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NeoGeo Battle Coliseum/K'

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Normals

Close

  • cl. A/B/C/D are cancel-able.
  • cl. A is a standing elbow that can chain up to 2 hits and can combo into dp + A or f + B.
  • cl. B is a low kick that can chain up to 2 hits and can combo into dp + A or f + B.
  • cl. C is a 2-hit uppercut. This move can be canceled at any point of execution.
  • cl. D is a move that deceivingly looks like a low trip, but it is a special mid (can be blocked with either standing or crouching block).

Standing

  • st. A is a straight jab. This move is actually pretty fast, as it comes out about as fast as jabs in Fighter's History Dynamite. This move cannot be canceled into anything.
  • st. B is a mid kick, which can be used as a mid-range poke. This move cannot be canceled into anything.
  • st. C is a standing hook. This is the only move that can be canceled into a special.
  • st. D is roundhouse kick.

Crouching

  • cr. A is a ducking punch with special-mid properties. It can chain up to 2 hits and can combo into dp + A or f + B.
  • cr. B is a low hitting kick that can chain up to 3 hits. If desired, cr. B can chain into cr. A and into either dp + A or f + B.
  • cr. C is a slow moving uppercut that can be canceled into f + C and/or any special for a combo.
  • cr. D is a long sweep. Nothing is guaranteed after this move.

Jumping

  • All jumping attacks can be canceled into aerial specials (qcb + B/D or qcf + B/D).
  • j. A is an air punch attack that can be used to cross up, safe jump in, or it can be canceled into an aerial move for some mixup potential.
  • j. B is a jumping knee attack. The hitbox is higher than j. A, so it can't be used to cross up.
  • j. C is an alternate version of j. A, in where K' drops his other hand lower than the j. A version. There are a few options here just as there are in j. A, but there's a slight difference. Because the hitbox is lower, this move hits quicker when attempting a safe jump in, allowing the mixups to be applied with no real fear of GCFS, unless the opponent has a full bar. This is obviously not a good move to use against characters with dp reversal potential.
  • j. D is a fly kick that can be canceled into an aerial special.

Blowback Attack Pressing the E button while blocking will allow K' to do counter with f + A, and he will then tag out.


Throw

Shot Pile: b/f + CD

  • Can be broken. Normal knockdown. From this throw, qcf + B/D can be used to apply mixups if desired.


Command Moves

One Inch: f + A

  • K' steps forward and does a punch similar to Bruce Lee's "One Inch Punch". On a normal hit this move knocks down, but on counter hit, it causes a counter wire in which the opponent bounces off of the wall. K' can combo from counter wire hits. If this move is used in a link (i.e. - cl. C > f + A) it just acts as a normal hit that can be canceled into a special.

Knee Assault: f + B

  • K' does a short jumping knee that can be canceled into an aerial special.

Special Moves

Iron Trigger: qcf + A/C

  • K' throws his arm out, and emits a giant circular flame. Button strength only determines the damage for the initial hit. There are different moves that can be done from this move.

Second Shot: During Iron Trigger, f + B

  • K' kicks that flame he just threw out from qcf + A/C. There's no damage distinction here, nor is there a difference in projectile speed.

Second Shell: During Iron Trigger, f + D

  • K' does a flaming kick that launches the opponent and allows for a combo.

Black Out: During Iron Trigger, b + B/D

  • K' cancels his flame with a teleport dash. Button strength determines whether he teleports in front of (B) or behind (D) the opponent.

Crow Bites: dp + A/C

  • K' does an uppercut attack. Button strength determines the arc, and the number of hits. A does 1 hit, and C does 4 hits. If dp + C is used, pressing f + B/D will add an extra hit.

Minutes Spike: qcb + B/D

  • K' does an air kick attack. This move can be done in the air, and be canceled into either air qcb + B/D or air qcf + B/D.

Narrow Spike: During Ground Minute Spike qcb + B/D

  • K' does his dash teleport, but it actually hits, allowing him to combo this move with a DM.

Air Trigger: During Ground Minute Spike or in the air qcf + B/D

  • K' throws a fireball from the air. Button strength determines the angle at which the fireball flies to the ground.


Desperation Moves

Heaven's Drive: qcf x2 + B/D

  • K' does a series of dp + A/C and finishes with an air kick.

Heat Drive: qcf x2 A/C (hold button to charge)

  • K' does a dashing punch that launches the opponent in the sky. This is a very good move, as it allows K' to combo with this move. This move can be charged by holding either A or C. At max charge, this move becomes unblockable. It also does a considerable amount of guard damage.

Chain Drive: qcf, hcb + A/C

  • K' tosses his shades towards the opponent. If they hit, he continues with a ranbu combo ending with a f + A attack. If the shades do not hit, or if they're blocked, there's a very long recovery time, allowing the opponent to get a free combo.

General Strategy

  • Block strings to use are:

Combos

(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