Difference between revisions of "NeoGeo Battle Coliseum/Shiki"

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[[File:Shiki-ngbc (render-arcade).webp|thumb|right]]
==Normals==
==Normals==
A note on Shiki's normals and the more recently discovered tech of kara chain: uniquely, Shiki can chain her normal attacks, leading to interesting routes and aiding in confirming and pressure. There is even a way (seemingly found by a Shiki player at Public BigOne, Amamiya) to kara cancel chains that makes chaining into the same normal possible. This is normally used with either crouch A (most common so far) or close B (slightly more niche). The main application of this tech is to make confirms and combos possible that otherwise wouldn't work due to pushback from the standard routes (i.e. situations where you can combo into far D, but by the time you're at that point in a normal non-kara chain, the distance is too far for 214C or D. Assault to connect).


'''Close'''
'''Close'''
*  
* A
*  
Close A is a relatively fast, though underused normal. This and far A both are outclassed in most situations by close B or crouching A. Not typically used for chains.
 
* B
An amazing normal that can begin or fill the middle of a confirm, and with good speed and a generous enough hitbox. Perhaps most importantly, this normal chains from crouch A, and into far D. It is a candidate for kara chaining, but it is a bit more limited and specific in applications for now.
 
* C
 
Close C is a two-hit button typically used for damage or when far D would push out too far for combos, and few other uses due to it being a bit slow. The first and second hits have different properties to them, most notably that the first hit can cancel and combo into almost anything, including her command grab and the overhead kick. It can be chained into on hit from a close D. Close D > close C (one hit) > x is a sure way to combo into all of your options if you're unsure of Close D > far D's pushout allowing it. For example, a D. Assault will work after cl.D > far D with no delay, but 214C will not.
 
The above situation is also where the application of the kara chains comes in, by the way, as mentioned above.
 
* D
 
Close D is an overhead. It is a strong way to start offense, as it chains into other normals for confirms, most importantly far D and close C, but has a few caveats that keep it from being truly overpowering. The move has quite short activation range, a good bit of startup, and very few active frames (I don't have the data atm, but I would estimate 2 or even 1), meaning it's a move that you want to use on oki, but is very unlikely that you'll time it perfectly as a meaty in the most common situations you'll want to use it. This means that often, the opponent will be able to respond with an option to escape, typically a mash or throw, and A+B works as well if they are confident in their timing. Even so, close D is a strong option that must be played around, and you have other options on oki to mix with this so that they're not always ready for the threat.


'''Standing'''
'''Standing'''
*  
* A
Standing A (aka far A) is somewhat of an unfortunate button. It's not particularly fast, doesn't reach very far, and can be crouched. It does have a niche speed/space where close B wouldn't reach and far B would be too slow, but otherwise crouch A or these other buttons are simply better in most applications. It is cancelable while cr.A is not, but generally you won't be confirming anything from here and the cancels aren't safe. Mainly a check for when the ranges of the other buttons are not possible, or perhaps when you want to check an air approach but not have enough time to dp.
 
* B
 
Far B is indeed quite far. While not a fast button or with a great hitbox, it does cover a lot of space and is cancelable, often catching opponents trying to jump. This can then be canceled into 214D, the overhead kick, which is Shiki's anywhere juggle. Getting a hard knockdown in a relatively non-committal way, following an incidental normal tagging the beginning of a jump, is quite good. Shiki's neutral isn't particularly strong in a traditional sense of using normals to space, but this is one button that can kind of do it.
 
* C
 
Far C is a hard button to practically apply. It's slow like other Samurai Showdown character heavy slashes, but without the range or reward. If close enough, it can combo into things like D. Assault or your 214x options, but judging that distance and setting this up are a bit more inconvenient than they're worth, usually, in this author's opinion. What is perhaps one application of the move is how Shiki reels back slightly before the attack, potentially avoiding an opponent's move, and how it does recover relatively quickly. It could possibly catch the opponent off guard if they expect something else when they see the startup of this move, but it is not a go-to in any common situations in my own experience.
 
* D
 
Far D, however, will see quite a bit of use. Fast with good range and ending her normal chains, this move will combo into your common options so long as you're not spaced too far away - with each option having a slightly different space where it will work, so be careful. This move is not a good whiff, but otherwise is good in other areas. Most often, cr. A > far D, close B > far D, or close C > far D will be how you reach this move in chains. Note that cr. A > close B > far D is also a common and good chain.


