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NeoGeo Battle Coliseum/Controls: Difference between revisions
Created page with "==Button Commands== '''A''' = Light Punch '''B''' = Light Kick '''C''' = Strong Punch '''D''' = Strong Kick '''E''' = Tag Out '''P''' = Either Light Punch or Strong Punc..." |
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'''AB during an attack''' = AC Tactical Step (uses 1 bar) | '''AB during an attack''' = AC Tactical Step (uses 1 bar) | ||
'''CD''' or '''f + CD''' = Forward Throw | '''CD''' or '''f+CD''' = Forward Throw | ||
'''b + CD''' = Backward Throw | '''b+CD''' = Backward Throw | ||
'''CD when grabbed''' = Throw Escape | '''CD when grabbed''' = Throw Escape | ||
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'''E while blocking''' = Guard Cancel Tag Attack (uses 1 bar) | '''E while blocking''' = Guard Cancel Tag Attack (uses 1 bar) | ||
'''qcf + E''' = D-Assault (requires "D-Assault OK" message above Power Gauge) | '''qcf+E''' = D-Assault (requires "D-Assault OK" message above Power Gauge) | ||
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'''b, b''' = Backdash | '''b, b''' = Backdash | ||
==Command Abbreviations== | |||
'''d,d''' - 2,2 - press down twice | |||
'''d,u''' - 2,8 - press down then up | |||
'''db,f''' - 1,6 - press down back then forward | |||
'''f,b,f''' - 6,4,6 - press forward back forward | |||
'''b~f or d~u''' - [4]6 or [2]8 - Charge, hold in one direction then shift to the designated direction | |||
'''d,df~u''' - 2,[3]8 - Running Charge | |||
'''qcf''' - 236 - d,df,f - Quarter circle forward | |||
'''qcb''' - 214 - d,db,b - Quarter circle backward | |||
'''hcf''' - 41236 - b,db,d,df,f - Half circle forward | |||
'''hcb''' - 63214 - f,df,d,db,d - Half circle backward | |||
'''dp''' - 623 - f,d,df - Dragon Punch motion | |||
'''rdp''' - 421 - b,d,db - Reverse Dragon Punch motion | |||
'''tk''' - 2369 - d,df,f,uf - Tiger Knee Motion | |||
'''rtk''' - 2147 - d,db,b,ub - Reverse Tiger Knee Motion | |||
'''hcb f''' - 632146 - f,df,d,db,b,f - Half circle back forward motion | |||
'''qcb hcf''' - 2141236 - Quarter circle back half circle forward | |||
==Other Abbreviations== | |||
'''j.''' - Jump/jumping - Press up-back/up/up-forward. | |||
'''nj.''' - Neutral Jump - Press up | |||
'''sj.''' - Super Jump AKA High Jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward. | |||
'''cl.''' - Close | |||
'''cr.''' - Crouching | |||
'''st.''' - Standing | |||
'''bb.''' - Backdash | |||
'''(SC)''' - Super Cancel | |||
'''(CH)''' - Counter Hit | |||
'''(W)''' - Critical Wire : Said move causes a wallbounce on hit | |||
'''(CW)''' - Counter Wire : Said move causes a wallbounce only on counter hit | |||
dp+C'''(2)''' - do the next move after dp+C does 2 hits. Same logic for another move. | |||
cr.B'''x1~4''' - You can do 1 to 4 cr.Bs here. | |||
'''>''' - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up | |||
'''/''' - or | |||
'''.''' - Like '''A . C''', you have to plink/piano from A to C |
Revision as of 18:44, 26 April 2021
Button Commands
A = Light Punch
B = Light Kick
C = Strong Punch
D = Strong Kick
E = Tag Out
P = Either Light Punch or Strong Punch
K = Either Light Kick or Heavy Kick
X = Any button besides E
AB = Tactical Step
AB just before soft knockdown = Recovery Roll (AKA Fallbreaker)
AB during an attack = AC Tactical Step (uses 1 bar)
CD or f+CD = Forward Throw
b+CD = Backward Throw
CD when grabbed = Throw Escape
b when attacked = Standing Block (hold to continue blocking)
db when attacked = Crouching Block (hold to continue blocking)
f,f while blocking = Guard Cancel Frontstep (uses 0.5 bar)
f,f during Just Defend = Just Defense Frontstep (uses 0.25 bar)
E while blocking = Guard Cancel Tag Attack (uses 1 bar)
qcf+E = D-Assault (requires "D-Assault OK" message above Power Gauge)
Movement
up (u) | (ub) up left - 7 8 9 - up right (uf) (b) left - 4 5 6 - right (f) (db) down left - 1 2 3 - down right (df) | down (d)
u/ub/uf = Neutral, Backwards, and Forwards Jump respectively
d/db/df, ub/uf = Backwards and Forwards High Jump respectively.
f, f = Forward Step/Run
b, b = Backdash
Command Abbreviations
d,d - 2,2 - press down twice
d,u - 2,8 - press down then up
db,f - 1,6 - press down back then forward
f,b,f - 6,4,6 - press forward back forward
b~f or d~u - [4]6 or [2]8 - Charge, hold in one direction then shift to the designated direction
d,df~u - 2,[3]8 - Running Charge
qcf - 236 - d,df,f - Quarter circle forward
qcb - 214 - d,db,b - Quarter circle backward
hcf - 41236 - b,db,d,df,f - Half circle forward
hcb - 63214 - f,df,d,db,d - Half circle backward
dp - 623 - f,d,df - Dragon Punch motion
rdp - 421 - b,d,db - Reverse Dragon Punch motion
tk - 2369 - d,df,f,uf - Tiger Knee Motion
rtk - 2147 - d,db,b,ub - Reverse Tiger Knee Motion
hcb f - 632146 - f,df,d,db,b,f - Half circle back forward motion
qcb hcf - 2141236 - Quarter circle back half circle forward
Other Abbreviations
j. - Jump/jumping - Press up-back/up/up-forward.
nj. - Neutral Jump - Press up
sj. - Super Jump AKA High Jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward.
cl. - Close
cr. - Crouching
st. - Standing
bb. - Backdash
(SC) - Super Cancel
(CH) - Counter Hit
(W) - Critical Wire : Said move causes a wallbounce on hit
(CW) - Counter Wire : Said move causes a wallbounce only on counter hit
dp+C(2) - do the next move after dp+C does 2 hits. Same logic for another move.
cr.Bx1~4 - You can do 1 to 4 cr.Bs here.
> - follow-up, like qcf+A > qcf+P for Kyo's rekka follow-up
/ - or
. - Like A . C, you have to plink/piano from A to C