Neo Geo Battle Coliseum for PS2/Xbox 360 - Yuki Guide Version 2.00 by Joshua Vaughn, a.k.a. Mikadok on GameFAQs/GameSpot and I Kei I on Gaia Online and Shoryuken.com Xbox Live Gamertags: I Kei I/MaxMizuhara2 My YouTube channel - http://www.youtube.com/user/Mikadok - Go here to see my NGBC match videos as well as various other vids. = = = = = = = = Copyright info = = = = = = = = Copyright 2010 Joshua Vaughn All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. = = = = Legend = = = = U = Up D = Down F = Forward B = Back u/f = up/forward d/f = down/forward d/b = down/back u/b = up/back qcf = quarter-circle forward, or d, d/f, f qcb = quarter-circle back, or d, d/b, b hcf = half-circle forward, or b, d/b, d, d/f, f hcb = half-circle back, or f, d/f, d, d/b, b dp = Dragon Punch motion, or f, d, d/f j. = jumping s. = standing c. = crouching P = Punch K = Kick LP (A) = Light Punch (Square/X) LK (B) = Light Kick (X/A) SP (C) = Strong Punch (Triangle/Y) SK (D) = Strong Kick (Circle/B) CH (E) = Change (R1/RB) PR = Provocation/Taunt (L1/LB) + = Means to press any noted directions and buttons simultaneously, such as in f+A When buttons are noted together without separation, such as in ABCD, it means to press noted attack buttons simultaneously. = = = = Terms = = = = OTG = Off The Ground. Basically means that a move can pick up or hit a knocked down opponent, so long as they don't tech roll. TK = Tiger Knee (explained in detail below) DM = Desperation Move. These take one or two levels of your Super Meter to use. SDM = Super Desperation Move. These take a full Super Meter to use, and are (usually, with few exceptions) worth the cost. (SC) = Move can be Super Cancelled Emergency Evasion = A+B while standing. Unlike the roll maneuvers in the KoF games, you can only move forward with it. Still, it grants you invincibility from all but throws. Tech Roll = A+B when knocked down, as you hit the ground. Not all moves allow a tech roll recovery. Guard Cancel Front Step = Tap f,f while blocking to cancel your guard and dash forward a short distance. It costs half a level of Super Gauge, but knowing when to utilize it is crucial. Has no invincibility. Just Defend Front Step = Done the same as a Guard Cancel Front Step, only with this, you guard your opponent's attack at the last second beforehand. Uses a bit less meter, but it's the same otherwise. AB cancel = Press A+B during a normal move while grounded to cancel it and dash forward. Like the Emergency Evasion, you are invincible during it. Costs 1 level of your Super Meter. Double Assault = Performed by pressing qcf+E. Another integral part of gameplay, as it depletes the red portion of a wounded opponent's health, which means that should they tag out, they won't be able to heal as much as they would have before said attack connected. = = = = = = = = = = = = = = = = Why'd you make this guide? = = = = = = = = = = = = = = = = Yuki was a very interesting character to me. Like many, I grew up watching Power Rangers. His character was somewhat reminiscent of said superheroes in more than one respect so he caught my eye. Aside from that, I think that he's quite fun to use, and he can be deadly in capable hands, just as any other character. = = = Pros = = = + Air dash. + Special Moves, when charged, give him easy juggles and OTGs. + Can guard crush fairly well outside of corners; extremely well in corners. + Beam supers crush aerial/projectile assaults; MAX beam can juggle anywhere. + Has decent pressure/mixup potential if he can keep the gap closed and makes proper use of charged special moves. = = = Cons = = = - Almost all normals are poor in either range, speed, priority or all three. - Most special moves leave him wide open if they're missed or blocked. - Has very few options against most without having special moves charged to help set the opponent on guard. - Damage output on supers gets horribly nerfed when comboed into. - Most effective anti air attacks come from having charged Submarine Screws or meter. = = = Yuki = = = Normals to keep in mind As has been noted, Yuki has very few normals that should be utilized, due to them suffering in range, speed, priority, or all three. Since such is the case, the few effective ones that he does have must be used carefully. s.SP (close) - Is quick to execute, and has a follow-up in f+SP. Also notable is the fact that you can go from a s.SP(close) into Riding Hero, which sets up some mixup possibilities, so don't hesitate to use this if you can close the gap. s.SK - If timed properly, it can snuff out some incoming aerial attacks. Other than that, it is useful because it can be cancelled into his airdash. (Riding Hero) j.LK - Has the most range out of his aerial normals. Utilize this during his airdash to have it be most effective. j.SP - Has the most vertical range out of all his jumping normals, covering him in the front, and is fairly quick to come out. j.SK - Has poor range, but can be used to cross-up well. c.SK - Doesn't have good range, but has fair recovery and keeps Yuki close to the opponent if guarded. - - - - Movelist = = = = = = = = Command Moves = = = = = = = = Fire Suplex: b or f+CD Yuki's throw. Good for herding an enemy to the