'''Crouching'''
'''Crouching'''
*  
* A
*  
 
Crouch A is the best/fastest thing you can use to threaten space directly in front of you, with options to combo out of it. It's also the only real choice you have for a mash, but it is nowhere near the speed of a Kim or Robert cr.A, making it less powerful post-guard cancel step for punishes. It is regardless a very important tool and the common start of a chain for confirms/pressure, including how the kara chain is usually started. Your most common cancel path from this will be to close B or far D.
 
How to kara chain:
Press cr.A, and then immediately start to (very quickly) piano/plink cr.B, back to cr.A, and then repeat. The timing on this is a speed where it is hard to manually control, but can be done at least semi-consistently in practice. You can do up to 5 cr.As in a row like this, but commonly you want to instead stop at 2, since any more past that will eliminate your combo options from the lights. Note that this also works for close B in the same way, alternating with standing A.
 
* B
 
Crouching B is another 2-hitting normal of Shiki's, but unfortunately it does not have much combo potential. Instead, it is a non-committal path for damage or pressure, which can also be followed similarly to far B with a 214D to either catch jump outs into an anywhere juggle or reset pressure on block. Seeing the 2-hit guard can prepare your mind for your next choice - whether you will attempt such a reset, attempt to catch them low with a 214, or wait and see their response.


'''Jumping'''
'''Jumping'''
*  
* A
*
 
Only used in very atypical air to air situations with a character that should not be air to airing very often. Shiki's jump is quite floaty and her jumping buttons aren't particularly powerful as an approach or space control, so most of these are rarely used. Jumping D is a preferable air to air move, but only if it has the time available to animate.
 
* B
 
Jump B's niche is just that its box is angled differently from jump A's, and otherwise you would usually still choose D.
 
* C
 
Jump C is the jump-in button we have, for a character that shouldn't usually be jumping in. It does have a nice enough hitbox and gives time to combo, for when you need to use it.
 
* D
 
As mentioned, this is the better air-to-air usually, when time and space allows. The animation is the same as 214D's, but even without a hitbox viewer, I can tell you that it's probably not quite as strong of a set of boxes. Still, generally a good enough choice if you find yourself in such a situation, with it being handy that she does slightly shrink herself before the attack.


'''Blowback Attack'''
'''Blowback Attack'''
Pressing the E button while blocking will allow (name) to do counter with (description), and he will then tag out.
Pressing the E button while blocking will allow Shiki to counter with a relatively far-reaching standing stab, and she will then tag out if successful. This move universally can be baited and punished or even beaten, but is still a strong escape option.
 


==Throw==
==Throw==

Latest revision as of 23:46, 2 June 2024

Shiki-ngbc (render-arcade).webp

Normals

A note on Shiki's normals and the more recently discovered tech of kara chain: uniquely, Shiki can chain her normal attacks, leading to interesting routes and aiding in confirming and pressure. There is even a way (seemingly found by a Shiki player at Public BigOne, Amamiya) to kara cancel chains that makes chaining into the same normal possible. This is normally used with either crouch A (most common so far) or close B (slightly more niche). The main application of this tech is to make confirms and combos possible that otherwise wouldn't work due to pushback from the standard routes (i.e. situations where you can combo into far D, but by the time you're at that point in a normal non-kara chain, the distance is too far for 214C or D. Assault to connect).

Close

  • A

Close A is a relatively fast, though underused normal. This and far A both are outclassed in most situations by close B or crouching A. Not typically used for chains.

  • B

An amazing normal that can begin or fill the middle of a confirm, and with good speed and a generous enough hitbox. Perhaps most importantly, this normal chains from crouch A, and into far D. It is a candidate for kara chaining, but it is a bit more limited and specific in applications for now.

  • C

Close C is a two-hit button typically used for damage or when far D would push out too far for combos, and few other uses due to it being a bit slow. The first and second hits have different properties to them, most notably that the first hit can cancel and combo into almost anything, including her command grab and the overhead kick. It can be chained into on hit from a close D. Close D > close C (one hit) > x is a sure way to combo into all of your options if you're unsure of Close D > far D's pushout allowing it. For example, a D. Assault will work after cl.D > far D with no delay, but 214C will not.

The above situation is also where the application of the kara chains comes in, by the way, as mentioned above.

  • D

Close D is an overhead. It is a strong way to start offense, as it chains into other normals for confirms, most importantly far D and close C, but has a few caveats that keep it from being truly overpowering. The move has quite short activation range, a good bit of startup, and very few active frames (I don't have the data atm, but I would estimate 2 or even 1), meaning it's a move that you want to use on oki, but is very unlikely that you'll time it perfectly as a meaty in the most common situations you'll want to use it. This means that often, the opponent will be able to respond with an option to escape, typically a mash or throw, and A+B works as well if they are confident in their timing. Even so, close D is a strong option that must be played around, and you have other options on oki to mix with this so that they're not always ready for the threat.

