Hello, and welcome to the Shiki segment of the: 888b 888 .d8888b. 888888b. .d8888b. 8888b 888 d88P Y88b 888 "88b d88P Y88b 88888b 888 888 888 888 .88P 888 888 888Y88b 888 888 8888888K. 888 888 Y88b888 888 88888 888 "Y88b 888 888 Y88888 888 888 888 888 888 888 888 Y8888 Y88b d88P 888 d88P Y88b d88P 888 Y888 "Y8888P88 8888888P" "Y8888P" NeoGeo Battle Coliseum: Hyper James Dostie Edition FAQ ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc Table of Contents: Updates/versions i. Game Introduction/Thoughts ii. Character Introduction iii. General Strategy iv. Normal Moves v. Special Moves/Supers vi. Notable Properties/Miscellaneous vii. COMBOX viii. Advanced Strategy and Matchups ix. Closing/About the Author ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc Updates/versions Ver 1.11, 3/10/09: Hey man, I got hit by a car. For serious, broke my leg etc. So anyway, mostly fixed several errors and took out and changed/reworded/removed some comments regarding move properties. Nothing major, really, and as stated earlier I think the guide is mostly done unless I find something new. 2009 is a great year for fighting games. Ver 1.10, 9/05/08: Hi, been a while. Added a few small things, fixed a few typos, changed some match/strategy things around. Nothing major, but I feel that the Shiki guide is pretty much complete. I'll take suggestions or thoughts: [email protected]. Thanks. Ver. 1.01, 6/09/08: Yo, I forgot something. Shiki's overhead special kick thing (qcb/214 D) is indeed her absolute/ultimate juggle, and it has a few uses. Specials section and misc parts updated. Ver. 1.00, 4/25/08: I'm satisfied with the guide now. Removed some scrubbiness, added six more matchup hints, editing some things for readability. I'm probably a little off on some things still, but this should all be more than enough for a beginning player to pick up the character. It took me a while to figure all of this out! Ver. 0.93, 4/01/08: NEW COMBO, and a fairly important one at that. Never thought it would work, but it does. It's listed in COMBOX under the "NEW" heading and as "A4" in strategy. Small changes throughout otherwise. Kittens are wonderful. Oh, and no, this is not an April Fool's joke. Ver. 0.92, 3/28/08: Fleshed out character intro. Ver. 0.91, 3/26/08: Clarification on several things. I need to experiment with a certain combo/setup. Also added NGBBBBBBBBC dividers for the sections to make it easier to find things. Put ALL combos in the COMBOX section. Also added a start to the matchups part. Yay! Ver. 0.9, 3/24/08: Almost complete. Normals, specials, supers and tactics all done. Need to get correct move names and update strategy sections on what HARBINGER OF MORTALITY dodges. ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc i. Game Introduction/Thoughts Neo Geo Battle Coliseum (see main faq for game system information), is a little known 2D fighting game with a large cast of all-star SNK characters, using a team dynamic with an old school system reminiscent of early SNK games or Street Fighter. It�s easy to pick up, but there are some things that are very important to understand: Guard Cancel Forward Step (GCFS). 66 (or forward > forward) after blocking cancels your blockstun (time spent blocking when you can�t do anything except GCFS or tag counter) and allows you to punish things that are otherwise unpunishable. This is important for Shiki and it�s important against Shiki, and the same goes for all characters. A+B alone is the Forward Step, AB Step, or what some may refer to as the �roll�, which is an invincible dash that can also cancel normals, greatly reducing recovery frames (some call this lag). The AB Step/GCFS mechanic is enormous. The AB command will also allow safe falls, or tech rolls. Many throws in the game can be tech rolled, including Shiki�s, as well as many of her moves, including her sweep (cr.C). D. Assaults. There are two big reasons to do these: 1. Not only do damage, but GREATLY REDUCE RED LIFE. These effectively inflict more damage than anything, technically, since if there is no red life, there is no way to recover your life outside of character specific moves, like Shiki�s level 2 super. 2. Charges the other character, increasing their attack power. As long as the character�s life bar is flashing, the character is Hyper Charged. Big damage combos do that much more when this is active, and you should expect your opponent to play defensively in its duration. NGBC is a fun game. There is much debate and worry over its balance, but competing at high level with this character is entirely possible, very possible in fact. Fighting top tier is hard, but such is hard in any fighting game. The game system itself has issues such as gaining meter �all the time- even immediately after supers. Kim effectively gains meter for his B&B�s super during the combo, allowing him to do the series virtually indefinitely. Another issue involves some characters� throw causing a backturn effect where you can be crossed up in the corner quite ambiguously. These strongly affect the game, but throws can be broken and said crossup has to be in the corner. ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc ii. Character Introduction Shiki is a character from Samurai Showdown 64, she also appeared in SvC Chaos. Not a very popular character in NGBC, but she certainly has her strong points. The things in this faq have been reamed almost entirely from me learning the character from training mode, as there was no resource for information about the character beforehand, and there still wasn�t until now. Two things were picked up from Cajunstrike and T. Bear, which are noted later. How good is she? Well, tier-wise, I'd say B tier is probably generous, C is likely more accurate. I see people do pros and cons for characters in faqs like this often, so here's some of that silliness: PROS: + Good mobility. Her walking speed and general moveset afford her great maneuverability. + Good damage without meter, she can actually run most of her gameplan without using meter. It does help, though, if you make a mistake or need that life. + Specials can avoid/punish some characters very effectively, giving her a significant boost in some matchups. + Those not familiar with the game/character will die if instructions below are followed. CONS: - Does not have a low poke into damage B&B like a traditional character. - Weak throw game outside of command throw setups. - Poor defense (pokes not fast enough to stop pressure/throw games, few reversals, spotty anti air capability). - No projectile. Cannot control space well at all. - Against someone with good system knowledge and with an idea of what Skiki is capable of (i.e. high level play), things aren't so simple. Almost everything you can do has a risk involved, and poking with As, Bs and punishing things will be mostly all you can do if they have meter to GCFs. However, 98.73% of the time, you won't have to worry about that last con since you wanna have fun with he game and destroy your friends with Purify's Sexy Awesome Shiki Sauce. PSASS. In her ending, she gives a farmer a baby. RANDOM. Almost as random as RANDOM qcb C/D. ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc iii. General Strategy You cannot safely do anything with this character except poke with normals unless you have meter. Dash stab (qcb C) and crack shoot (qcb D) are lows and overheads, respectively, but both can be GCFSd (see above) and punished. Tread carefully. Your goal is to: A. Knock them down for okizeme (japanese term for �wake up game�, or what you do when your opponent is rising from the ground) or: B. Dash stab reset into mixup. On A, your knockdowns are qcb D and level 2 super. The latter doesn�t give you as much time to set something up. Crack Shoot (qcb D) will land as a punishment to whiffed lows, and will beat moves, even trade or beat Mr. Big�s lariat. Shiki�s other knockdowns are tech rollable. Let me repeat that, ALL OTHER MOVES THAT APPEAR TO KNOCK DOWN CAN BE TECHED, INCLUDING HER THROW. Your options after successful knockdown: A1: Close D (overhead) > close C one hit for dash stab combo OR cancel to close C/far D > D. Assault, OR > close C/far D > level 2 super A2: Crouch C (low) > run up and continue pressure. Crouching C is two hits, and as such, is not always safe to GCFS against. Note that it does not knock down, however. A3: Whiff close D > throw OR whiff > cr. A to B&B (see B1). A4 (corner): Close D (overhead) > close C one hit > qcb D for the knockdown > restart oki game with above options. For B, there are many ways to combo into dash stab, but the two most effective are: B1: Close/crouching A > close B > far D > C stab. More damage, confirmable. (thx T.Bear for showing me close B > far D combos) B2: Crouching D > C stab. Confirmable, also combos into level 2, D. Assault, kara cancels, basically every special/super. Less effective, but also possible ways to combo into dash stab include close C (one or two hit), deep far C, deep far D, deep cr. B. The dash stab itself leads into a combo, which is either: C stab > C followup > C dp (this whiffs) > C dive or C stab > C followup > B dp (hits) > B dive. C dive and DP allows for a better offensive situation midscreen, and is ideal for the reset. The B versions do more damage and, in the corner, effectively