that rides the ground. This projectile moves fast. Also note that if the opponent is close to Rock, this move hits twice.

Rising Tackle: charge ;dn , ;up + ;a / ;c
* Rock does an upside-down spinning attack that hits for multiple times. Both versions can cancel into a super. This move can also be used as an anti-air. The button strength determines how high Rock goes into the air.

Hard Edge: ;dn ;db ;bk + ;a / ;c
* Rock does a dashing elbow attack. The ;c version starts with the dashing elbow attack to a palm strike. The ;a version of this move can be canceled into a super, and can also be used to extend a corner combo.

Rage Run ~ Type Dunk: ;dn ;db ;bk + ;b
* Rock runs towards the opponent, and does his version of Terry's "Power Dunk" move. There really isn't much to this move, other than using it for mixup purposes.

Rage Run ~ Type Shift: ;dn ;db ;bk + ;d
* Rock runs towards the opponent, and does a dashing teleport to the other side of the opponent. Aside from using this for mixups, this move can sometimes prove worthy when it comes to getting out of the corner.  

Shinkuu Nage: 360 + ;c
* Rock does a command throw similar to his father Geese's command throw (animation and all). The plus side to this move is the recovery animation can be "broken" by pressing ;a + ;b quickly after the throw. If ;a + ;b is held for a certain length of time, Rock will do Rasetsu which will be explained shortly. This breaking is very important, because it can allow Rock to combo his opponent, especially in the corner. The best option for this is ;dn ;db ;bk + ;a , and if in the corner, ;dn  ;db ;bk + ;a can be canceled into Raging Storm ( ;dn  ;df ;fd ;dn ;df ;fd + ;a / ;c ).

Rasetsu: after Shinkuu Nage (360 + ;c ), press and hold ;a + ;b
* Immediately after breaking the command throw's recovery animation, Rock's hand will begin to charge. Upon releasing ;a + ;b , Rock will shoot out an energy burst from his hand, doing a substantial amount of damage. This is one of the "easiest" options after doing 360 + ;c ~ ;a + ;b . It's easy because the timing is only based on releasing ;a + ;b , instead of going for ;dn ;db ;bk + ;a . However, doing Rasetsu does require a little bit of practice.

Atemi Nage Joudan: ;dn ;df ;fd + ;b
* This is one of Rock's counter moves, which is similar to one of Geese's counters. This can stop high to mid moves. If successful, Rock will counter. Nothing is guaranteed after this.

Atemi Nage Gedan: ;dn ;df ;fd + ;d
* This is the second counter move Rock has, which is also similar to one of Geese's counters. This can stop low moves. If successful, Rock will counter. Nothing is guaranteed after this.


Desperation Moves
Raging Storm: ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c
* Rock does a "mini" version of Geese's Raging Storm. The button strength determines the amount of damage, and the color of the blast. This can be used in combos, especially in the corner. In the corner, this super can be followed up with a jumping attack, ;dn ;db ;bk + ;a , Rising Tackle (charge ;dn , ;up + ;a / ;c ), or another Raging Storm. This is one of Rock's strong points.

Shine Knuckle: ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d
* Rock does a super version of Hard Edge. The button strength determines the amount of damage. This is another follow-up to Rock's command throw (360 + ;c ).

Deadly Rave: ;fd ;df ;dn ;db ;bk ;fd + ;a / ;c , ;a , ;a , ;b , ;b , ;c , ;c , ;d , ;d , ;dn ;db ;bk + ;c (when meter stock is at level 3)
* Rock does his version of Geese's Deadly Rave. He rushes the opponent and does a series of attacks, which can end with a pulsating blast if done correctly. If the inputs stop, Rock will not continue to attack.


A/D Assault
Storm & Stream:  ;bk ;dn ;db + ;c ;e (When partner is Terry Bogard and within 10 counts after Rage Run: Shift)
* Rock does a Rising Tackle sending the opponent in the air. Terry then follows up with a Power Geyser, and Rock finishes with a charged Raging Storm.


Strats and combos are here: http://dreamcancel.com/wiki/index.php?title=Rock_Howard_(NGBC)

45
Neo Geo Battle Coliseum / NGBC - Neo Dio
« on: November 29, 2010, 10:35:41 PM »
(NOTE: This version of Neo Dio is not the same as the CPU version, as this one lacks 2 moves, Nikuhen and Haimaru Haigaku. Neo Dio is also known as Dio and will be referred to as simply "Dio".)

Normals

Close
* cl. ;a / ;c / ;d are cancel-able.