corner. Mutation Combination: f+A, d/f+C, b+B, f+D The opponent is launched by the second command of the move. The third sends them a bit higher, and the fourth knocks them away if this all connects. Using this properly depends entirely on your situation. If your opponent is guarding, you must always be certain to stop at the second command, third at the most. If you complete the move while your opponent is guarding, you'll be left open to counterattacks. If you connect, it can open up juggle and combo opportunities. Dogou Sou Ken: (close) SP, f+SP A two step punch chain, similar to what Terry Bogard uses in some iterations of KoF. Use this often, as it can be cancelled into his special and super moves easily, and is good for keeping up pressure on an opponent. = = = = = = = = Special Moves = = = = = = = = Yuki's special moves are unique in that he can charge most of them to increase the effectiveness of them by using another special move of his, the Memory Card Slash. Detailed now are the normal versions of his special moves. Beast Buster: qcf+P An invisible projectile. The LP version of this has a small delay before actually hitting when fired, and can be tricky to dodge since the opponent can't see it, so if you use it, switch between the LP and SP versions of the move. Submarine Screw: dp+P Yuki turns and throws a punch, creating a burst of energy that flows diagonally upwards. His anti-air, but unlike other characters' moves of the same vein, he doesn't leave the ground. This WOULD be a good thing, but he lacks invincibility on it as well. Still, it has its uses. The SP version gets more hits and starts hitting from a lower altitude. It can guard crush quite well, for example, and Yuki recovers quickly from it, so much so that he can pin taller characters down in the corner with reps of it if they're caught. Finally, if he lands a LP Submarine Screw, he can easily follow up with a Double Assault, so it can be crucial to the overall flow of the match. TNT Punch: qcb+P (SC) Yuki dashes forward and hits the opponent with a charged fist. Be careful when using this one, because the actual attack doesn't occur until he comes to a stop, meaning he's open until that point, despite the speed at which he closes the gap. The LP version travels a short distance and hits enemies on contact, but doesn't allow juggle follow-ups outside of his Level 3 Max Beam. The SP version travels full screen and has a slight delay before hitting after he throws the punch, but it can be followed upon connection with a charged Submarine Screw, a Double Assault, or a TK'd Lightning Fist. Interestingly, the energy from this technique counts as a projectile, so you can't fire a Beast Buster afterward, but it can be used to snuff normal projectiles, allowing him to advance as he does so, though of course, only the LP version is recommended for this. Sengoku Denshou: hcb+K Yuki's counter. LK version counters high attacks and SK version counters low attacks. Unique in that instead of taking a stance and raising his hands, Yuki does a small jump and spins, during which if the opponent makes contact, he nails them with two blades of energy. This move launches, and like other special moves he has, allows you to juggle afterward if you so happen to have other charged moves available, or with a Level 3 Beam. Riding Hero: qcb+P in air An air dash. The LP version travels a short distance, while the SP version carries him further. This move is key to keeping Yuki on the offensive, and is best utilized by TKing, or Tiger Kneeing the input of it so that it is executed low to the ground. To put it simply, to tiger knee a motion means to input the motion for a move that can normally only be done in the air while grounded, but quickly executing the last part of the input as you lift off the ground. So, to tiger knee this move, the command would be qcb, u/b+P. Keep in mind that you cannot attack normally until a moment after executing the move. You can, however, cancel this into his Lightning Fist. Lightning Fist: qcb+K Yuki drops from the air, crashing fist first into the ground, creating a small strike of lightning. The normal version of this hits once, and said hit only occurs when he touches the ground. This technique is good in that Yuki cannot be hit in the slight moment he is offscreen. Also, a bit of any forward momentum that you have from his air dash is sustained when you do this during it, which means that you can knock down an opponent, then follow up by TKing an airdash and executing this, which will in turn cross-up his opponent. The move has good recovery, rendering it relatively safe if it's blocked but like his other special moves, you want to use this when it's charged for it to be its most effective. A charged Lightning Fist has a bit of invincibility and will hit an opponent upon activation as opposed to hitting when Yuki touches ground, and does extra damage and has more hits as well. It also has more horizontal range than his normal Lightning Fist. Finally, the Lightning Bolt itself can strike an opponent, which means that, if timed properly, you can use this to counteract some opponents' anti air attacks if they try to nail you on