set up the reset just as well as the C version. The dash stab combo, along with whatever you used to combo into it, nets about as much damage as some character�s level 1 super B&Bs. Now, this �reset� means that you recover and land in front of the opponent before they land, and then you have these options to continue your offense: B3: Command grab. B4: Close D > see above sequences in A. B5: Crouching C > also see above. B6: Crouching D if you anticipate them trying to jump out of grab range, or to stuff attempts at hitting/throwing you out of close D. B7: Level 2 super. See above. Teleports are good, but not great. Don�t overuse them, as they are not active immediately and do have recovery. After an air teleport, you are in a state similar to if you just did a dash stab > C followup, meaning you can only cancel into a DP > dive, a dive by itself or fall to the ground. Use the teleports mainly to escape disadvantageous situations. ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc iv. Normal Moves (Note that Shiki�s neutral jumping normals are not different from her forward/back jump normals) A: The A button for most characters in any SNK game usually entails moves that are your primary pokes, B&B (bread and butter, i.e. essential combo) starters and, along with B moves, generally grant some degree of frame advantage. Shiki is no exception to this, though she somewhat trades range for speed of startup/recovery (startup is the amount of time it takes for the move to animate to its point of effect, recovery is how long it takes after the point of effect for you to return to neutral and be able to block/hit another button). St. A, or standing A, at close is a relatively quick head/neck height slice with one of her daggers. It cancels into close B, cr.A and D. Assault, though the latter is not recommended as a better setup is close A > close B > far D > DA. Close A begins the Slash Chain (see combos). This normal can be crouched, i.e. avoided entirely by an opponent in their crouch animation. Far A has considerable startup as Shiki steps forward before swinging. Out of all of her normals, you will likely be using far A the least. Cr. A, crouching A, functions similarly to a close A in what it cancels into, with the added advantages of its range and speed, though it is actually slower than the average cr. A, not as effective at stopping dash > throw games as many other characters�. Its usefulness as a poke and B&B starter remain, however, and it is an excellent move to use in range or just out of range to control space. Jump A leaves much to be desired, but is the fastest executing move in the air if you are threatened and jump D does not have time to animate. It would make infinitely more sense to give a character with a floaty jump weak jumping normals with a large amount of active frames, but this isn�t exactly Street Fighter, so WHATEVERRRRR. B: The B button is strong for Shiki. Typically a button for kicks, they are instead longer-ranged dagger swipes than their A button sisters. St. B at close is a vertical cut that cancels into many moves, basically everything in your arsenal can come after this, whether an A move came before it or not (though generally, an A button should start combos, as it is then easier to confirm hits, or rather make sure you�re hitting them rather than having your attacks blocked, preventing you from doing something unsafe/wasting meter. Far B is a great poke. Decent startup, good range, combos into level 2 super or D. Assault if hit deep and controls a large amount of space in front of and slightly above you. If cr.A is far out of range, use this. Cr. B (remember, cr. stands for crouching), though somewhat slow when used standalone, is also a good move. It hits twice and can combo into D. Assault if hit deep or level 2 super when hit at any range (this move ends the Slash Chain and said super is its only finisher, aside from cancelling into qcb C/D, which will not combo). Has decent vertical range, but is by no means meant to be used as an anti air move. Jump B is similar in function to jump A, except with a different hitbox. Again, jump D is the superior air to air and jump-ins are nonexistent ane unnecessary. C: The C button serves as your heavy slashes. Slower, more damaging moves with ranges comparable to the B button attacks. St. C at close is a two hit, two swing attack with both daggers. The first or second hit may lead into a combo, and one-hit close C cancels into many moves, and is the only way to combo into some specials (more on this below). Most often, close C will be used after an overhead close D, which then cancels into your next