Neo Geo Battle Coliseum for PS2 - Yuki Guide
Version 1.00 by Joshua Vaughn, a.k.a. Mikadok on GameFAQs/GameSpot and
I Kei I on Gaia Online and Shoryuken.com

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Copyright info
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Copyright 2008 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.

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Legend
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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)
LK (B) = Light Kick (X)
SP (C) = Strong Punch (Triangle)
SK (D) = Strong Kick (Circle)
CH (E) = Change (R1)
PR = Provocation/Taunt (L1)
+ = 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.

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Terms
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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.

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Why'd you make this guide?
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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.

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Pros
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+  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.

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Cons
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-  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.
-  Needs to corner the enemy for some of his more damaging combos.
-  Has very few options against most without meter to set the opponent on 
guard.
-  Damage output on supers gets horribly nerfed when comboed into.
-  Has no effective anti-air without meter or a charged Submarine Screw.
-  Special moves MUST be charged to be TRULY effective.

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Yuki
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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.
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.

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Movelist

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Command Moves
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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.

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Special Moves
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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 Crad 
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.

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 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 decent recovery, but like his other special moves, you want to use this 
when it's charged for it to be its most effective.

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.

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.

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.

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Desperation Moves
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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.

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Super Desperation Moves
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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

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Special Double Assault
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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. Transofrming 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. 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

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Juggles and Combos
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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

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Combos
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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.

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Summary/General playstyle
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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 a standing 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.

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 more more than a little wary about traversing the air to 
reach you.

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I hope that this guide is helpful to whomever may read it. Yuki needs more 
peeps to rep him. :P

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Special Thanks
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- 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. Hoping for an NGBC2, but 
that might just be wishful thinking. XD