wakeup, with the proper timing, such as Hanzo's, without trading. This also can OTG in certain situations. This is a very important part of his arsenal due to the fact that you can easily create crossup/pressure situations due to being able to execute this near immediately after Riding Hero, no matter how high you are off the ground, which leads to one of his trickiest mixups, that being s.SP(close)-Riding Hero Lightning Fist. Memory Card Slash: d,d+A,B,C,D, or PR button These are Yuki's lifeline. Four of the five Memory Card Slashes allow Yuki to charge some special moves to increase their potency greatly, while one of which allows him to use a command grab. A = Beast Buster. Effect: Beast Buster is executed more quickly and fires three consecutive times; can juggle an opponent in some situations if timed correctly. B = Sengoku Denshou Effect: The range on the jump of Yuki's counter is farther, and the move is executed slightly faster. More hits and increased damage. There's also the added effect of being able to counter DM moves, so long as they're physical, such as Ryo's and Robest's Ranbu DM, Terry's Buster Wolf, or Rock's Shining Knuckle, to name a few. This would be the second most important part of his arsenal, since if it's charged, your opponent has to be on guard a bit more, since if they get a bit too trigger happy, you can use this to counter about anything they may try outside of projectiles. C = Submarine Screw Effect: Yuki changes into Duke Edwards and does the Submarine Screw that he is known for. Can OTG for one hit and can juggle anywhere. Finally, this move sends the opponent into a flight for a scant couple of seconds, and they CANNOT tech roll upon hitting the ground, which makes the downtime after hitting this move the perfect opportunity to charge your other moves. It isn't advised to do this unless you know that you can hit with it, though, because this move has the worst recovery out of all of Yuki's special moves. D = Lightning Fist Effect: Yuki's Lightning Fist becomes a multhit move, the first hit of which actually happens the moment the move starts. The other hits occur when he touches down. Leaves the opponent in more guard stun than the non-charged version, allowing Yuki to put more pressure on an opponent. It also makes cross-ups easier to execute for him. PR = Allos use of the Fire Suplex Hold Fire Suplex Hold: hcb,f+P in close Effect: The Fire Suplex Hold is like his normal throw, aside from the fact that Yuki holds you in place for a moment or two, slowly draining a bit more health out of you in the process. This throw also CANNOT be teched out of, so using it isn't frowned upon at all if you think you can get in a throw. The Memory Card Slashes only take a mere moment to execute, but that same moment is all an opponent needs to close the gap on you and begin a pressure game, so you want to use these at opportune moments, such as after throwing an opponent, landing his Mutation Combination or TNT Punch, or after connecting with another of his charged moves. It goes without saying that charging after hitting with a DM or SDM is valid as well. The advantage to these moves is that they all take the same amount of time to charge (with the exception of the Lightning Fist charge, which takes a full second), and they all look the same, so if you manage to charge, the opponent will have to be wary of just which move you powered up, or risk being nailed by something. = = = = = = = = = = Desperation Moves = = = = = = = = = = Chodokyu 100 Mega Beam: qcbx2+P (Uses one level) Yuki floats up and fires a huge beam that covers quite a nice portion of the screen before him. This move is a godsend for Yuki, since if he has any meter and any distance from his opponent whatsoever, he has immediate control of the air in front of him. Chodokyu Neo Geo Ranbu: qcf, hcb+P (Uses two levels) Your standard autocombo DM, and as such, it should only be executed when you know for a certainty that you can hit it, i.e, after a successful SP, +f+SP, or after a succesful SP TNT Punch, otherwise you'll just be begging for punishment. = = = = = = = = = = = = = Super Desperation Moves = = = = = = = = = = = = = Chodokyu Status Up: qcfx2+K A Memory Card Slash that powers up Yuki for a very brief period of time. The LK version powers up his attack, while the SK version powers up his defense. Not worth the cost of an entire meter, however, given such a slight increase, and the very brief amount of time that he actually stays charged. Avoid using this one. Chodokyu Max 330 Mega Beam: qcbx2+ABC This is the quicker and more powerful version of the Neo Geo Beam. Being quicker to execute and more powerful, you have your opponent at even more of a disadvantage should you happen to have a full meter. It can also combo and juggle in many different situations, but damage scaling hurts it, so you’re best off using this as you would the level 1 version, as an aerial deterrent. = = = = = = = = = = = = Special Double Assault = = = = = = = = = = = = Atomic Guy Neos Transformation: qcf, hcb+AE Transforms Yuki into Atomic Guy Neos, as the name suggests. As Atomic Guy, attacks are unblockable and damage the red part of a wounded opponent's