attack (D. Assault, super, one-hit into dash stab). Far C is a move with a lot of startup that does a considerable amount of damage and, if hit deep enough, can combo into the standard options. Farther out, level 2 super works. Far C is one of the two normals of Shiki�s that can be cancled on whiff, or �kara� canceled as it were, just as the move is becoming active. This allows for some interesting possibilties. Cr. C is a two-hit attack, though if the first hit connects, the second will whiff. This functions as a sweep (knockdown), but can be recovered from (teched) if the opponent hits A+B when landing (qcb+D and a super are the only untechable knockdowns that Shiki has). This is your only low-hitting move aside from dash stab, and it functions as a low option in mixups/okizeme when a close D (or command throw or super!) is expected. Jump C is a damaging downwards swipe of both daggers. The move is not easy to hit with given its hitbox/range and is generally inferior to jump D in air to air, though it serves as a better jump-in. However, as stated earlier, jump-ins are not necessary for this character, and not good enough even to consider. There are many, many ways to be anti-aired in this game, and Shiki�s jump is quite high and floaty/slow. D: D also holds a strong moveset, and all are essential to good play. All of Shiki�s D moves are kicks with her little sexy boots etc etc. St. D at close is an overhead heel drop/axe kick with few active frames. For an overhead, its startup isn�t �that- slow, but still seen in time to react and block. This is a basic start of her okizeme/wakeup/what you do when they�re getting off the ground game. If you time this incorrectly, however, you can easily be thrown out of the move (remember, only a short part of its animation will count as a hit). The best way to combo after a close D is far D or CLOSE (yes, close) C, which are moves that lead into many things, and all your standard options. Far D in itself is a decent poke, and can net a D. Assault if hits deep. Cr. D, unlike most other characters�, is �not- a sweep. It is instead a two- hit (yes, a lot of her normals hit twice, this is good for confirming hits and punishing tag guard cancels) upwards-angled kick. She stands on her hands when doing this, possibly avoiding lows, and this move is the other normal that can be empty/kara canceled, or canceled even when not connected, such as in sequences as close D > kara cr. D > level 2 super. Cr. D is also one confirmable, rather reliable and decently damaging way to combo into the dash stab series. Even if far away and only one hit connects, this is still possible. Cr. D is cancelable into all of her specials and supers (and yes, even when it whiffs). Jump D is the air to air normal of choice. Identical in animation to the qcb D move, and as such has a commendable hitbox and decent effective range. Due to her spinning during its startup, you may just avoid your opponent�s air to air and win cleanly. It�s not the best normal for its purpose in the game, but it works. Tag Counter: This is actually an animation unique to the tag counter. Good range, does what it�s supposed to do. D. Assault: An average DA. Some go farther, some have better hit boxes, some are faster. None of the above matters, however, for its intended purpose: combo into it. She doesn�t have a special D. Assault, but those are largely superfluous anyhow. ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc v. Special Moves/Supers Note that I use a lot of nicknames for the moves. I call them what they look like, �cause I�m a stupid, fat, lazy American. *Harbinger of MORTALITY, �dash stab�* qcb A/B/C, 214 A/B/C, hurricane kick A/B/C, etc. You�ll be using the C version of this aptly named move a lot. You mainly want to combo into it, but it does have its uses standalone, and I mean besides random. It can be easily beaten, though the A and B versions can serve as bait for things such as DPs. The move will slide under many projectiles and moves (see list further on in faq), is quite fast, faster even than the level 1 super version. B and C versions are punishable by GCFS (but not without GCFS at all), C especially, and A version CAN be punished if anticipated. The solution for this if the move is blocked is its super cancel. You have enough time to confirm if the move hit or not and then do the motion for your level 1 super, which will leave you safe, and possibly punish an attempt to punish your dash stab! Super cancel to level 2 can be used if you are killing their first character to get the life steal with no worries of your super�s recovery since there will be a pause before the