NeoGeo Battle Coliseum/Moriya Minakata

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Normals

Close Standing

  • 5A: Cancelable jab.
  • 5B: Low kick, one of his OTG's, cancelable.
  • 5C: A 2 hit upper slash. Both hits are cancelable, the second sends the opponent to the air.
  • 5D: A knee strike that serves as Moriya's go-to heavy tool for combos.

Far Standing

  • 5A: A fast upper slash, can be used as a anti air, maybe most reliable than his DP.
  • 5B: Useful mid poke, good range, cancelable.
  • 5C: A far and pretty alright poke, not cancelable.
  • 5D: Same animation than 5B, not cancelable.

Crouching

  • 2A: Surprisingly hits low and has range to boot, cancelable. Good substitute when out of cr.B range.
  • 2B: Your main combo starter, chainable into itself up to 3 times, hits low.
  • 2C: An arching Anti air button, a bit slow, cancelable.
  • 2D: Sweep, cancelable.

Jumping

  • jA: Has a good reach, a good tool to air to air.
  • jB: Crossup, fast, instant overhead, may be Moriya's best air button.
  • jC: Moriya swing his sword, not-as-but-still-pretty fast j.B, good commitment jump in.
  • jD: A horizontal jumping kick, can be used as a anti air with jump back.

Blowback Attack Pressing the E button while blocking will allow Moriya to do counter with far 5C, and he will then tag out.

Throw

Summer Rain: b/f + CD

  • Can be broken, Moriya Airlines™ sends the opponent to Australia.

Command Moves

Glancing Blade Drought: 3A/df.A

  • Free-cancelable overhead with some start-up that can go into literally. Anything. Not just specials and supers, but normals, another df+A, b/f dash, run, jumps, AB, Dual Assault (will not combo, please do not), and Special Dual Assault (actually does combo but you should do rekka into dp+C before that instead of an unnecessarily risky 50/50).
  • The "free-cancel" actually comes from this move's endlag being nonexistent. But that does mean you have to give a, if very slight delay, where you input what you want right AFTER df+A and not AS it hits.
  • Can be canceled into from a normal where it'll combo but loses overhead property. Gains the "regular" kind of cancel window, but still maintains zero endlag so you aren't forced to do specials or supers.

Glancing Blade Eclipse: 3C/df.C when opponent is down

  • Another OTG that you'll only ever be able to use after a throw into, and while Moriya's close to the corner. Allows Moriya to use another OTG right after, meaning you can do another df+C for more damage, or cl.B into cancel to restart/continue his mix-up game. cl.B will only work if Moriya's right at the corner and not at a range where 2nd df+C becomes your only option.

Special Moves

Glancing Blade Moonlight: qcf + A/C - 236 A/C (A up to 3 times; C up to 4 times)

  • Moriya's rekka, where the enders of both lead to hard knockdown.
  • A version is a 3 hit combo that can combo from lights. 3rd hit is a hop attack that hits overhead.
    • Moriya does a parkour roll after this overhead. A double-edged sword in that he's very open for punishment on block (and you should stop at the 1st/2nd hit anyway before allowing that), but gives him the ability to OTG and cancel with cl.B anywhere on screen if it lands.
    • Can kara cancel the 2nd hit to do the overhead right after the first (see combos section).
    • The first and second hits can be SC'd, or cancelled into Glancing Blade New Moon (dp+A) or Double Moon (dp+C).
  • C version starts slower, only comboing from cl.C (1), but travels further ahead and hits one extra time for a total of 4 hits (all hit mid).
    • Gives a lot of pushback on block and thus semi-safer than finished A rekka, but GCs from the opponent still make it a risk.
    • The first, second and third hits can be SC'd, or cancelled into Glancing Blade New Moon (dp+A) or Double Moon (dp+C).


Glancing Blade New Moon: DP + A - 623 A

  • Moriya does an upward slash ending with him facing the background, grounded anti-air.
  • Can be canceled into after any hit of either rekka except the last. Only applicable at or near corner.


Glancing Blade Double Moon: During New Moon, DP + C - 623 C

  • A faster version of regular dp+C that can be inputted as a follow up to Glancing Blade New Moon on connect or whiff. Not to be confused with inputting dp+C to end Moriya's rekkas.
  • This "dp rekka" isn't actually the best way to end Moriya's rekka in the corner. Doing qcf+Ax2 or qcf+Cx3 and then regular dp+C after leads to more damage and a juggle on top of that.
  • Not SC-able and not worth trying to use his Ultimate Juggle after even if you launch with a penultimate rekka input then dp+A beforehand. You'll very likely whiff and the 2 or 3 hits of damage out of 16 isn't worth it.
  • This follow-up can be used to further commit to and improve his anti-air; guarding the air longer with this move as well as having less endlag on whiff or on block.


