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NeoGeo Battle Coliseum/Kisarah Westfield: Difference between revisions
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==Special Moves== | ==Special Moves== | ||
Hearty Brandisher Type B: (qcb+B) | '''Hearty Brandisher Type B''': (qcb+B) | ||
*Kisarah swings her school bag to sweep the opponents legs knocking them down. Very good move and it's crucial to a few things in her moveset. It has a relatively normal start-up speed so comboing it from strong st.X is always the best options to assure it will work. Because this move score a knockdown you have the option to continue with her Hearty Brandisher Type A/F (qcb+A~qcf+A) Ultimate Juggle for extra damage and to send the opponent flying to the other side of the screen. There are other possible options for follow-ups but Hearty Brandisher A/F yields the best results with little to risk so you'd be better off just going for that. | *Kisarah swings her school bag to sweep the opponents legs knocking them down. Very good move and it's crucial to a few things in her moveset. It has a relatively normal start-up speed so comboing it from strong st.X is always the best options to assure it will work. Because this move score a knockdown you have the option to continue with her Hearty Brandisher Type A/F (qcb+A~qcf+A) Ultimate Juggle for extra damage and to send the opponent flying to the other side of the screen. There are other possible options for follow-ups but Hearty Brandisher A/F yields the best results with little to risk so you'd be better off just going for that. | ||
*Hits Low | *Hits Low | ||
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Hearty Brandisher Type C: (qcb+C, hold to prolong) | '''Hearty Brandisher Type C''': (qcb+C, hold to prolong) | ||
*Kisarah holds her bag, then she holds it like a shield then hits them with it causing them to stumble forward, the start-up is too long to make it combo-able. The main use for this move is just to pull the opponent and possibly set them up for her command grab or Jealousy Bomber, the problem is despite that it pulls them in the recovery lasts a little to long to make the possible follow-up safe. The recovery animation is the same as her idle animation and since it lasts about half a second it can get really confusing to time the move you want to finsh the combo with. The max amount of time you can prolong the move is about 4~5 seconds. | *Kisarah holds her bag, then she holds it like a shield then hits them with it causing them to stumble forward, the start-up is too long to make it combo-able. The main use for this move is just to pull the opponent and possibly set them up for her command grab or Jealousy Bomber, the problem is despite that it pulls them in the recovery lasts a little to long to make the possible follow-up safe. The recovery animation is the same as her idle animation and since it lasts about half a second it can get really confusing to time the move you want to finsh the combo with. The max amount of time you can prolong the move is about 4~5 seconds. | ||
*Press D during the prolonging to feint | *Press D during the prolonging to feint | ||
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Hearty Brandisher Type D: (qcb+D, hold to prolong) | '''Hearty Brandisher Type D''': (qcb+D, hold to prolong) | ||
*Kisarah holds her bag, then lifts her leg, steps forward to kick the opponent in the leg then smack them with her bag. Another great move in her arsenal despite the fact that it lacks combo set-ups. This move also has 3 level of attack, the first just makes her hit the opponent but they don't get knocked down. After about .3~.5 of a second you reach level two which has her knock the opponent into the air like most normal moves. After a whole second has passed you reached level three which has the eneding hit knocking them really high into the air setting them up to eat whatever comes afterward. Her Ultimate Juggles aren't fast enough but a good replace follow-up is her Cutey Rainbow (dp+K) and (SC) Splash Air Dance (qcfx2+K) DM. | *Kisarah holds her bag, then lifts her leg, steps forward to kick the opponent in the leg then smack them with her bag. Another great move in her arsenal despite the fact that it lacks combo set-ups. This move also has 3 level of attack, the first just makes her hit the opponent but they don't get knocked down. After about .3~.5 of a second you reach level two which has her knock the opponent into the air like most normal moves. After a whole second has passed you reached level three which has the eneding hit knocking them really high into the air setting them up to eat whatever comes afterward. Her Ultimate Juggles aren't fast enough but a good replace follow-up is her Cutey Rainbow (dp+K) and (SC) Splash Air Dance (qcfx2+K) DM. | ||
*Press C during the prolonging to feint | *Press C during the prolonging to feint | ||
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'''Hearty Brandisher Type A''': (qcb+A) | |||
Hearty Brandisher Type A: (qcb+A) | |||
* | * | ||
Revision as of 05:46, 22 December 2010
Normals
Close
- cl. A/B/C/D are cancel-able.
- Close B hits low, combos into her dp+K and her qcfx2+K DM.
- Close C hits mid, links right into her qcb+B if you ever wish to score a quick kncokdown.
- Close D works exactly like close C except with more range.
Standing
- st.A/D are whiff/cancel-able
- Stand B is very quick, can be used as an AA poke but you have to be close.