Standing
* st. ;a is cancel-able/whiff cancel-able.
* st. ;c has good pushback properties.
* st. ;d has a slow start up, but good range.

Crouching
* ;dn ;a / ;b / ;c are cancel-able up close.
* ;dn ;a / ;b are whiff cancel-able.
* ;dn ;a / ;b are chain-able, but cr. B chains better.
* ;dn ;b comes out super fast, and is great in combos.
* ;dn ;c is a an ok anti-air normals. It has a somewhat slow start up from appearance, but if a jump can be telegraphed, this move comes in handy.

Jumping
* ;uf ;d is a great jump attack period. It can sometimes be used as a good cross up tool, but for the most part, its used as a straight forward attack. This move hits several times, and can be used as a combo starter if timed right.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Neo Dio to do a standing attack and he will then tag out.


Throw
Rolling Throw - ;bk / ;fd + ;c ;d
* Can be broken. Regular knockdown.


Command Moves
Rokotsuna Abarabane: ;fd + ;c
* Dio sticks his chest forward as several "rib-like" appendages stretch out and attack. This move has pretty good range, and pulls the opponent towards Dio whether the move is blocked or not, making it good to use while rushing down. Despite the number of appendages, this move only hits once. There is a slight delay in the move, which at times can help catch "GCFS-happy" opponents.

Sliding: ;df + ;b / ;d/ ;b ;d
* Dio slides on the ground, causing either a single hit, or multiple hits causing a knockdown depending on the button pressed. Both B and D do not cause a knockdown, but using ;b ;d does. The ;b ;d version is a great move to use as a combo ender, as it allows Dio to dash in and apply okizeme.


Special Moves
Sonic Saber: ;dn  ;df ;fd + ;a / ;c
* Dio does a dash and attacks with his arm blade. The button strength determines the distance traveled.

Grand Saber: ;dn  ;df ;fd + ;b / ;d
* Dio does an alternate version of his ;dn  ;df ;fd + ;a / ;c . This move can hit several times and does knockdown. Button strength determines the distance traveled.

Burning Crow: (close) ;fd ;df ;dn ;db ;bk ;fd + ;a / ;c
* Command grab. Dio grabs the opponent and does a quick attack that does fire damage.

Bleeding Crow: (close) ;fd ;df ;dn ;db ;bk ;fd + ;b / ;d
* Command grab. Dio grabs the opponent and does a quick attack that does ice damage. This freezes the opponent long enough to follow up with another attack.

Rolling Smash:  ;dn ;up + ;b / ;d
* Dio does an upward rolling attack. The button strength determines the height at which Dio jumps. This move has some priority against certain attacks.

Meteor Smash: in the air, ;dn ;df ;fd + ;b / ;d
* While in the air, Dio does a down-forward rolling attack. The button strength determines the angle/distance of the roll.

Thunder Blow: ;fd ;dn ;df + ;a / ;c
* Dio whips his tentacle-like hair towards the opponent and attacks with lighting damage. This move hits several times, and is one of the best followups to ;fd ;df ;dn ;db ;bk ;fd + ;b / ;d . The ;c version of this move has a slight startup delay.

Muteki no Teppeki:  ;bk ;dn ;db + ;b / ;d
* This is Dio's counter move. He sticks his chest outward and awaits the attack to counter. Both versions have a very bad startup delay, and this move is not really recommended for use, unless one understands the timing of the move and spacing required to execute a successful counter... At that point, it would only be best used as a setup.

Nikuhen: (CPU-only move)

Haimaru Haigaku: (CPU-only move)


Desperation Moves
Ultimate Cannon:  ;dn ;df ;fd ;dn ;df ;fd +  ;a / ;c
* This is Dio's only real projectile. Dio sticks his chest out forward and shoots a dark energy projectile that does a considerable amount of damage. The startup delay is very mininal, and is one of the best moves to follow up with after ;fd  ;df ;dn ;db ;bk ;fd + ;b / ;d .

Ultimate Beast: ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d
* Dio does a "ranbu" attack sequence that launches the opponent and he finishes with a move where Dio hunches over exposing his jagged spikes on his back. This, too, is another good follow up after ;fd  ;df ;dn ;db ;bk ;fd + ;b / ;d .

Ultimate Illusion: ;a , ;b , ;c (when meter stock is at level 3)
* Dio does a shadow slide towards the opponent. If Dio touches the opponent, Geegus (from World Heroes) appears and assists in the "doppleganger" attack. This move does tons of damage, and there are several setups for this move.

Strats, combos and other info can be found here: http://dreamcancel.com/wiki/index.php?title=Neo_Dio_(NGBC)

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