Glancing Blade Reverse Moon: DP + C - 623 C

  • Moriya does an upward slash ending in him facing the foreground. Also a grounded anti-air, but has more start-up and is safer on block than dp+A.
  • Gives a juggle opportunity on hit where Moriya can reset with cl./cr.A.
    • If he hits with qcf+Ax2/qcf+Cx3 beforehand, he can combo into his regular D. Assault, or Special D. Assault w/ Kaede.
  • Can be used as a tricky crossup after a knockdown or a deep tactical step at point-blank.


Glancing Blade Haze: qcb + A/B/C - 214 A/B/C

  • An extended quickdraw slash similar to Yamazaki's snakearm in FF/KOF. A version is an anti-air, B version hits mid and C version hits low (and does not OTG).
  • This move can nullify projectiles.
  • By tapping or holding (if you wish to charge) A/B/C during the first hit -- pretty much right as Moriya draws his sword -- you can do another quickdraw strike. There are a few knick-knacks about this mechanic:
    • Repeating Glancing Blade Haze will work on connect or on whiff. What matters is that you tap/hold the button on the 1st of the 2 hits.
    • The high (A) and mid (B) strikes can be repeated into themselves or alternately as long as you want. They also can be charged (see Drown Sword Standby below).
    • Once you choose the low (C) strike, the ability to cancel into another quickdraw is lost, both into itself or A/B. It also cannot be charged; a fixed start-up longer than "initial" qcb+C before Moriya does his low. Can still cancel the stance with D.


Drown Sword Standby: Hold respective button during Glancing Haze.

  • Extend Glancing Haze stance with the button you initially hit. You can press D to cancel holding this stance.
  • Charging for almost 2 whole seconds will cause Moriya to flash white and add 2 more stabs to his quickdraw for 4 hits, and doing about as much damage as a DM.
  • Charging, rather than cover all 3 available angles, has Moriya concentrate on striking the area the button already points at. But there is still some hitbox extension.
  • Despite the perceptible gap between the flash and Moriya's charged quickdraw, you can't release the button "earlier". You have to hold it until it rips on its own. May or may not have application in mind games (?)


Sash Blade Moonwalk: RDP + A/B/C - 421 A/B/C

  • Teleportation A version feints Moriya warping forward, ending up in the same place.
  • B version positions Moriya roughly 2 characters away from the opponent, meaning he could travel forward or back depending on where he and the opponent are prior to inputting rdp+B.
    • This can lead to some strange interactions
  • C version puts Moriya behind the opponent, lest they're in the corner where he'll be right at their front.
  • Pressing A, B, or C during the teleport puts Moriya into the Glancing Blade Haze stance for a long distance strike, the angles being the same as the qcb special.
  • Glancing Blade Haze stance after teleport has the same properties as Drown Sword Standby's attacks, meaning you cannot charge the low (C) blow, and must wait on it or cancel before releasing itself.
  • Will enable Moriya's f,hcf+C with Kaede. Mind that only the teleport is needed; the follow-up Glancing Blade Haze quickdraw is not necessary.

Desperation Moves

Life and Death Moonlight Flash: 2x QCB + A/C - 2x 214 A/C

  • Moriya does multiple Glancing Blade slashes, costs 1 meter.
  • Also his assigned Ultimate Juggle, but the property is very difficult to take advantage of with how the hits play out. And comboing into it that way in the first place is a chore compared to SC-ing his rekka (1st only of A, 1st or 2nd of C).
    • Despite the above point, it's ill-advised to use this super as your one-bar combo ender. There's more damage to be gained without meter, and Tactical Step after cl.D would how you'd have Moriya utilize one bar anyhow.
  • This thing is still a blender even if the damage is lacking. An opponent will be juggled directly up instead of away (at least until the end where Moriya by then is safe). The range and height is huge, and projectiles are nullified.

Life and Death Wild Seasons: QCF,HCB + A/C - 236,63214 A/C

  • Rushing attack, costs 2 meters. Very solid super combo ender after qcf+Ax2 or qcf+Cx3.
  • C is practically better than A in every way. Same damage, same reliability as a combo ender, same disadvantage on block, travels full screen (an extra 1/4 if Moriya whiffs) vs 3/4, runs faster, and fullbody invuln at the start of the run.