other character tags in (remember above I said that okizeme is harder after this move). This means you can heal yourself, kill them, and have time to tag out safely and heal some more. Life is good. Time Overs are strong in this game, and Shiki can certainly run away effectively with her mobility options. *Shiki Kick/Crack Shoot* qcb D or 214 D Overhead. If this move is blocked, you cannot make it safe, you will most likely get hurt if you�re fighting a competent player. If they have no meter, or cannot/will not punish you, this trap can be done indefinitely: Cr. A > cr. B > qcb D. You may cancel cr.B on hit into level 2 or mix this up with a dash stab, but remember, this string is UNSAFE. Most characters can get at least something free off of GCFsing this. Mainly use this move to punish things and a match opener (as they have no meter to punish it). It can cross up crouchers. Note that this move is also untechable. THIS MOVE IS SHIKI'S ABSOLUTE JUGGLE. There aren't too many situations in which you'll get to use this property, but they do indeed exist and it has definite uses. It being a hard knockdown helps too! Cr.B > qcb D is the most common application, with basically any move that's special cancelable and can hit them in the air a possible option for comboing into the juggle. *Teleport* Down, down > any button, 22 > any button, etc. You giggle and teleport a set distance away in a gray shiny bubble portal thing, either on the ground or in the air. A version teleports slightly forward. B version teleports a distance away forward. C version teleports slightly forward and into the air. D version teleports a distance away in the air. As mentioned, you may only follow up with a DP or dive, or DP > dive on hit in the air. To get yourself out of the corner or out of something like, say, Marco projectile nonsense, B version is quite useful. A version is more of a feint. *Shiki DP (Dragon Punch)* DP A/B/C, 623 A/B/C, etc. A shoryuken. Not the best, but can be used as anti air, and only as anti air. Its only other use is within cancels during the dash stab combo. The A version does one hit, B two, and C three. The A version is generally the better anti air. Possible in the air. *Dives* qcf A/B/C in the air, 236 A/B/C etc. The main use of dives is during dash stab combos and uses as offense after teleports. They have varying arcs and properties. A version: two hits, this is hard to use in dash stab combos, but possible. Very steep arc. B version: one hit. Not active until within range. Steep arc. C version: one hit, hits higher. Arc not as steep. These can also be used to change your jump trajectory to bait anti airs. *Command Grab* hcb+f D or 632146 D (Guilty Gear overdrive motion) Nasty move. Can grab opponent out of many things, including things like Kyo�s dp and even supers. Very hard to avoid in its reset trap described above. This move reverses the opponent�s directional inputs. For example, blocking low would be up+forward (9) when facing right. This is active as long as Mr. Pink Skull Head is laughing at them. If Shiki is hit, they do a DA, or if they successfully tag out, the effect goes away. This move can be tech rolled. Supers *FLIGHT OF LUCIFER (level 1 super)* 2141236 A/B/C, SNK rolly thing I previously thought this move was useless, however, as I mentioned previously, it can make your C dash stabs safe on block and possibly punish retaliation. The super itself actually does less damage than your standard dash stab combos, and does not leave you in an advantageous situation on hit as it is tech rollable. Outside of said situation, avoid using it and save meter for guard cancels, AB steps and level 2 super. *Shiki�s Curse (level 2 super)* 2141236 D, SNK rolly thing A fast super that sexes pplz with SHIKIGASM and steals life with high priority, though not so great on invincibility. This has won many matches for me. Ways to combo into this: Slash Chain (see combos) > super Cr. B > super (can be done on first or second hit of cr.B) Cr. D > super Close C > super Close D > far D > super (difficult, link) Close D > close C two hits > super (difficult, link) Close D > close C one hit > super Close D > kara (whiff) crouching D > super (easier than it sounds) Dash stab > super cancel. Far C > super Far D > super Trivia: go to the command list in training while the voice clip for the super is starting. The voice clip actually lasts a good bit longer than what�s played in the game. AAAAAHHOOOOOOOOOOOOGHHHHHHHHHHHHhhhhhhhhaaaaa ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc vi. Notable Properties/Miscellaneous Shiki�s walking speed is rather stupidly fast, which is definitely a good