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Messages - Remzi

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256
Neo Geo Battle Coliseum / Re: NGBC - Iori Yagami
« on: June 18, 2011, 03:04:34 AM »
Jinx, you can't follow up the C version with a fireball, only the A version.

You can combo from close.5A / close.5B / 2A into 6AA (like MB's 5A 6AA when on half-moon) into 214A (whiff) 214A 214A 236A/C, or from 6AA into 236E

His best combo from command throw is probably 2C 214A 214A 214A 236C. The first 214A will often whiff, but the second one will keep it alive and the damage output will be higher due to the fireball OTG. You can also go for 2C 2363214C if you have the meter to spare.

You can also combo off his sweep midscreen by doing 2D -> bluecancel -> 623A, and in corner you can go for a few 623A's. To end this, you can even OTG. Midscreen it's best to use the C fireball, while in corner you should always go for the A fireball.

When Iori gets a knockdown, you've secured yourself a valuable asset. He has the most useful wakeup tools like his crossup and fantastic normals.

His 214C is always unsafe, his 214A is unsafe on second and third hit.

His A fireball is generally better unless you're going for an OTG.

Blah, that's about all I know aside from other misc stuff

257
Neo Geo Battle Coliseum / Re: NGBC - Akari
« on: June 18, 2011, 02:24:48 AM »
Err, I could try to find out about command grab setups. It's not as though it's that good, aside from chaining into it.

Her blockstrings. 2C (1 Hit) 214D C 2C (1 Hit) 214D C (Loop) is an inexcapable blockstring and it's all cancel'd into itself, so when done properly it will be extremely tight, even on block, and a GCFS will end up with you wasting meter, or taking damage that can be further linked into her lv1 / control-swap.

I know that you can parry unblockables, but not grabs, incorrect high/low parries, projectiles, and some other weird stuff. Dio's level 3 is a grab, so it beats it. Shishioh's 623A/C counts as an attack, so it can be parried. I've parried Kim's ranbu, so you can parry pretty much any ranbu.

258
Neo Geo Battle Coliseum / Re: NGBC - K'
« on: June 14, 2011, 11:04:44 AM »
Poking with his 236A/C are very good. Unlike the original post states, button strength will determine if it knockdowns or not. A will inflict knockdown, while C will keep them in place.

Best combo ever : 5C (One hit) 6C 214D (No hit) 214D 236236A tk.214D

It can be done midscreen for one meter and does SERIOUS damage, plus it's really stylin'.
Oh, and keep poking with 236A/C, if they try to jump then add the D, if it hits proceed to do 236236A tk.214D

259
Neo Geo Battle Coliseum / NGBC - Akari
« on: June 14, 2011, 10:43:49 AM »
My site is being updated. I'll add a new link once the resources are back at my site.

Throws
4/6CD : Hard knockdown.
j.CD : Tosses them behind you, no-tech, hard knockdown.

Normal Moves
A : Poke, beats out most other moves in range, safe on block, able to cancel.
B : Very small poke, hits low, safe on block, able to special-cancel, can OTG.
C : Mid ranged hit, safe on block.
D : Avoid this move, mid ranged hit, safe on block, inflicts soft-knockdown.
cl.A : Extremely fast poke, combo-starter, safe on block, able to cancel.
cl.B : Same as regular B.
cl.C : Fast hit, similar to cl.A, short combo-starter, safe on block, able to cancel.
cl.D : Moderately fast hit, safe on block, able to special-cancel.
2A : Same as regular A.
2B : Generic low attack, combo-starter, safe on block, able to cancel.
2C : First hit inflicts hard knockdown, second hit inflicts soft knockdown, unsafe on block, able to cancel.
2D : Generic sweep, hard knockdown, safe on block, able to cancel.
j.A : All-around jumping move, short range.
j.B : Avoid this move.
j.C : Air-to-ground move, extremely big downward hitbox.
j.D : Air-to-air move, crosses up.
4C : Command normal with fantastic range and priority, most often used in combos, has two followups which can be done out of any normal, safe on block, able to cancel.
|-> 6C : Good priority and speed, safe on block, no cancel.
|-> 2C : Hard knockdown, no-tech on second hit, good in combos, unsafe on block, able to cancel.
j.2B : Bounces off the enemy, has four followups which can also be done out of 623A/B/C, unsafe without a followup.
|-> 8B : Jumps back and spins, safest option when 2B is blocked.
|-> 2B : Slams down, hitting five times, hard knockdown, no-tech, unsafe, can OTG.
|-> 7/8/9A : Spins and does 24 hits depending on the angle, vulnerable if it doesn't connect, hard knockdown, no-tech vs ground opponents, long recovery. Primarily use this as an anti-air move out of air-to-air 2B or a whiffed 623A/B/C move, no OTG followup.
|->8D : Jumps up and slams down, hard knockdown, no-tech, unsafe, can OTG.

