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Revision as of 22:08, 4 April 2020


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

  • cr. A is a low jab. This can chain to itself for 2 hits.
  • cr. B is a low kick that can link to d + A. This move has range and hits low.
  • cr. 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.
  • cr. D is her Hyper Tackle (see command moves)

Jumping

  • j. A is a silly jumping punch that looks a striking pose.
  • j. B is a "butt attack" that's similar in looks to cr. C. The hitbox is small.
  • j. C is a move similar to Kyo's j. d + 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.
  • j. 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: b/f + CD

  • 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 (cr. B, df + A, df + D, qcb + C).

Whirlwind Fist: b/f + 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/d/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.


Special Moves

Joy Joy Block: qcf + A/C/AC (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: qcb + A

  • Ai swings with a baseball bat. This does one hit, and can be canceled into a super. This causes knockdown.

Baseball Stars Professional: qcb + 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 qcb + A. Both moves can deflect projectiles.

Baseball Stars 2: qcb + AC

  • 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 ~ qcf + 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: qcf + 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: hcb + 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: qcf x2 + 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: hcb x2 + 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, qcb + 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: qcb x2 + CE (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.


General Strategy

  • Keeping opponents confused is something that Ai excels at. Using both qcb + A/C and hcb + B/D can keep opponents guessing as to whether or not she wants to absorb or deflect projectiles. While rushing down, canceling a move into qcf + B/D can add to the confusion, unless the opponent is smart and is looking at what Ai is doing during the teleport. Her qcf + A/C/AC moves at a distance can constantly keep opponents from wanting to dash or jump in at times, and using the AC version might throw them for a loop at times (use sparingly). If possible, Ai can call out a far Tetris block, and throw the opponent towards it, so that on wake up Ai's safe to apply pressure without fear of getting hit.
  • With the lack of a sweep, her only really good knockdown move is st. D and at times b/f + C. Her best poke is cr. B, which should be hit confirmed into a cr. A to df + D and qcb + A. Cr. A is too short to be reliable, and cr. C is a joke in all honesty. Ai can't really do a cr. D, because its her Hyper Tackle, which hits mid/high.
  • Like some lower tier characters, she shines in the corner as well. Her Last Resort super can really do a massive amount of damage if there's enough meter to keep the combo going. Ai's j. C and j. D are her only really good air attacks, but its important to make sure that the big foot in j. D hits because the hitbox seems to be only in that area.
  • Block strings to use are:
    • cr. B, cr. A, st. D
    • anything behind a Tetris block can prevent a GCFS attempt
    • (more to be updated)

Ai Primer Version I(by Dark Geese)


- Before you go on trying to tackle her infinite..you need to know the basics of Ai first.

- Her bnb combo is Cr.b, cr.a, df+D to qcb+p Bat..this can link into the qcbx2 p super.

- Another variation of her bnb is st.b to Df+C to bat to ourobouros.

- -Ai doesn’t have a really good Sweep..so be careful.

- The bat reflects projectiles..builds good battery by itself and is a good thing to use.

- Her teleport is good and its qcf+k..one button makes her actually teleport while the other is a fake..

- Her OuroBouros Super is good for rush down and can be released I believe by doing another qcbx2+p to release it.

- Her Joy Joy Balloon is mid-air ABC in the air..D dismounts and can dismount via a crossup..this is key for mastering the infinite. If you Press D again after the first D she will do a dive kick that will crossup.

- Pressing ABC again while on the Joy Joy Balloon will make it explode.

- Forward+ C is a good normal to use as well.

- Far St. D is a good poke to use sparingly with Ai also.


Combos

  • cr. B, cr. A, df + C, qcb + A, hcb x2 + A, [insert juggle here]
  • st. C, df + A, qcb + A
  • (more to be updated)

Color Palettes

  • Note: The "S" button is the start button.

NeoGeo Battle Coliseum
General

ControlsFAQSystem

Characters

AiAkari IchijoAsuraCyber WooFuumaGeese HowardGenjyuro KibagamiHanzoHaohmaruHotaru FutabaIori YagamiJin ChonreiJin ChonshuK'KaedeKeiichiro WashizukaKim KaphwanKisarah WestfieldKyo KusanagiLee Pai LongMai ShiranuiMarco RossiMoriya MinakataMr. BigMr. KarateMudmanNakoruruRobert GarciaRock HowardShermieShikiTerry BogardTung Fu RueYuki

Hidden/Boss Characters

AthenaGoodmanKing Leo (Shin Shishioh)King Lion (Shishioh)Mars PeopleMizuchiNeo Dio