thing. This helps your general game, including getting throws, getting in range for pokes, getting under jumps (you have many ways to do this). Shiki�s jump is high and slow, or �floaty�. This isn�t exactly a bad thing. It should also be noted that there are many ways to change her jump trajectory, including the many dives and teleports. These can serve to bait your opponent into whiffing a move or putting you into a more advantageous position. You can also do DPs in the air, which also adds a mobility option, though this will less often put you into a spot you want to be as it takes a while to recover. Many of Shiki�s normals are two hits, meaning that if someone tries to alpha counter you/tag counter, you may very well hit them before their attack animates. Shiki�s throw is techable, and its whiff animation is longer than the command throw�s whiff animation. However, the actual startup of the command throw is longer, meaning in order to throw someone before they can throw you/break a throw, you have to use the normal one. It�s just necessary in some situations. A standalone command throw is difficult, unless you�re throwing someone out of a roll or using the reset. The snake on her leg name�s Snakimaru. Actually no, I just made that up. The Shiki Kick, 214D (aka qcb D) is Shiki's absolute/ultimate juggle, which means that this move will always hit the opponent in the air if they're in anything like a juggle-able state. For example, this is quite useful: Corner poking/pressure with far B > Shiki Kick. The far B is good for hitting them if they try to jump out of the corner, and on air hit, you can cancel to the overhead special and it will combo and knock them down, allowing you to continue pressure/okizeme. If you hit with a normal in this situation, there's pretty much no reason not to cancel to the move to knock them down. After all, as I've said many times, knockdowns are very important for her. ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc vii. COMBOX Okay, I�ve already covered a lot of combos and for your convenience, I�ll go over the combos so far here, and follow with new ones: Close D combos: Close D (overhead) > close C one hit for dash stab combo OR cancel to close C one or two hit/far D > D. Assault. Close D > close C/far D > level 2 super is also available. If you're not meaty enough hitting with the initial close D, your D. Assault may whiff. If you think you're going to get pushed out too far to get the two hits of close C, just do one hit or go for something else (dash stab combo). Standard dash stab (Harbinger of Mortality) combos: B1: Close/crouching A > close B > far D > C stab. More damage, confirmable. (thx T.Bear for showing me close B > far D combos) B2: Crouching D > C stab. Confirmable, also combos into level 2, D. Assault, kara cancels, basically every special/super. Less effective, but also possible ways to combo into dash stab include close C (one or two hit), deep far C, deep far D, deep cr. B. The dash stab itself leads into a combo, which is either: C stab > C followup > C dp (this whiffs) > C dive or C stab > C followup > B dp > B dive. Shiki�s Curse combos (AKA the level 2 super AKA SEX): Slash Chain (see combos) > super Cr. B > super (can be done on first or second hit of cr.B) Cr. D > super Close C > super Close D > far D > super (difficult, link) Close D > close C two hits > super (difficult, link) Close D > close C one hit > super Close D > kara (whiff) crouching D > super (easier than it sounds) Dash stab > super cancel. Far C > super Far D > super D. Assault (DA) combos: Cr. D > DA Close C > DA Close D > Close C (one or two hits, two hit C may push out too far if initial close D was not close enough) > DA Close D > far D (same as above applies, the option to do one or two hit close C to ensure DA makes it superior to this) > DA Cr. B > DA (must be near) Far C > DA (must be near, highest damage DA combo) Close A/cr. A > close B > DA The Amazing One Hit Close C: Close C one hit combos into basically everything, including the only way to combo into qcb D and the only way to combo into command grab (thanks Alex/Cajunstrike for the latter). It�s rather strange that it can do this, but not overly useful. NGBC�s ways are mysterious. As above, one hit close C can be cancelled into DA instead of two hit if you anticipate the second hit pushing out too far. Also, remember, close D > close C one hit > dash stab is an important dash stab combo to use on their wakeup. Slash chain: The default command combo (L2 button) is just this: Close A > close B > cr. A > cr. B. There�s not much reason to use this, as with a lot of the prepackaged combos the