Standing

  • A

Standing A (aka far A) is somewhat of an unfortunate button. It's not particularly fast, doesn't reach very far, and can be crouched. It does have a niche speed/space where close B wouldn't reach and far B would be too slow, but otherwise crouch A or these other buttons are simply better in most applications. It is cancelable while cr.A is not, but generally you won't be confirming anything from here and the cancels aren't safe. Mainly a check for when the ranges of the other buttons are not possible, or perhaps when you want to check an air approach but not have enough time to dp.

  • B

Far B is indeed quite far. While not a fast button or with a great hitbox, it does cover a lot of space and is cancelable, often catching opponents trying to jump. This can then be canceled into 214D, the overhead kick, which is Shiki's anywhere juggle. Getting a hard knockdown in a relatively non-committal way, following an incidental normal tagging the beginning of a jump, is quite good. Shiki's neutral isn't particularly strong in a traditional sense of using normals to space, but this is one button that can kind of do it.

  • C

Far C is a hard button to practically apply. It's slow like other Samurai Showdown character heavy slashes, but without the range or reward. If close enough, it can combo into things like D. Assault or your 214x options, but judging that distance and setting this up are a bit more inconvenient than they're worth, usually, in this author's opinion. What is perhaps one application of the move is how Shiki reels back slightly before the attack, potentially avoiding an opponent's move, and how it does recover relatively quickly. It could possibly catch the opponent off guard if they expect something else when they see the startup of this move, but it is not a go-to in any common situations in my own experience.

  • D

Far D, however, will see quite a bit of use. Fast with good range and ending her normal chains, this move will combo into your common options so long as you're not spaced too far away - with each option having a slightly different space where it will work, so be careful. This move is not a good whiff, but otherwise is good in other areas. Most often, cr. A > far D, close B > far D, or close C > far D will be how you reach this move in chains. Note that cr. A > close B > far D is also a common and good chain.

Crouching

  • A

Crouch A is the best/fastest thing you can use to threaten space directly in front of you, with options to combo out of it. It's also the only real choice you have for a mash, but it is nowhere near the speed of a Kim or Robert cr.A, making it less powerful post-guard cancel step for punishes. It is regardless a very important tool and the common start of a chain for confirms/pressure, including how the kara chain is usually started. Your most common cancel path from this will be to close B or far D.

How to kara chain: Press cr.A, and then immediately start to (very quickly) piano/plink cr.B, back to cr.A, and then repeat. The timing on this is a speed where it is hard to manually control, but can be done at least semi-consistently in practice. You can do up to 5 cr.As in a row like this, but commonly you want to instead stop at 2, since any more past that will eliminate your combo options from the lights. Note that this also works for close B in the same way, alternating with standing A.

  • B

Crouching B is another 2-hitting normal of Shiki's, but unfortunately it does not have much combo potential. Instead, it is a non-committal path for damage or pressure, which can also be followed similarly to far B with a 214D to either catch jump outs into an anywhere juggle or reset pressure on block. Seeing the 2-hit guard can prepare your mind for your next choice - whether you will attempt such a reset, attempt to catch them low with a 214, or wait and see their response.

Jumping

  • A

Only used in very atypical air to air situations with a character that should not be air to airing very often. Shiki's jump is quite floaty and her jumping buttons aren't particularly powerful as an approach or space control, so most of these are rarely used. Jumping D is a preferable air to air move, but only if it has the time available to animate.

  • B

Jump B's niche is just that its box is angled differently from jump A's, and otherwise you would usually still choose D.

  • C

Jump C is the jump-in button we have, for a character that shouldn't usually be jumping in. It does have a nice enough hitbox and gives time to combo, for when you need to use it.

  • D

As mentioned, this is the better air-to-air usually, when time and space allows. The animation is the same as 214D's, but even without a hitbox viewer, I can tell you that it's probably not quite as strong of a set of boxes. Still, generally a good enough choice if you find yourself in such a situation, with it being handy that she does slightly shrink herself before the attack.

Blowback Attack Pressing the E button while blocking will allow Shiki to counter with a relatively far-reaching standing stab, and she will then tag out if successful. This move universally can be baited and punished or even beaten, but is still a strong escape option.

Throw

name: b/f + CD

  • Can be broken.


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)

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