Difference between revisions of "NeoGeo Battle Coliseum/Controls"

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(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