game shows you. A close A is better used to combo into close B > far D > dash stab combo, by far. To make matters worse, it is impossible to combo off of the cr. B at the end except with a level 2 super. Combos off of far C: Most of the desirable combos off of far C require the normal to have been done fairly deep. At its tip, only a super is possible. Far C > dash stab series Far C > DA Far C > either super (level 2 is faster and will hit farther out than level 1 will) These certainly do a lot of damage, but hitting with this normal is a challenge. Its startup is considerable and its range isn�t too very good. However, as with crouching D, it can be cancelled on whiff, which means you can: Whiff C > A/B/C dash stab for a hit or bait. Cancelling with the A version lets you recover slightly faster than if you had just let the move animate. Also, a blocked far C into C dash stab is a frametrap. If they try to move or switch guard, they�ll get hit. NEW COMBOS: I'll add these here that I find. This first one is something I more or less "realized", really, and it can very well be an important part of your game plan in the corner: I mentioned earlier that qcb D combos after close C one hit, correct? Well: Close D > one hit close C > qcb D works, but ONLY IN THE CORNER. What is the significance of this, you ask? Simple, you combo into a guaranteed knockdown with this. There's no other way to do that outside of combos that end with level 2 super, Shiki's Curse, and you don't get good oki off of said knockdown. What's more, generally, you'll be hitting with a close D quite often in the corner if not a command throw. This has all been added to the strategy section as option A4. ngbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbc viii. Advanced Strategy and Matchups Dash Stab can slide under the following projectiles, punish on reaction: Mai�s fan Chonrei�s fireball Chonshu�s fireball Hanzou�s shuriken (single) Fuuma�s shuriken (single) Robert�s high boom Asura�s arrows (some that spread lower may hit) Athena�s arrows Akari�s...thing Mizuchi�s...thing Mars People�s zapper Marco's heavy machinegun, grenade All of Ai's projectiles Yuki's shots (have to anticipate them) I can't remember testing -all- of these, let me know if something does or does not work. For every projectile that she can�t slide under, her qcb D will hop over it. Dash stab is also generally a safe match opener, as is qcb D. They cannot punish either without meter and both are great for stuffing moves/jumps. C followup to dash stab can hit in the air, of course, and set up the reset just as well without the stab itself landing. It can also avoid/hit the following supers: Robert and Karate�s super fireball Hanzou�s super fireball Neo Dio�s super fireball Mr. Big�s cattle prod zappy thingaz Marco�s VOMIT (this is somewhat tricky, but if you�re where Marco would like to do this super, you can actually dash stab under it on reaction and punish him. There�s the possibility you will take a few hits at the end of your dash if the blood spray hits you as it moves just along his legs. If Marco properly sets this super up, however, you won�t have time for the startup of dash stab) (more of these later) Character Pairing You will use a moderate amount of meter with Shiki. Her general game does not involve actually using meter, though level 2 life stealing and level 1 making your blocked dash stab attempts safe are a big plus. Shiki is generally better as a lead-off character because of this and due to the fact that she has many effective ways to combo into D. Assault. Also, as mentioned earlier, Shiki�s low special and overhead special (dash stab and qcb D, respectively) cannot be punished without meter, making the two of them safe match-openers. Further, if your opponent is not accustomed to Shiki and her game plan, you may very well fight them for half the match, get a life steal and that, combined with your existing red life, be able to switch her out for your second character and have her heal to full health to use near the end of the match, where she can very well excel in running away to take advantage of the timer, fishing for a level 2 during this time to boost your life when the time over occurs for the win. I hate that phrase. So then, you�re best off pairing her with a character that needs meter to run their game and shines where Shiki does not. Things you should want in a teammate: - Good anti air - Effective use of meter/D. Assault hyper charge for damage - Fast low pokes into damage (Shiki�s cr. A is comparatively slow and does not hit low) - A projectile, though not entirely necessary, is a plus - A better throw