Special Moves
236A/C : Projectile, soft knockdown when close.
28B/D : Uppercut spin, unsafe on block, hard knockdown.
|-> 28B/D : Followup, hard knockdown, able to super-cancel.
63214A/C : Command grab, can be chained into.
214B/D : Runs forward, has three followups and the ability to cancel, primarily used in blockstrings.
|->A/C : Forward thrust, able to cancel.
|->B/D : Counterwire, hard knockdown.
|->CD : Backturned command grab, hard knockdown.
|->44 : Exit the run.
623A/B/C/D : A/B/C are close/mid/far, D falls directly above the enemy and has roll followups, hard knockdown, no-tech, A/B/C have multiple followups.
|->A/B/C : Rolls forward, backward, and in place. C can be followed up with all of the same as j.2B.
|->j.2B followups are all valid after A/B/C.
6BD : Parry, covers high/medium attacks, hard knockdown vs jumping enemies, able to super-cancel.
|->BD : Hard knockdown, no OTG followup.
|->236AC : Higher damage of the regular BD followup, hard knockdown, no-tech.
4BD : Parry, covers low/medium attacks, able to super-cancel.
|->BD : Hard knockdown, no-tech, no OTG followup.
j.6BD : Parry, covers air-to-air attacks, hard knockdown
421A: Temporarily inverts left / right directions on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.
421B: Temporarily inverts up / down directions on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.
421C: Temporarily inverts punch / kick buttons on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.

Super Moves
2141236A/C: Dives forward, can OTG, costs one power gauge.
236236A/C: Fast upward attack, good anti-air, costs two power gauges.

260
Neo Geo Battle Coliseum / Re: NGBC - Neo Dio
« on: June 14, 2011, 10:39:36 AM »
BnB's
Low BnB : 2BBB 236D
Jumpin BnB : j.D 2C 236D
3Bar BnB : 5D -> BlueCancel -> 2C 236236D
Alt BnB : 2BBB 236C (Reset) 632146C
Alt Jumpin : j.D 2C 236C (Reset) 632146C

Use j.236D 2BBB 236D until they respect it and start to block, where you can mix in j.236D 632146D or ABC into a followup.

Freezing Claw Followups
2A (Reset) ABC
623C (Good spacing and damage, allows further pressure.)
236236D
236D

The fire has no startup, while the freeze pauses for a moment before attempting to grab. The fire can therefor be used in more instant situations while the freeze is best used off of a soft knockdown (flip) because of the animation itself.

261
Neo Geo Battle Coliseum / Re: NGBC - Neo Dio
« on: January 07, 2011, 05:03:17 PM »
He's the best boss character IMO.

His level 3 super is unblockable, and his mixups are pretty great. His EX slide can punish air-projectiles pretty easily.

262
Neo Geo Battle Coliseum / Re: NGBC - Yuki
« on: January 07, 2011, 04:50:56 PM »
If you use  j.QCB-SP into j.QCB-SK (Charged) than you can easily combo into  DP-LP (Charged) in the corner. If you want to do it midscreen, you actually need to crossup. It'll push them to you which gives you a fair amount of time to hit the enemy.

His charge grab is absolutely garbage. It's just a waste of a charge.

j.LP is a taunt similar to Dan Hibiki's. It hits, it just does a worthless amount of damage.

j.SP is probably his best Air-to-air attack.

The counter move is very very strict, and easy to punish. It's useful, you just have to use it in a situation you know that their moves will hit. IE Mr.Big's jump-in SP.

Super-Charge doesn't actually charge anything, or so it seems. Not positive on any actual use for this other than looking awesome.

The target-combo he has is pretty amazing to be quite honest. I prefer using the full chain instead of stopping after the third hit, and running at them. I'm a heavy lightning player myself, so I rely on the charged lightning a bit.

As for the charges, you've got it wrong I think. My research dictates that...
LP == Projectile ;
SP == Dragon-Punch ;
LK == Reversal ;
SK == Lightning ;
Taunt == Command Grab ;

Overall he's a strong character so long as you keep him charged. That's the only issue with him.

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