General Strategy

Moriya is a solid rushdown/mixup character, he has a good pressure with his decent pokes (5B, 5D, 2D, far 5B/5D), his rekkas and some tricks with his C DPs and Teleports.


  • He can start the combos from a low (cr. B) So, usually, combos with Moriya are started off with cr.bx2 to rekkas.


OTGs: Close 5B and 3C

  • 3C strikes the ground and can be done two times. It is done after a throw in the corner. Out of the corner use st.b as his OTG.




Some Moriya stuff:

  • After a knock down, Moriya can do DP + C for a unexpected crossup.
  • After cr.C as AA, cancel and quickly execute A Rekka while avoiding a DP. The last hit (Overhead) will connect. It's the best meterless option for a AA Combo. With meter, you can use 2C x 214214 A/B, which is okay if you want to check for cr.C connecting.
  • The Last Blade characters have parries. Moriya has a high (f+BD) and low (f+BD) but not an aerial (air f+BD) parry. Tap BD after a successful deflect or cancel the animation with a super or regular/Special D. Assault.
    • You would think that the opponent being deflected on the ground would give qcbx2+p a time to shine. But for some reason the opponent gets popped into the air after the 1st hit, losing a ton of damage and doing about half as much as just doing the BD follow-up. If you want to use super, use ranbu. That will actually award you double the damage compared to BD, connecting even if you did an anti-air deflect.

Combos

Usually, Moriya's combos start the same way with cr.Bx2/3 with or w/o a jump-in. A jump-in can be added to just about every combo while still fitting 1 or 2 cr.B's or a cl.D. 3A/df+A can be used as a starter to for some combos that don't involve Tactical Step. For combos into all hits of A rekka, overhead slash must go right into A rekka or you will miss the 2nd hit.

0 bar

  • (j.X) > 2Bx3 > 236+Ax3

Your main BnB. Can also start with 3A, but you'll miss the 3rd hit if midscreen unless point-blank.

  • (j.X) > 2A > 236+Ax3

At range where 2B will not reach, use 2A and do 236A fast to bypass the rekka's second hit into overhead.

  • 3A > 2A > 236+Ax3

Command Overhead starter with a low right after. Like the combo above, involves kara canceling the 2nd rekka hit to combo into overhead.

  • (j.X) > cl.C(1)/cl.D > 236+Ax3

Close BnB, mad damage, usually your main GCFS punisher.

  • [Combo into 3rd hit of A rekka] > cl.B > 421+A/B/C

Takes advantage of hard knockdown and leads right into a teleport mix-up. Also a safe way to guarantee enabling of Special Dual Assault if you have Kaede.

(Near) Corner Only

  • [Combo into 1st 2 hits of A rekka] > 623+C

This will net you more damage than 236+Ax3 and an opportunity to reset. Wait for after the 2nd part of rekka hits before 623+C to avoid getting the 3rd instead.

  • [Combo Above] > 236+E OR 641236+CE

The only things that will combo after 236+Ax2, 623+C. Good route for taking down red health.

1 Bar

  • (j.X) > cl.D > AB > 2Bx2 > 236Ax3

The sheer unreliability of 214+px2 as a combo tool gives Tactical Step a better use of a single bar for more comfortable confirming and better damage.

2 Bars

  • (j.X) > cl.D > AB > cl.D > AB > 2Bx2 > 236+Ax3

Just to style with Tactical Step. Could end up carrying from midscreen to corner, and even if you don't make it you're still given a cl.B into teleport either way.

  • (j.X) > 2Bx2/3 > 236+Ax2 > 236,63214 A/C

BnB into SDM. It's simple and powerful.


3 Bars

  • cl.D > AB > 2Bx2 > 236+Ax2 > 236,63214 A/C

Tags on a good extra chunk of damage to SDM BnB at the cost of an extra bar.

  • [cl.D > AB]x3 > 2Bx2 > 236+Ax2 > 623+C > 236+E OR 641236+E

Assuming the opponent has lost little to no health, this is a combo that takes out about as much red health as is left behind before normal Dual Assault nearly deletes it by carrying from midscreen to the corner. If you have Kaede and Special Dual Assault at the ready, this is one way to burn your meter and cripple the opponent's ability to recover any red health they already have and you just gave at the same time. Can save a bar by only doing [cl.D > AB] twice rather than twice and is recommended if you're between midscreen and the corner rather than AT midscreen.

NeoGeo Battle Coliseum
General

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