health gauge. Transforming into him, however, is only possible with Ai as Yuki's partner. You must also execute Yuki's LP, SP, and PR Memory Card Slashes and input the motion to transform before 10 seconds have passed, and to top it off, you can't use any of the moves you charge. Yuki is also knocked out of the transformation if he is hit with certain attacks, otherwise, he has a sort of constant autoguard state while in this form. Atomic Guy's moves are as follows... Atomic Punch: LP or SP Atomic Sliding: LK or SK Atomic Slash: A, B, C, or D while airborne Megaton Spark: ABC (Executing this will shorten your time in the transformed state.) Cancel Transformation: b,b = = = = = = = = = = Juggles and Combos = = = = = = = = = = One main thing to note about Yuki is that the majority of his more extensive combos occur via juggles, and what's more, you must have certain special moves charged and ready to take advantage of juggle opportunities that present themselves. Of course, though, this means that you have to know which of his special and super moves can juggle or combo, and when. Grounded normal/special move chain - SP, f+SP, LP TNT Punch - SP, f+SP, Chodokyu Neo Geo Ranbu - f+A, d/f+C, b+B, qcf+P(charged) - f+A, d/f+C, b+B, qcbx2+ABC Juggle anywhere moves This means that regardless of circumstance, so long as you are in range of the airborne opponent, these moves will connect. - charged Submarine Screw - Chodokyu Max 330 Mega Beam = = = = Combos = = = = This will cover a few of Yuki's combos. Requirements for execution (corner, whether a move must be charged) will be noted afterward when necessary. - j.SP, SP, f+SP xx qcb+LP xx qcbx2+ABC - f+A, d/f+C, b+B, dash forward xx dp+P *Must have Submarine Screw charged. - qcb+K in air, dp+P, qcbx2+ABC *Must have Submarine Screw charged. - j.SP, f+A, d/f+C, b+B, qcf+P *Must have Beast Buster charged; only two hits of Beast Buster may connect when opponent is not cornered. - f+A, d/f+C, b+B, qcf+P, dp+P *Beast Buster and Submarine Screw must be charged; opponent must be cornered. - f+A, d/f+C, b+B, qcf+P, dp+P, qcb+K in air (TK), qcbx2+ABC *Beast Buster, Submarine Screw and Lightning Fist must be charged; opponent must be cornered. = = = = = = = = = = = = = = Summary/General playstyle = = = = = = = = = = = = = = To play Yuki effectively, you must be on the offense as much as you possibly can. Carefully bait out an opponent's moves, then strike hard and fast while taking the occasional moment to charge a move. Other things that will help him are to utilize the basics like the Guard Cancel Front Step and Emergency Evasion to help you make a safe as possible advance. The moves I personally feel should remain charged as often as possible are his Lightning Fist, Beast Buster and his Sengoku Denshou. The charged Lightning Fist will make air to air confrontations easier to deal with, and is a great tool for putting pressure on an opponent. The charged Beast Buster, if you so choose to distance yourself, can help you keep a distance from your adversary. The charged Sengoku Denshou will have them more cautious about throwing random pokes out at you, and you can counter DMs with it, which alone gives him an edge in some battles that he needs. In the case of cornering your opponent, you want to use a charged Lightning Fist to keep an opponent from wanting to make any sudden movements. This way, even if they guard it, you're at an advantage, as you can pressure an opponent with s.SP(close)-LP Riding Hero-Lightning Fist. Though some can poke their way out of low flying Lighting Fist attempts if they time it correctly, at worst for others, it will trade, which they won't want to constantly risk. This, in turn, opens the door for more pressure, since you can follow up with a crouching LK, then dash in for a grab attempt, which should be your Fire Suplex, if you have it charged. As mentioned before, if your opponent isn't cornered, the above chain of s.SP(close)-LP Riding Hero-Lightning Fist becomes one of his trickiest mixups if the Lightning Fist isn't charged, since it retains forward momentum. Most importantly, however, despite how low he is to the ground, Yuki also retains his near intangibility, passing *through* his opponent and touching ground on the other side. This can catch many a person off guard, and can greatly contribute to pushing your opponent towards the corner. Finally, when you gain meter with him, whether you distance yourself or not is entirely up to you, but regardless, simply having meter will keep the opponent on edge and leave them more than a little wary about traversing the air to reach you. = = = = = = I hope that this guide is helpful to whomever may read it. Yuki needs more peeps to rep him. :P = = = = = = = = Special Thanks = = = = = = = = - To one of my best friends, for being kind enough to send me this as a Christmas present...and you know who you are. :P - To Alternate275 and Lobelia Mk.IV for various NGBC discussions, which in turn inspired me to write this up. :3 - To SNK Playmore for making such an awesome game, and for recently porting this over to the Xbox 360's arcade with decent netcode!! Hoping for an NGBC2, but that might just be wishful thinking. XD