- Stand C is very slow and despite the look of it it can be blocked high.
- Stand D while it has more range than st.C is still a little slow, however it is whiff/cancel-able so you can use to mess with your opponents, they may head think that they're just going to punish your stand D but end up eating a combo instead.
Crouching
- cr.A/B/C/D are whiff/cancel-able
- Crouch A chains into itself.
- Crouch B chains into other lights, including itself.
- Crouch C makes her hitbox slide forward upon activation, can be used to close the gap between you and the opponent, links into Jealousy Bomber DM (lvl. 3) DM.
- Crouch D is a slide kick which makes her hitbox move forward upon activation, sweeps the opponent and will also link into her Ultimate Juggles, Hearty Brandisher Type A/F (qcb+A~qcf+A) is always the prefered follow-up because it's guaranteed.
Jumping
- j.B/C/D all cross-up.
- Jump B has pretty good reach.
- Jump C is a headbutt attack, it can cross-up but the hitbox is awkward.
- Jump D's hitbox extends to her other leg making it easy to use to cross-up, meaty attack.
Blowback Attack
- Kisarah smack them with her school bag then tags out.
Throw
Swearing Smash: (b/f+CD)
- Kisarah grabs the opponent then smacks then a few times, then flings her school bag to knock the opponent away.
- Can be broken.
Command Moves
Snapping Stamp Kick: (b+D)
- Kisarah swings her left leg forward to kick the opponent in the head, when do alone the start-up is very slow and is very likely to leave you wide open, however it is also an Overhead Attack. As for combing into it's rather difficult because when used after a normal her hitbox is slightly pushed back making a very nex to impossible without some specific set-up. This move is very hit and miss so use it wisely. This also happens to be her first "Ultimate Juggle" which if you read the primer can net you a free hit after just about anything as long as they aren't knocked down. Think up some unique ways to incorporate this move with it and it may end up being used in your general strategy.
- Overhead Attack
- Ultimate Juggle
- Combos from: Crouch C
Round Heel Kick: (f+D)
- Kisarah swings her left leg forward to hit the opponent over the head, yes it's an overhead attack and a pretty good one at that. When used alone (like Snapping Stamp Kick) the start-up is way too long for comfort, however when combo'd into it's very fast and knocks them down very quickly preventing almost any chance they would have to guard.
- Overhead Attack
- Combos from: st/cr.X
Special Moves
Hearty Brandisher Type B: (qcb+B)
- Kisarah swings her school bag to sweep the opponents legs knocking them down. Very good move and it's crucial to a few things in her moveset. It has a relatively normal start-up speed so comboing it from strong st.X is always the best options to assure it will work. Because this move score a knockdown you have the option to continue with her Hearty Brandisher Type A/F (qcb+A~qcf+A) Ultimate Juggle for extra damage and to send the opponent flying to the other side of the screen. There are other possible options for follow-ups but Hearty Brandisher A/F yields the best results with little to risk so you'd be better off just going for that.
- Hits Low
- Combos from: st/cr.X
Hearty Brandisher Type C: (qcb+C, hold to prolong)
- Kisarah holds her bag, then she holds it like a shield then hits them with it causing them to stumble forward, the start-up is too long to make it combo-able. The main use for this move is just to pull the opponent and possibly set them up for her command grab or Jealousy Bomber, the problem is despite that it pulls them in the recovery lasts a little to long to make the possible follow-up safe. The recovery animation is the same as her idle animation and since it lasts about half a second it can get really confusing to time the move you want to finsh the combo with. The max amount of time you can prolong the move is about 4~5 seconds.
- Press D during the prolonging to feint
- Delay Time: 4 seconds
Hearty Brandisher Type D: (qcb+D, hold to prolong)
- Kisarah holds her bag, then lifts her leg, steps forward to kick the opponent in the leg then smack them with her bag. Another great move in her arsenal despite the fact that it lacks combo set-ups. This move also has 3 level of attack, the first just makes her hit the opponent but they don't get knocked down. After about .3~.5 of a second you reach level two which has her knock the opponent into the air like most normal moves. After a whole second has passed you reached level three which has the eneding hit knocking them really high into the air setting them up to eat whatever comes afterward. Her Ultimate Juggles aren't fast enough but a good replace follow-up is her Cutey Rainbow (dp+K) and (SC) Splash Air Dance (qcfx2+K) DM.
- Press C during the prolonging to feint
- Delay Time: 4 seconds
- Combos into: Cutey Rainbow (dp+P), which can then lead to Splash Air Dance (qcfx2+K) if you wish to super cancel
Hearty Brandisher Type A: (qcb+A)
Desperation Moves
DM1:
- description
DM2:
- description
DM3:
- description
General Strategy
- Block strings to use are:
Combos
(more to be updated)