game. Shiki�s normal throw is relatively weak as it does not backturn and is techable. Her command throw is good, but it is better suited in different situations than what is intended in a general throw game, and is techable as well Some example decent partners: Big, Kim, Robert, Mai, Kaede, Iori, Hotaru, Terry, Karate, Washizuka, Hanzou Any more "traditional" character with a solid, universal game that makes use of the system well is a good start. Shiki, like Eiji in XI, can often run over the opponent for an easy OCV (one character victory) if they do not know what to look for in fighting her between said resets and opening/ending match strategy above and, even then, she has solid options against a good player, few as they are. My most important advice to give is simply this: be careful to be safe. A player that doesn�t know how to GCFS is an easy win every time, but a player that does know will destroy you for being careless. This goes for any character. Matchups Vs. BIG: Qcb D can match lariat at certain ranges and will beat his lows, be careful to space it correctly though. Dash stab goes under lariat and punishes it. If he�s in your face with cr.A, though, you just have to be patient and break the throw and hope to return to a neutral situation. Vs. Kim: Tag. Vs. Asura: Easy fight. You can react to spikes and arrows to punish them heavily, which is a lot of his gameplan. You have no reason to fear this character. Vs. Robert: You can deal with his projectiles easily, fast as they may be. Teleports will disrupt his charges, but remember you do have recovery frames and his cr.A/D are good. Be careful, his cr.C is enough of an anti air for him not to need a flash kick charge, so no free jumps if you don't think he's had time. Overall, this is in your favor, though he's a better character. Vs. Hanzou: Wow simple character. Punish projectiles as usual. His st.A will hit you even if you're crouching, though it looks like it won't, which makes it all the more easy to combo into qcfx2+k or that Final Fantasy Edge-style shuriken barrage. If he makes a few mistakes, you should have him. You do more damage on your openings with better options, but he gets his openings easier than you do and has a pretty good dp and hot normals. Block and wait. Vs. Geese: Stay out of the corner. Win. Vs. Tung: Block. Vs. Marco: Pick your qcb C spots wisely, there should be opportunities. He relies heavily on projectiles. Teleports are risky as always, but possibly helpful. He suffers from a lack of good anti air, much as you do, and reversals and punishes aren't exactly his strong point. It's not an easy fight because it's Marco, but it's not too bad. See Kim. Vs. Haohmaru: You can punish far C without meter if closer to him. Haoh is strong, but you're fast and can do a lot of crazy nonsense. Take risks carefully, he does a lot of damage. (more later) ix. Closing/About the Author My name is Brent, aka Purify (of the weird soul variety), known as �taraction� on gamefaqs. I am a Shiki/Mai player in NGBBBBBC. I�ve been playing this game since 20XX and know WHAT�S GOOD and REALLY GOOD. I�ve gone to several large US tournaments to play this game, including three Final Round tournaments in Georgia (in 2008 getting 2nd place behind Justin Wong), NEC in Pennsylvania or something, and there has been a very competitive scene for this game in my home state of North Carolina for quite some time now. Who�s da best? We�re da best! If you can make it to any of the larger tournaments on the east coast, chances are The Triad and/or myself will be there to help with this game. For more information on tournaments, visit shoryuken.com/forums, the tournaments section, and see what�s up. There�s also a forum just for finding and meeting up with people in your area to play. Lastly, an NGBC and SNK thread exists on the same site for you to discuss said topics in general with some of the best players around (and some of the worst too!). There are many inside jokes in this guide, and I apologize. I hope you enjoyed it nonetheless. I�d like to thank these guys for making NGBC interesting and giving me solid competition: SieClayton (plays all characters except Shiki, Kyo bestman) Cajunstrike (THE United States Marco) P. Soul (THE United States Iori) Beast of Fire (THE United States Robert) Return of Shiki/Shiki Dan Arstal Shaun Cosby Matt Frank for reminding me that this game sucks Also thanks to Dark Geese (THE United States Athena btw) for getting the SNK scene some attention, be it good or bad. This is all for now, look for my Mai guide in the future. To contact me about anything (I�m single! Lolol), my email address is: [email protected]