Difference between revisions of "NeoGeo Battle Coliseum/Kaede"

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'''Close Standing'''
'''Close Standing'''
* 5A: Jab, cancelable.
* 5A: Jab, cancelable.
* 5B: Looks identical to far B but is much faster, cancelable, OTG.
* 5B: Looks identical to far B but is much faster, chains into itself once, cancelable, OTG.
* 5C: 2 hit upward slash. Both hits cancelable, the second puts the opponent in the air, not knocking down.
* 5C: 2 hit upward slash. Both hits cancelable, the second puts the opponent in the air, not knocking down.
* 5D: Quick knee as Kaede's primary heavy button for combos.
* 5D: Quick knee as Kaede's primary heavy button for combos.
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* 5B: Stomp kick with some start-up, cancelable, OTG.
* 5B: Stomp kick with some start-up, cancelable, OTG.
* 5C: One-handed downward motion that briefly covers above and in front of Kaede.
* 5C: One-handed downward motion that briefly covers above and in front of Kaede.
* 5D: Slightly faster but shorter and less mashable poke than far A.
* 5D: Slightly faster but shorter and less mashable poke than far A. But is cancelable.


'''Crouching'''
'''Crouching'''
* 2A: Jab that's cancelable, chains from itself, cl.A, cl.B and cr.B. i.e. his best light confirm.
* 2A: Jab that's cancelable, chains from itself, cl.A, cl.B and cr.B. i.e. his best light confirm.
* 2B: Fast but short low, cancelable. Chain into cr.A.
* 2B: Fast but short low, cancelable. Often used to chain into cr.A.
* 2C: Upward 45° slash, committing anti-air, cancelable.
* 2C: Upward 45° slash, committing anti-air, cancelable.
* 2D: Very standard sweep, cancelable.
* 2D: Very standard sweep, cancelable.


'''Jumping'''
'''Jumping'''
* j.A: Can't decide if it wants to be a jump-in or an anti-air. Ends up sucking at both. Cross-up exists and is the most awkward of 3.
* j.A: Can't decide if it wants to be a jump-in or an air-to-air. Ends up sucking at both. Cross-up exists and is the most awkward of 3.
* j.B: Nice kick angle for jump-in, can cross-up.
* j.B: Nice kick angle for jump-in, can cross-up.
* j.C: Good committal jump-in swing with some start-up.
* j.C: Good committal jump-in swing with some start-up.

Revision as of 21:31, 23 January 2022

Kaede-ngbc (arcaderender).jpg

Normals

Close Standing

  • 5A: Jab, cancelable.
  • 5B: Looks identical to far B but is much faster, chains into itself once, cancelable, OTG.
  • 5C: 2 hit upward slash. Both hits cancelable, the second puts the opponent in the air, not knocking down.
  • 5D: Quick knee as Kaede's primary heavy button for combos.

Far Standing

  • 5A: Somewhat spammable horizontal slice for poking and to some degree anti-airing.
  • 5B: Stomp kick with some start-up, cancelable, OTG.
  • 5C: One-handed downward motion that briefly covers above and in front of Kaede.
  • 5D: Slightly faster but shorter and less mashable poke than far A. But is cancelable.

Crouching

  • 2A: Jab that's cancelable, chains from itself, cl.A, cl.B and cr.B. i.e. his best light confirm.
  • 2B: Fast but short low, cancelable. Often used to chain into cr.A.
  • 2C: Upward 45° slash, committing anti-air, cancelable.
  • 2D: Very standard sweep, cancelable.

Jumping

  • j.A: Can't decide if it wants to be a jump-in or an air-to-air. Ends up sucking at both. Cross-up exists and is the most awkward of 3.
  • j.B: Nice kick angle for jump-in, can cross-up.
  • j.C: Good committal jump-in swing with some start-up.
  • j.D: Alright jump-in, best option for air-to-air. Difficult cross-up that you can't land on short characters and a number of crouchers.

Blowback Attack Pressing the E button while blocking will allow Kaede to counter with the 2nd hit of his qcb+A, and he will then tag out.

Throw

Ittou Rai Tei: b/f + CD (also in air)

  • Can be broken on ground. Kaede jumps with the opponent and rolls over them as they hit the ground, Kaede recovering first and in position to cross-up j.B with a normal forward jump.
  • Air throw prompts a lightning bolt to strike as Kaede and his opponent land, doing a bit more damage and leaving Kaede in the same okizeme position as ground throw.
    • Cannot be combo'd into after command grab like in The Last Blade duology.
    • Regardless of what direction you held beforehand, Kaede will do the throw in the opposite direction he was facing (e.g. Kaede faces right, air throw has him roll left over the opponent, is still facing right).

Command Moves

name:

  • description


Special Moves

Name1:

  • description

Name2:

  • description

Name3:

  • description


Desperation Moves

DM1:

  • description

DM2:

  • description

DM3:

  • description

General Strategy

  • Block strings to use are:

Combos

(more to be updated)


Color Palettes

  • Note: The "S" button is the start button.

Kaede-ngbc (colors).jpg


NeoGeo Battle Coliseum
General

ControlsFAQSystem

Characters

AiAkari IchijoAsuraAthenaCyber WooFuumaGeese HowardGenjyuro KibagamiGoodmanHanzoHaohmaruHotaru FutabaIori YagamiJin ChonreiJin ChonshuK'KaedeKeiichiro WashizukaKim KaphwanKing Lion (Shin Shishioh)King Lion (Shishioh)Kisarah WestfieldKyo KusanagiLee Pai LongMai ShiranuiMarco RossiMars PeopleMizuchiMoriya MinakataMr. BigMr. KarateMudmanNakoruruNeo DioRobert GarciaRock HowardShermieShikiTerry BogardTung Fu RueYuki